23 Nov 20, 03:58PM
See the thing is, the older cube engine and the Assault Cube engine have a tough time rendering a high poly count model. As far as I know though textures aren't handled in the same way and high res textures aren't nearly as a strain on the engine as a high quality model. The other thing is, maps already in Assault Cube have to be of a certain style to prevent a type of "jittery" feeling. For a few examples, too much water, too many heightfields, too many ents, too much open space, are all ways the engine could be bogged down just by a map. I am aware most people have "good" machines lately and can run them for the most part. But it still creates a weird sort of half lag half not type of jittery feeling. Its quite limited in what should be done vs what can be done.