The problem is that text is NOT 3d. 3D acceleraters are good for one thing: making 3D fly. Unfortunetely, 3D acceleraters don't like 2D all that much. Best thing I would do for anyone having fps problems is to try getting rid of all code such as PRINT and TEXT to get rid of the slowdown.
Unfortunetely the DB team would be more than hardpressed to find a way to make all games made in DB fast. The reason: it's practically impossable. Optimizations are the best tactic to keep in mind when developing. I've heard that you should optimize last, but that is a lie if you ask me. optimize while programming.'
Optimization tricks::
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1. Use a form of LOD for all your meshes. If you want top quality looking models close up, it's probably the only route you can take. Basically, make your stuff look really cheezy when it's too far away and highly detailed close up. You can test distance with the Pythagorean theorum: DISTANCE = SQRT(X^2 + Y^2 + Z^2). Where x, y and z are the differences in those respective coordinates (objectX - cameraX for instance)
2. Precalculations. Precalcs are a great way to speed things up. I use them alot when I need them to handle things like sine and cosine. Basically, you make an array that has all the data of sine and cosine before you run the game. then it won't be calculating at runtime. You just index the array.
3. Get rid of slow arithmetic. If you are multiplying or worse, dividing, see if you can change that to adding and subtracting somehow. Multiplying and dividing is really a time consuming to a computer. It slows things down tremendously.
Sorry I went off on a tangent. I'm getting just like raven
Current Projects: mini BSP maker 50%, Height Mapper with many features 75%, FPS/RTT Nameless at the moment 15%