esgaroth wrote:From 110 fps it drops to 20 on my new machine, so i guess you reconsider the poly load...
Why do you automatically assume that a drop in frame-rate is caused by "poly load"?
The onus is on you to find out the cause of low frame-rates before telling an artist to "reconsider poly load".
Such a "reconsideration" represents many days of work; and what happens if after Fendorin works for many days reducing poly-count, you try the new model and you get the exact same drop in frame-rate?
It would only take YOU a few minutes' worth of experiments to discount other possible causes for the low frame rates, --such as substituting the textures with 1:4 reduced versions, for example, to make sure the problem isn't texture bandwidth.
Another likely cause for low frame-rates is flat-shading. If the model was set to flat shading, or exported to .obj without 'smooth groups', it would result in a mesh broken into individual triangles, and a vertex count about 5 or 6 times higher than it would have been if smooth-shaded.
Or it could be due to too many separate meshes and texture mappings. Or too much overdraw.
The first thing to do is to find out the exact cause of the problem, rather than assume it to be "poly load" and send the artist to work on it.