 Unless of course Polymer has been greatly optimized since I last tried it.
 Unless of course Polymer has been greatly optimized since I last tried it.Rusty's shot looks awesome of course.
 Unless of course Polymer has been greatly optimized since I last tried it.
 Unless of course Polymer has been greatly optimized since I last tried it. Sangman, on Jul 22 2010, 11:33 AM, said:
Sangman, on Jul 22 2010, 11:33 AM, said:
 Unless of course Polymer has been greatly optimized since I last tried it.
 Unless of course Polymer has been greatly optimized since I last tried it. TX, on Jul 22 2010, 06:46 AM, said:
TX, on Jul 22 2010, 06:46 AM, said:
 
						
                                                This post has been edited by Sangman: 22 July 2010 - 09:06 AM
 Sangman, on Jul 23 2010, 05:05 AM, said:
Sangman, on Jul 23 2010, 05:05 AM, said:

 
						
                                                 
						
                                                 Sangman, on Jul 21 2010, 04:33 PM, said:
Sangman, on Jul 21 2010, 04:33 PM, said:
 Unless of course Polymer has been greatly optimized since I last tried it.
 Unless of course Polymer has been greatly optimized since I last tried it. I'm seeing improvements like going from 22 -> 28 fps in clcoast.map and from 28 -> 36 fps in the main outside area of E1L1 with the Polymer HRP.  My other test case was the top of E1L1 with no HRP loaded, where I went from about 570 fps to something like 830.  Unless I've made some huge error and missed something blatantly obvious this will translate into better Polymer performance for literally everyone, across all maps.  The performance boost will be especially evident in user maps that have a lot of sprite based architecture.
 I'm seeing improvements like going from 22 -> 28 fps in clcoast.map and from 28 -> 36 fps in the main outside area of E1L1 with the Polymer HRP.  My other test case was the top of E1L1 with no HRP loaded, where I went from about 570 fps to something like 830.  Unless I've made some huge error and missed something blatantly obvious this will translate into better Polymer performance for literally everyone, across all maps.  The performance boost will be especially evident in user maps that have a lot of sprite based architecture.
						
                                                 Gotta try it.
  Gotta try it.
						
                                                This post has been edited by Skulldog: 23 July 2010 - 05:04 PM
 
						
                                                 The Commander, on Jul 24 2010, 06:53 PM, said:
The Commander, on Jul 24 2010, 06:53 PM, said:





This post has been edited by High Treason: 28 July 2010 - 06:12 PM
 
 
 
						
                                                This post has been edited by Norvak: 18 August 2010 - 11:53 AM
 Micky C, on Aug 17 2010, 02:32 PM, said:
Micky C, on Aug 17 2010, 02:32 PM, said:


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                                                This post has been edited by Nfelli64: 24 August 2010 - 09:00 PM
 yea Duke Nukem Toal meltdown
  yea Duke Nukem Toal meltdown
						
                                                This post has been edited by The Duke: 24 August 2010 - 09:08 PM
 Nfelli64, on Aug 24 2010, 11:56 PM, said:
Nfelli64, on Aug 24 2010, 11:56 PM, said:



 
 This post has been edited by Hendricks266: 24 August 2010 - 10:01 PM
 1_necro.zip (4.47K)
 1_necro.zip (4.47K)
 Nfelli64, on Aug 25 2010, 03:56 PM, said:
Nfelli64, on Aug 25 2010, 03:56 PM, said:


