With shadows off, an average computer such as my own gets a bare minimum of 150 frames a second, and as high as 300 if there's nothing at all going on and it's a simple map. All tweaks turned on, all bars full.
With shadows on, I get a framerate between 50 and 30, depending on what, if anything, I'm looking at. This is with all graphical tweaks turned on, all bars to full again.
With TWO HUNDRED of my fighters onscreen, that's 1000 triangles per fighter and 512x512 textures, I am reduced to 15-25 FPS, although generally in the higher range of that figure.
That is a total of at least 200,000 triangles in action. Now, for comic relief, check what XTA gets with 200 units onscreen. *GASP* it's the same thing! QUITE LITERALLY!


Now remember, these aren't even evolva high-detail models. These are stock XTA bulldogs which weigh in at a massive 56 polygons. I haven't modified the results in any way, in fact I puposefully put GEM at a disadvantage - XTA is rendering the same textures for every unit, GEM is rendering 4 seperate 512x512 textures for 4 different types of fighters. Oh, plus the GEM ones have things like real reflectivity.
So where's the bottleneck, my models or the engine? Put on your thinking caps here. The game performs identically with 11200 polygons worth of bulldogs onscreen as well as with 200,000+ triangles onscreen. Hmm, hmm...
As regards those pictures you posted, TRO, my goal here is authenticity to the original game, not comic-book stylized homeworld art. GEM ships are for the most part strictly industrial in design. There's nothing besides efficiency. These guys didn't gussy up the paint job with things like camoflage textures IN SPACE!
~~~
Edit: If you'd like your argument to be further crushed, read the topic I just started: http://taspring.clan-sy.com/phpbb/viewt ... 3457#53457