Quote: "Are you insinuating that we could have GPU instancing in DX9?"
Yes, it is completely possible. Do not expect, however, that the same speed will be possible with a DirectX 9 video card, all features of DirectX 10 can be ported back, but the same quality and speed will not be possible on "yesterday's technology" due to the limitations on the RAM size, clock speeds, and other varibles.
For the not-so-great at tech talk:
Sure, DirectX 10 features will be backported (we already have FFT, soft shadows, zfeather (soft particles) and other features)
but do not expect the same speed and quality.
Quote: "you cannot have multiple enemies as it checks the total in the game and slows it down, so its a non runner."
That is due to the DirectX 9.0 design. It is not designed to run with 5,000 enimies in a single room. DirectX 10, however, is.
It can also be caused by a slow CPU, GPU, or a low amount of RAM. An example is that: A low end DirectX 10 card (Geforce 8400GS) out preformed a mid end DirectX 9.0 card (Radeon X1300) by getting over 25 FPS with 10 enimies in one room, while the DirectX 9.0 card got 12 FPS, so its the design and its strenghts.
But alternitivly, for that problem listed above, its probally because you have a low amount of RAM (with 8GB being high, and 4GB/2GB okay, and 1GB and lower being low) or a slow cpu, or an "outdated gpu"
Quote: "The reason you have better FPS when underwater is because you are no longer putting the GPU through the task of reflecting the environment."
Yes, I saw that just a few hours ago, and that makes it better to have the water higher than your player in an area where you do not need water, although it would be better to completely purge the water from your level to save frames, but that will come with v.1.5.
Just two questions,
How would you apply the Parralex maps to an object or segment?
Is it the same way you would apply the "bumpcubereflectalpha" shader to a segment or entity? Or is it something else?
And,
Will using the Parralex maps lower your framerate just like water and bloom would, or is it completely different from the features mentioned?
I really like EFX, it is my favorite mod for FPSC, and bloom could evolve into HDR soon, because there now is a method of implementing HDR the same way you implement Bloom, and Nighthawk has already begun to get into HDR by using the autofocus (which is similar to Eye Adaption) and the only things that hampers this "HDR" is the absence of a varible Eye Adaption. AKA, The "base" does not revert to the default setting, because when auto focus is on, the brightness goes to the default setting other than the eye adaption base (or the user defined default) And it needs just some more control with the passes, because I would love 16 passes (yes i'm very crazy, but I am a dreamer).
And...thats.... it.
from SC.
PS:

Check the attachment for the lecture about DirectX 10 speed, and why, we can back port it to FPSC x9, and have the same quality (at the expense of speed)
Play the games the masters play: MKZn and 3-B promo
http://www.3bpromo.tk