I just completed a stress test on the new HT&L engine FSO is useing, and it is at least 6 times as fast, probly more than an order of magnatude, meaning you can now ad at least one more zero to the number of polys to can have on a ship (fighters were about 2-500, now 2-5000, capships were 1-2000 now 1-20000) and expect good frame rates, the new HT&L engine, likes the following,
use as few textures as posable,
(use exsesivly large textures (1024X1024) if needed for this, it's that big of a deal)
use as few subobjects as posable (this is no longer a visual quality thing)
high poly counts are now encoureged, even if there is no good reason for them,
lower LODs should remain fairly low, we could just add one super detailed LOD on top of what is alredy there
my test was to convert a pers into cob, NURB it, and convert back to POF
1368 verts
1382 polys, many of them quads, all had to be triangulated during the load
4 of them in mission (+ golgotha, several drones and 4 polaris stations (wich is actualy several of them glued together think theres about 1300 in each)), absolutely no slowdown at all (an aparent 120 FPS), with somewere on the order of 12000 polys
the same mission with the same models in the most recent SCP build was about 20 fps (on my machine)
I chalenge any modeler to create a POF that meats the criteria sugested (namely use fewer than four or five textures on a capship, no more than one on a fighter, this is not a RAM issue, so the texture(s) can be quite large), that slows my computer down below 120 FPS, it simply cannot be done!