I would recommend using ( flip false ) to get a true FPS reading. Also, put in some simple code to time your main functions and display them on screen to see where some of the other bottlenecks are.
Obviously shadows on animated meshes is giving you a big slowdown. Assume your only using a single light source for the shadows. Is your 60k poly level segmented into cullable areas ... I understand his system is optimised to work best this way. Also, have you tried using the fastest shadow method ... e.g. textured blobs under the characters?
Stevie
Obviously shadows on animated meshes is giving you a big slowdown. Assume your only using a single light source for the shadows. Is your 60k poly level segmented into cullable areas ... I understand his system is optimised to work best this way. Also, have you tried using the fastest shadow method ... e.g. textured blobs under the characters?
Stevie