I am testing the performance of GGMax since the early days, even on scenes with 1 million polygon entities and 8k textures; I was getting around 60fps, with an Nvidia GTX 1060 card, which isn't too bad.
In this scene, there are around 600k in polygons, and all the textures are 4k
In 3ds max - notice the polycount
https://youtu.be/c28N7R8Vueg
Note: the player is killed by the fish before they even reach the pool; I must work on the level of aggressiveness of these fish,
this should only happen when the player enters the pool to activate the switch.
The same thing happens in this other scene. (59fps)
Here there are about 500k polygons between cars, roads, zombies, Z-hospital, plus all the environment meshes, and so on.
And this is surely going to grow, given that I am only starting to develop the level.
Here I'm just testing a rudimentary stretch of road, even the white line is too wide, but never mind I just modeled a prototype stretch of road to test the idea in GGMax, now that I know it's doable, the fps I can get by forcing the resources used at high levels; it's time to start modeling objects with less poly load and 2k or even 1k texture where possible, looking for the least possible impact on overall performance.
Performance is something that is not yet perfect and needs to be worked on, like many other things, but we can still do things if we take these shortcomings into account.
Laptop: Lenovo - Intel(R) Celeron(R) CPU 1005M @ 1.90GHz
OS: Windows 10 (64) - Ram: 4 gb - Hd: 283 gb - Video card: Intel(R) HD Graphics
cpu mark: 10396.6
2d graphics mark: 947.9
3d graphics mark: 8310.9
memory mark 2584.8
Disk mark: 1146.3
Passmark rating: 3662.4