Hiding Unused Meshes

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Killing completely is faster - as Matty said, there is no re-loading of textures etc. involved once your reference entity object is loaded at the beginning. It can save huge amounts of memory on lesser specced machines too. I got 15-20 frames more out of a amd duron 800mhz with crappy 32mb geforce2 mx by re-writing my hide/show code into kill create...but having said that the difference on a more modern machine begins to disappear (in my own case)...but still, it's always best in my opinion to consider your minimum spec's performance - get it right there and you're laughing.