Switfspear, let's examine the facts though. TA has, by ANY standard, very very low polygon models. Agreed?
When I play Spring with shadows off, I get 300 FPS. When I play with shadows on, I get 30-40 depending on the zoom level. If there's any serious action going on, it's more like 20. This is with, at the very most, let's be outrageous and assume someone has gotten 300 units onscreen at one time. 300 units times 80 - no, no, wait, let's assume these are all bulldogs or, hell, krogoths for that matter. Let's say they have, on average, 150 faces. Anyone who's modded TA knows that this is quite high for an OTA model. For reference, look at this link which provides a fairly accurate guide:
http://urc.tauniverse.com/info.htm
You'll notice that only extreme cases, like Krogoths, are the only unit which it would be considered to have 200 faces on, while the rest are more in the range of 75.
Now, back to my numbers. Let's assume that each of these 300 models has 150 faces. 45,000 quads being rendered, or 90,000 triangles if you prefer, and that's assuming that they are somehow unfolded and have every single face turned toward the camera (spring uses occlusion culling does it not?).0
What you propose, then, is to have a mod which... what, actually undercuts TA's average polygon count, so as to improve performance with shadows? Am I right on this? Even if the mod actually managed to have equal polygons per unit as TA, you are still looking at 30 frames per second at best, regardless of what's onscreen, and far far less if there's the promised hundreds of fighters on both sides. BUT WAIT! No, there's not just fighters, there's star destroyers, there's corellian corvettes, there's dreadnauts, there's interdictors, there's calamari cruisers. (boy, those things are just a massive curved surface. good luck making that 150 polygons) Are these ones going to be 150 faces too? No? Let's make an estimate. I'll randomly guess that a corellian corvette has 400 faces, and a star destroyer with any kind of detail whatsoever will be at least 600. Since when were star wars mods about fighter combat - which at best will deliver a random outcome in such numbers of combatants, even were things perfectly balanced? The mod will inevitably feature starships of all shapes and sizes, and I would guess that you'll have at least 10 involved in a decent sized fight.
So you intend to play at 10-20 frames per second. And how many fighters did you say were involved? Oh, well, that'll bring the framerate down to about 2-3 if you actually intend to move them at any time. Hmm... Interesting choice. But wait. Turn off shadows, and you've got 100-200 frames per second and a drop to the same postively abysmal 2-3 FPS when they try to move. Hmm... Something seems wrong here.
Since shadows are too inefficient to play with turned on in any budget, mainstream, or even mid-high-end computer, they should be removed from the equation. Now you've got hundreds, thousand of fighters and star destroyers and whatever else onscreen and a pretty damn good framerate to boot, since they're somehow each only 150 polygons. Try to move them. 2 frames per second. Ok, so excessively large number is out as well, especially in air units (just my experience there, other classes may also be very hard on the endine). So... what are we left with? In a best case scenario, you won't get shadows, and you won't get more than 300-400 units moving simultaneously without a noticable drop in performance. So, given that now shadows and excessive numbers are ruled out, what have we got to work with?
An ideal situation would see battles consisting of a maximum of 100 large units per side, plus 100 or so small ones. Pathfinding is getting a little chuggy, but we can bear through that, and besides, I bet you'll be down to half that number of units in no time. And what is our graphics card doing at this moment? Ah, it's twiddling its thumbs doing nothing at all. Why not give it a job? Like, for instance, high detail models and textures? Why, now we have the entire system cooperating - the CPU for AI and movement, the ram for textures, the GPU for the graphics. Equally distributed load, no bottlenecks, just a really kickass looking firefight.
100 big ships per side? That's more than can even be effectively managed in a combat situation. In other words, battles should ideally consist of far fewer units but there's plenty of processing room left over should a battle drag on and grow in size. So what do you get? You get G/E/M.