In this game (ET) when you have a scene with about 30K triangles from world geometry, and triangles from a few players doing their things, performance can drop incredibly. Even call of duty which was build on this same engine and had better lightning and shadow options could push way more triangles and still keep a good performance. But not just call of duty, almost all recent shooters I’ve played (the most recent that delightful Painkiller) can push huge numbers of triangles, with excellent lighting effects, high res textures and still keep very good frame rates.
maybe I’m an idiot and I don’t know anything about how things work, but am I wrong to ask why can’t q3map2 do this. Sure the engine it is build on is old and useless, and doesn’t take advantage of most of the new hardware capabilities, but still. I think ydnar could do something with that compiler to optimize performance somehow so that it can better handle high triangle counts. Though I’m sure that would be a lot of work.