Like some other people I have perfomance problems with 3.6, which weren't present with the older HTL builds.
Specifically, I get huge fps drops when facing a capship that jumped in late in the mission.
So I did some testing with the 4th (?) mission, "A Lion at the door', where near the end a Orion and a Sobek jump in ....looksie for yourself.
My hardware specs: AthlonXP 1900, GF Ti4200 with 64 MB RAM, 512 MB DDR RAM
1) fs2_open_3.6, flags: -glow -spec, only mv_core.vp
no other extra art used, especially
no shinemaps used, only the stock [V] ones
What I get:
NOTE: The numerous red timerbars are misleading, since they seem to be caused by taking the screenshot. What I actually saw, when facing the Orion, were about 4-5 white bars, which is rather strange, compared to the second test.
2) RT's newer 3.6 with the fancy pcx compression (from
this thread).
-glow -spec -pcx2dds, mv_core.vp
and mv_shine.vp (so actually more textures to load into the video card).
And look, what happens in the same situation:

So, what is going on in the first test without pcx compression ?
It says I still have 14 MB free Texture memory, but I don't know if that's correct, since at the beginning of the mission it says 72 MB free, but my card only has 64 MB ?!?
The funny part is, that this effect is rather unaffected by fancy new hires or high-poly stuff, but more of when something is loaded.
And the fact that removing the mv_shine.vp hasn't a effect is rather confusing. Does the engine make internal copies of the diffuse map for use a spec map, instead of using it directly ?
Anyway, i hope a coder can have a look at the memory usage and understand a bit more than I do.