I really have problems with textures with this build. In one file my diffuse texture really wants to use the first UV map of the mesh and not the second one that it is supposed to. In another file textures are just black…
Are textures supposed to work as they do in the standard 2.65a version? Or are there known problems with UVs and multiple textures per material?
You can see the UV problem in this file for example: http://www.mediafire.com/?mxn4yo46ktxwwy1,
remember to remove the DLAA filter from game logic and put it the render tab, otherwise the fps is lower.
Otherwise if I add some 15 spotlights to the scene I get 45 fps with inferred lighting but 60 fps with forward rendering. But the scene above that I am using have simple big surfaces and not any furniture for example. So my question is:
What should I be testing? Should I look for performance gains when using many lights and complex geometry? Or isn’t the code optimized enough for me to see any performance gain just yet? If not, do you need us to just test away and report weird things, like glitches and such?
What kind of scene would be the best for testing? Just a plain texture scene only lit with dynamic lighting, or as in my scene, trying to find a nice balance between AO texture and dynamic lights and lightmaps?
And it seems that spotlights acts as point-lights at the moment.
EDIT: I changed the lights to point lights and they behave differently, my fps is locked to 60, but it feels smother with inferred lighting when using point lights, and it looks better. Specular can not be turned off for the lights I suppose.
And my GPU seems to run a little hotter, might be because the build is not optimized.