@ maho76 - when I first started optimizing that map. I had dropped in five characters and FPSC did take a FPS hit bad and was barely movable. But it was not lagging where the character were interacting. I started looking for perfomance hits by turning on wireframe in the game engeine and watching the polycount meter.
Wall segment where using three time the number of vertices needed in geometry, where as the texture covered it just fine. That was a gain of 10FPS right there. reducing those knock out 30,000 static polys. Gantries had bunches of extra stuff I could take out. They also was giving trouble because of a missing texture that the shader wanted. Another 6fps increase.
All the walls, doors, and windows are dynamic entities for use with a shader the client wanted. Again poly reduction. The texture covered tham just fine. Another 9 fps increase.
That a 25 fps increase in just those.
Positioning gantries and columns to block off views to geometry was another gain in FPSC.
Changed my graphics card from a Nvidia 6200 se to an Nvideo 8500 card and this got me an extra 20 - 25 FPS.
Wow now I am at 50 - 60 FPS most of the time. Even with water, bloom or Lightrays, I can still get around 25 - 30 fps.
Definatly - destroy entities when finished with them. Frees up the thinking part of the game engine.
Position character so that when they are active you dont have 5 or 10 other ones just sitting there watching you do something taking up resources.
Reduce texture sizes where you can on objects that will not be so close.
All this together will increase your framerates greatly.
Forcing a light map rebuild will also give you a more accurate indication of how you did.
The map started with 150,00 polys and I reduced it to 60,000.
Hope this helps and sorry it took so long to reply
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