Quote:

Fixing the texture size will likely double the FPS (if not more) for most users in the test level. The other issue is in the shader code itself. Doom 3's shaders are well written and highly optimized, however the one in the example level is not so much so.




what's wrong with the way the shader is written?
The shaders is not totally optimized i suppose but what do you suggest since you seem to know? As I've said before that room is very slow because the map is compiled wrong. The blocks must be set to "flat" with tesselate to "auto".
I get good framerates in my levels.