what do you mean by profiling? i know that reducing the movement of data back and fourth between the video card is a good way to kill performance. im not sure how much of the render to texture capability is handled at the gpu level, or if at all. i do know that most video hardware is capable of doing rtt quickly and effectively and has been for some time. i remember seeing video monitors in games as far back as quake 3 (and even further back if you count older games that used software, glide or d3d). im very intrested in optimizing rtt in scripting.
one thing i tried is time slicing rtt operations, things like camera linked cockpit video displays get updated less frequently, every other frame or every third frame (depending on how many of them there were), and skipping a frame when updating the radar texture. though it didnt seem to work well, and in some cases actually degraded performance. in the future i might only allow one video display and even then skip frames with it. all the real fixes i can think of are at c level, such as adding render options to renderFrame(). for example, make it so i can disable things like normal maps and specular when i call it.
anyway i intend to report a slew of scripting bugs once the new cockpit demo rolls out (mainly because it uses many features which demonstrate the bugs). most of them deal with things not working right in an rtt context, or at all. scripting is a good way to minimize feature creep in the engine, however it seems to need some optimization in some areas. some of the new features in the cockpit demo will make it possible for scripters to write scripts which can be handed to modders who have little or no scripting knowledge, and then be used to add features which are not directly part of the engine.