We will have to see how the occlusion goes then, hopefully will add in a boost for more complex scenes. Still, I would imagine some way of using quads in the very far distance, especially with hundreds and hundreds of trees could be useful. Especially if you could replace hundreds of tiny trees with a billboard instead (rather than individual ones per tree). Still not sure how that would look in motion, but for the very far distance I think it may look ok. Of course it may not be feasible. I know using Dark Imposters I got great speed with lots of objects which would normally cause DB issues. Not that I used it much, AGK came out not long after!
I also notice even a bare scene uses a lot of draw calls, which increase as you add even the same entity. As you can see from the pic, you get 3 new draw calls per object which makes sense. One Diffuse, one specular and one normal. But, as it is the same entity, using the same images, surely this should not be the case? I would have thought you only need one copy of each image in memory to texture the mesh when it is repeated. This has been brought up before by myself and others and seems odd to me from my own experience coding. Not that I am particularly good at it
SPECS: Q6600 CPU. Nvidia 260GTX. 8 Gig Memory. Win 7.