Mosillivo,
The point is as far as optimisation of levels are concerned we can all understand that static entities should not call any data.
That removing references to unecessary scripts on dynamic entities should help with lightening the load the engine has to cope with goes without saying.
There are quite a number of things known and possibly many other things that FPSC does that it should not by design or otherwise do and account for at run time.
If no one tries to eliminate all methods of removing all possible unecessary sources of calls to data the engine might make at run time then no one will ever know what data processes might be eliminated. Not even TGC know or understand everything thats going on far from it. Many of the discovered issues would not exist if they did and had eliminated them.
Again we all know we can have many hundreds of world objects, static and dynamic entities because we have them - just as many or more than you have - with optimisation the aim is to have more of them - thats not an issue at all - what is an issue is that all of those things have a bearing on fps and the more of everything you have the greater the burden on the engine and the lower the fps.
You dont have to do only what you wish to do - others are seeking to find methods of maximising optimisation by methods known or yet to be discovered that you may not wish to embrace.
Only by doing will results be achieved - for the individual no harm can come from experimentation but a loss of ones own labour but that can lead to a benefit for all.
It is from my insistance of removing all unecessary possibility of data reading by FPSC that I guess scripts attached to static entities are in question perhaps when its uneeded - though it cant do any harm.
Personally I would accept that its very probably unecessary - but if time is available removing the refs is worthwhile as an additional measure in an effort to aid optimisation. Static entities rendered as world objects really should not be seen through by the engine either but its almost certain that at least in some instances FPSC sees through them, around them or just ignores them completely as if they dont exist so dont talk about what static entities or indeed any other entities are supposed to do - its what FPSC actually does that matters and who knows excatly what that is realtive to everything in the world at compile or run time.
As a further possible means of optimisation - there are yet further things I can think of that may be possibly done relating to static entities and optimisation which I have not yet spoken of here if they become necessary to be called upon.
Who knows until these things are tried.
One things certain current methods being used particularly the loading and unloading of entities on the fly and removal of unecesary dynamic entities attached scripts as well as minimising and streamlining the actual data content within the scripts themselves is in my case at least having the desired effect by returning an increase of an average of 7fps in low spots pushing them back to the 30fps mark where previously they were minus that 7fps. Additionally optimisation has allowed this to be done whilst adding in a single level a large number of additional dynamic entities.
The proof of the pudding is in the eating.
Its extremely difficult to be certain of exactly what benefits each method of optimisation individually might achieve and it does not matter - the whole combined effort and end result is what counts.
And I dont write posts long or short for your benefit or otherwise - I write what I need to explain fully to those who wish to learn something from what I do and undersatnd to be the case. If you already know the stuff or dont want to read them then skip the posts.
On a final note you will be pleased to hear that I wont be writing so much for a while giving you all well deserved break - I really must get on with the level building.