Quote: "Just to reinforce that point here's a screenshot of a demo DBPro scene containing 1000 Tree Magik trees. About 500 have been excluded in code as being obviously out of view and some others are presumably culled by the internal DBPro checks. DBPro is comfortably running this scene, with a shader on each tree, at just under 60 fps whereas with just a few objects FPSCR struggles to reach 10 fps. There isn't any terrain in my demo of course, just a flat plain, and my suspicion is that the terrain system is the problem with FPSCR.
I'll try to find time to see how my simple terrains fare with so many trees. It'll be a useful comparison."
that could be true, Green Grandalf
some time ago i attempt to make a nearly real forest.. no way maybe 50 low poly trees and the engine gone broken.
i have a Intel core i7, 8GB ram, Gforce GTX 570.