Performance : TattieBoJangle is correct and so is everyone else depending on your point of view.
The bottom line and truth is that Reloaded will never have enough or too much performance as is the case with any engine particularly an indie engine like Reloaded especially if you and your game players want to also have the highest possible quality games and gameplay experience. Thus any and all methods available and possible need to be employed to gain the maximum possible both by the developers, the product users and your game players.
Unless you and your game players have the very best supporting hardware and software systems, are one of the very few real game making experts who will use the product or the product is used by a larger team outside of these circles and have a vast amount of content development product support, skills and time and resources to allocate to making your games and also to optimise all facets too, then for the majority of basic users such will be beyond them and they would need the engine itself to provide internally the performance systems to allow adequate performance with what they throw at it or be governed and be at the mercy of whatever results it provides for and returns including all of the media they may use.
For the majority of non expert or professional game maker users they will rely on the engine itself, media purchased and the software and systems of all concerned to be adequate to supply sufficient performance returns during gameplay. They will simply not have any choice or no way of achieving any different in many/most instances not being experts, pros or having access to major amounts of resources of all things needed to maximise performance down to the last fps that can be squeezed out of the product by any and all means. Thats not what Reloaded is to most users. They want to make a game, buy the product and some assets and want to make a game of reasonable quality that works adequately.
The majority of Reloaded pledgers/buyers/users will need to rely upon Reloaded itself automatically supplying any optimisation techniques to enhance performance out of the box :
e.g. Object instancing of Unique entities. Load and Unload entities on the fly at game runtime. Automatic creation of LOD entities and world objects by the product internally. Portals, Zones perhaps ask a game engine developer technical expert, I am one of the non experts!
Thus Yes I agree strongly that the previously developed existing QUAD SYSTEM which existed and appeared in earlier versions should be brought back and re-introduced and at time that Lee feels it appropriate so that we can see how and if it may help if at all to boost performance and fps gameplay speeds.