We experienced recently, that there is not much speed _de_crease if you take one model and create multiple instances of it (see -here-). JCL said:

Quote:


If you send 1000 models into the rendering pipeline, CPU and GPU can run in parallel, the CPU preparing the next rendering steps while the GPU is processing the pipeline.

However one extremely large object will need the CPU to wait for the GPU, thus wasting processing power. This is the unbalanced pipeline case that should also be avoided by level design.

The latter case is only slightly slower, but due to the 60 Hz lock you'll see a huge difference in fps.





So this whole test environment shows that A7 may be faster, but in a very rare circumstance. Please embed the texture of your ball into the modelfile and make 20 fileclones. Now place all clones randomly into the level (20 entities) and duplicate them 1000 times so that you have finally 2000 entities basing on 20 source entities with individual textures. Compile it with the latest A6 beta and with your A7 version and then lets have a go...

cheers
Christian