While I can't answer for JCL, i think he means next beta (which will eventually make it to the public), but from the 6.30.3 beta.txt section:

Code:

time_level
Time in ms/frame consumed by level rendering.

time_sky
Time in ms/frame consumed by sky rendering.

time_entities
Time in ms/frame consumed by entity rendering.

time_effects
Time in ms/frame consumed by particle rendering.

time_portals
Time in ms/frame consumed by portal/mirror rendering.

time_panels
Time in ms/frame consumed by panel rendering.

time_update
Time in ms/frame consumed by screen refresh.

time_actions
Time in ms/frame consumed by script execution.

time_pfuncs
Time in ms/frame consumed by particle functions.

See also:
time_physics.



For finding performance problems, the best thing to do is pull up the debug panel (F11, statistics section in the manual), and watch the ms column. When the framerate takes a nosedive, one of those values will go up. See which one it is, and start from there (or post a screenshot or the numbers from it).

As to your other question, it all depends. How many polies your entities have, whether they all use the same mesh, texture sizes, their actions, etc, all effect how many you can have.

1300 cubes (12 triangles) with a 64x64 texture, all the same mesh with no real action, would use almost no resources.

But 10 models, with 10K tris each, and 1024x1024 texture, all different meshes, and an action that computes PI to 100 digits will use substantial resources.


Never argue with an idiot. They drag you down to their level then beat you with experience