Anyways, i'd just like to bring up the obvious efficiency issue plaguing Polymer due to a lack of graphical options and sliders. Skyrim, other Bethesda games (even a few with ENB), Serious Sam HD and other more complex games run so well on my older ATI Radeon HD 6670 (25-60fps on average) at full resolution (1600x900) under some really great settings, yet this low poly sector based game doesn't with Polymer at any resolution or setting, becoming unplayable very quickly even at 640x480 under the lowest texture setting. To note, Polymost runs at hundreds of frames per second with the highest available settings (that is just the two, screen and texture resolution
Its the number of lights that does it (Duke Burger is a nightmare), so i'm wondering if there's a way to make Polymer more efficient with more "advanced" menu options and sliders in the future, such as limiting the draw distance of real time lights, specular and shadow effects, turning off parallax and specular mapping separately, and changing the shadow resolution itself. The "advanced" menu has a massive empty space where these options could be placed, and i'm pretty sure this doesn't require a huge restructuring of the engine to implement.
The problem is that, the core effect of Polymer should run more or less as it appears it should, and perform the same or better than the above games. Polymer should not be left to the those with the best of cards when the core effect doesn't need them. I think this should be a must if more effects are going to be implemented in the future, as everyone's going to run into this problem sooner or later, and i'm sure only a few adjustments will have Polymer running way better on everyone's hardware, without too much quality degradation.
Thanks.

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