Ahoy, haven't time to read the whole thing, just wanted to point out:
Those are peewees and aren't the sort of unit I'm really talking about for a current project.
Eh, er.. what I'm getting at is, peewees are freaking everywhere and in huge numbers. They're not units you'll see a handful of in a rare situation.
Still, I believe if you intend to release those as part of a larger package which will likely not reach completion any time soon realistically, you're wasting effort trying to optimize them so they'll run on outdated computers which will only become more outdated.
I feel like making a chart, and hencenforthen, I shall.
Notice how the world goes through quantum phase shift trilogy XXTREME-ROFL when 8800 is released, thereby necessitating that everything that comes after it is at least somewhat competitive, while everything that came before it looks like concentrated suckery.
2007 marks:
-Core 2, meaning CPU limitations are 20% reduced
-Nv8800, meaning GPU limitations are basically
gone for the time being
-Cheap RAM
-Cheap everything else
-"everything else" becoming cheap due to the first two things, since "everything else" is now totally obsolete.
You cannot buy a new computer that doesn't have a core 2 chip in it, and you can't buy a new gaming computer that doesn't have a GF8 series GPU in it. This means exponential growth of people who have PCs that don't completely suck.
There's a completely new standard now. GF8 and Core 2 being relased makes everything that came before them cheap as dirt, so even if you don't feel like blowing $400 or whatever on a massive quantum leap of computing power, you can spend half (or less) and still get a massive upgrade. You HAVE TO upgrade your computer from time to time.
I think the reason nobody here can face this fact is because virtually the entire TA modding community has devoted their life to finding ways to reduce their polycount by 3% without anyone noticing. Big whoop. 3%, that means you can now put 3% more units out there. Except your CPU can't handle that many units' pathfinding so it's irrelevant anyway.
Charts RULE!
Here's another one!
I couldn't decide what the Y axis should represent. I just really enjoyed putting that hard limit on 500 units, approximately where it belongs even with a high end processor. It's far far far far far far far far far far lower if you don't have a high end CPU.
But here's where I start
really shitting bricks. If someone needs a high end CPU before they can even START requiring a high end GPU, why the heck are we spending all time time making optimizations
for the GPU, when it's not even the problem!? Nobody will have a high end-CPU unless they also have a high end GPU, there's no such thing as a "hardcore word/powerpoint user"! It's completely beside the real problem!
This is basically the biggest reason I thought GEM would be a good idea here - the ships are super-detailed and few in number, meaning that I'm not hitting any artificial limits, I'm using both GPU and CPU in about the same amount.
Heck, even your standard common cheapass onboard GPU fare can handle a handful of high detail models.
OMFG ANoThEr ChArTTT!!!! :OJ :OJSKS
Notice how I avoid bottlenecks altogether by designing the whole game around the reality of things: CPU cannot handle 30 thrillion (thrillion. Yes, I thought it sounded awesome too) low poly units, but the GPU can. Oh but crap. That means you can handle roughly 500 tops, and you're wasting effort on unnecessary optimization. However, any GPU can handle 30 Gigawattjillion low poly units. Oh the irony. You've optimized for the wrong thing! Arrgh! Oh the spearheaded moses beak!
However, I design the entire game around the fact that cheap GPUs can handle, let's pick a random figure, 100 high detail units easily, and so can cheap GPUs. So I have a balanced load across CPU and GPU. Roughly 50% utilization in common circumstances on common computers, since the entire game was designed with the real-world limitations in mind, not fantasy "well if I go with 100 polys per unit I'll have lots woot!".
(BTW, the last chart on the bottom right says "low poly stuff". I ran out of room!

)
"But Caydr," you say, "You've just pwnt yourself! You're remodelling TA units with like 1000 polies apiece! Holy COW!" "Ah, my sexy young steed man," I respond, "You forget that I'm in the process of remodelling/retexturing about 400 units singlehandedly whilst simultaneously working on 5 mods that nobody believes exist due to the fact that I'm working on 5 of them whilst remodelling/retexturing 400 units singlehandedly. Do you figure I'll be done those by year-end?"
I am after all a talentless hack. It'll probably be a few years at least. Given that even now you can buy a GF8 which is capable of rendering - easily - 500,000 polygons, without breaking 60 FPS, it's my belief that by the time I finish, such GPUs will be old technology and anyone will be able to handle 1000-poly units (1000x500=500,000), except for the same group of geriatric stick-in-the-muds that have Pentium IIIs who will probably never upgrade, spending their working hours doing nothing but complain about how their prebyzantine computers cannot handle all the unnecessary eyecandy in Windows 98.
Roflies, remember how I'm an idiot and GEM will never work because there's too many moving pieces and all my tests involve static units? The battle I did last week involving 300 8,000-triangle ships each armed with 16 independently-targeting turrets, 32 barrels, and rotating radar dishes, with 400 1,000-triangle fighters buzzing around, with all features except shadows (which look crap on large models) turned on, which produced a battle with a low limit of 20 FPS and took over 10 minutes to finish, on a 20x20 map, while I accidentally forgot to shut down the resource-hogging Azureus bt client, which was apparently downloading at about 150 KB/s, seems to have disproved that. Especially since the entire game has been designed around the fact that you'll see perhaps 30 of them in a battle, tops.