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Oh geez, I barely remember what I did yesterday, let alone a year ago. :confused:
There are some huge performance issues with the June release. It mostly has to do with the huge number of entities on screen. Basically, these each have to be sent to the GPU for rendering individually, and the overhead involved makes framerate practically crawl to a halt--even if the models are extremely low detail (I replaced every mesh with a single untextured triangle, and it was barely any faster!). There is also an issue with how the crosshair works, the lighting set up, etc.
Over the next couple releases we will be reducing visible entity count by a great deal by combining structural geometry into more complex meshes that can be rendered in a single batch, and playing with some radius-based hiding and level of detail options. It should end up looking better and play faster. We'll try to include options in the long run for as many of these tweaks as possible, so you can hopefully scale it to your machine.
Thanks for the feedback!
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