Thank you so much for that very quick and great reply!

* Aren't graphics totally handled by the GPU in ioquake3?
* I would like to max out my Game polygons, how would I test this?
* What is need to rewrite the Game to move away from vertex arrays?

please forgive my questions if they sound naive. I am very serious about this! 
:D





----- Original Message -----
> From: Evan Goers <[email protected]>
> To: Yasir I. Al-Dosary - zgzg2020™ <[email protected]>; Primary 
> ioquake3 Discussion/Development list <[email protected]>
> Cc: 
> Sent: Monday, June 4, 2012 4:04 PM
> Subject: Re: [ioquake3] How would you utilize additional processing power in 
> ioquake3
> 
> Moving away from vertex arrays would allow much higher-poly models and
> maps. Currently, it caps out around 30,000 polygons, and then drops
> fps considerably when you meet this "limit". 30,000 polygons is
> practically *nothing* compared to what modern games push.
> 
> On Mon, Jun 4, 2012 at 2:59 AM, Yasir I. Al-Dosary - zgzg2020™
> <[email protected]> wrote:
>>  Hi,
>>  Let's say if you had the option where ioquake3 would use less CPU time 
> as it is now.
>>  What additions to the Game would you like to make to take benefit of this?
>> 
>>  For example(just an example),
>>  The simplest example would be with more CPU power, you can have more 
> players; thus more possibilities for more advanced and exciting Game-modes.
>> 
>>  Another example,
>>  With less CPU requirements, you can port the Game to be a mobile phone 
> Game.
>> 
>>  Big or small, any idea is welcomed! I am looking for people to brainstorm 
> this with me!
>> 
>>  Any help is appreciated!
>>  Yasir
>> 
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