Quote: "but if you read umans post on the matter he claims that areas that once in massivly slow FPS are no longer slow."
Quite, but I refer to the well documented and known to TGC "Serious Lagg Issue" only, where specific areas of a level sometimes as little as only one tile square can be affected by massisve fps fluctutations and cause drops down to show stoping speeds of even 0 fps in a level where the general overall fps over the vast majority area of a level can be running at quite acceptable gameplay speeds.
The Serious Lagg Issue is known to Lee as it was discovered during product development and the exact reason apparently never isolated - it has nothing at all as far as I understand it to do with the general overall fps speeds within a game but is a separate issue.
Areas affected by it in levels I tested are now free from it - whereas the overall general average fps has been reduced in same level by 50% - in other more complex levels by even more in parts.
That general much lower fps does not seem to be the same issue as the serious lagg issue as to me as its behaviour is different - thats all I can say as I cant know whats going on exactly - I am no expert in whats going on inside the engine at game run time - I just report what the end result is.
Just wanted to make that clear.
I am more than happy that the SLI seems to be gone and I am sure the general fps speeds will be put back to what they previously were at the very least - that would be one issue of very serious importance to users that will be put to rest and that has to be good news for future gamemaking with FPSC.
"I am and forever will be your friend"