Quote: "but honestly how many of these wide range systems are there really still applicable.9600GT a 7 year old GPU, is it really necessary."
As I have a 6 year old card myself (at least, it seems longer than that to me lol), I would say very important. You have to realize that many potential buyers of your game would not automatically have a modern GPU. Also factor in my old GPU (260GTX, a little better than Lee's slightly older 9600GT) runs any game I throw at it, because I opted for a decent variant of the cards available at the time.
For instance Dead Island runs great and looks way better than Reloaded in the main. People who buy your game will notice that performance sucks in comparison. It possibly will never get as fast as that engine, but it at least needs to be in the same ballpark, albeit it with slightly less fancy visuals, perhaps, I'd prefer equal myself
Quote: "How many games released this year or last year still support this GPU, and what were the performance gains.I am not saying you shouldn't I am just trying to get my head around why so old card."
I'm sure there are many. Most games have plenty of settings so you could keep using an old card for some time, as long as you are prepared to lower the quality in some areas. Also, Laptop and Netbook GPU's are normally fairly basic. This performance work will help get those devices to run it better, not all games buyers are hardcore desktop users!
Quote: "What I mend with water, was at least the rudimentary collision as with the terrain, the extra's would be a bonus, what was needed before any beta released would have been the basics, as right now pretty much mess around with the terrain and test out a few models."
I agree in some ways. We were limited to making a semi pretty scene to walk around. The water used to work semi okay, but I must admit I never usually bother running into it when playing about. Still, with scripting now we can do other things. Still limited, but soon to be expanded. I'm not fussed about the water myself yet. Having a way to adjust the y height of the plane would be useful to a certain extent though. It certainly easier than adjusting your entire map.
I'm not sure about the 100x100 system, from what I have read on the forums it still exists as far as placement goes, but may change when the constructor is added. I also noticed a config file for grids.. But never looked at it. Not sure about the collision you mention. I have found it fairly good in the main so far, apart from the odd slowdown here and there. That is apparently fixed now.
In answer to your last question. Because it is terrible. Plain and simple, some pledgers are struggling to run it at all and that is not good. Can you imagine the sort of review Total Biscuit would give to a game that ran so badly even on a fast PC? It doesn't bear thinking about, lol. If the main engine is not stable or fast enough, it needs to be worked on. Why leave it till last, only to find you can't speed it up without rewriting many other parts of the code?
I realise for people with pretty new fast hardware will not be finding this issue yet. But you would once the memory restrictions have been lifted, which they have by the sounds. The engine just isn't optimised enough yet to run across the board.
We are all frustrated about the speed of progress here, but on reading Lee's blogs it seems performance is finally getting there now! I'm expecting it to run well in the next release from these reports. Also, we can expect some extra news at GDC which sounds like it could be good!
Of course I am not TGC, and I am sure they could answer better than me. I also agree multi textures would be useful, but am not sure if they will ever be implemented. I would prefer to have them myself, as for some things one single texture just seems not enough for the job. It's mostly noticeable with larger models as the texture becomes more noticeable the closer you get.
Performance is key to Reloaded getting noticed. Once we have it, our pretty levels will start to look impressive, rather than just good screenshots.