I have considered using models for the audience, but there are a lot of audience members. A lot more than 200. I'll grant you they don't look great, but I'm all about performance, since I do hope to make money from this project, and you don't really pay them much attention when you're playing. I won't be changing it before the demo anyway, because I haven't been able to test on any really low spec machines yet. If it plays really well on low spec machines, I would consider it, but I don't want any more configuration options. I already have five different shadow modes, three different resolutions and color depth choices. If I make too many of those options, I'm going to lose potential customers who can't figure out what to disable to get more speed.
JFK : I'll take another look at the crowd texture, but I'm fairly sure it's not antialiased any more. It was in an old version, but I'm almost certain I fixed that. I was hoping to avoid using an alpha channel for speed reasons. Again, if performance on low spec machines is better than I expect when I release the demo, I might reconsider.
Bot Builder : Point taken on the textures. I just received a pack of textures in the mail this morning, so I'll see if I can find something suitable. VRam is curretly hovering around 10mb minimum, and I don't expect to get it under 8mb, so I have plenty of vram to spare before I'll get to 16mb.
JFK : I'll take another look at the crowd texture, but I'm fairly sure it's not antialiased any more. It was in an old version, but I'm almost certain I fixed that. I was hoping to avoid using an alpha channel for speed reasons. Again, if performance on low spec machines is better than I expect when I release the demo, I might reconsider.
Bot Builder : Point taken on the textures. I just received a pack of textures in the mail this morning, so I'll see if I can find something suitable. VRam is curretly hovering around 10mb minimum, and I don't expect to get it under 8mb, so I have plenty of vram to spare before I'll get to 16mb.