nate wrote:Shader bug is not really tied to engine, it's tied to maps as some maps produce their own shaders and peak the upper limit.
You can avoid shader bug by making the map correctly as well as link to correct existing asset instead of producing new models, lightning and other stuff via map. Alternatively, shader limit could be upped but as anything, it would come with a price, poorly optimized maps could as result, lag - that is if project still aims to support low end computers.
You are right about some aspects, but you are really closing your eyes on something.
First of all, the maps in RTCW have been compiled with Q3MAP. Maps today are compiled with Q3MAP2 created by Ydnar. Q3MAP code handles this issue a lot better than Q3MAP2, however going back to Q3MAP would be a HUGE disadvantage. I would rather go back to ET mapping than go back to Q3MAP. Still improving and optimising is good.
Secondly, yes the problem is tied to maps. More specifically it is the number of unique lightmapped shader combinations. However, this is major pain in the ass. Because if we even want to make a map that compares to something that has been made 11-12 years ago, we must spend HORRIBLY A LOT OF TIME per map on tweaking pretty useless things. You won't really see it much on other than the bug, honestly you will not notice a real difference on FPS. If we don't want to tweak, we must get rid of some parts of the map. Also can you imagine if one (and most probably WILL) want to push it a little further than 11-12 years ago, because we really can do so.
Some stats:
I have mapped for over 6 years, I have spent hundreds and hundreds of hours on just researching ANYTHING about mapping. I always spend most of the project time tweaking things and I work really clean.
2 first maps in Capuzzo were originally one map in ET. I had to divide it into two maps for SP (City and Airport). It took me many months to get rid of the bug. I had to tweak both maps A LOT after divide. All this because of this shader bug. I probably would have totally saved 6 months in the project, that counts in the time I quit with it for this. Capuzzo has been tweaked since 2009, so there is not really anything to get rid or improve anymore.
Tobruk. Originally 1 ET map. Divided into 3 maps for COOP, because of this bug. I battled with the bug in the first map for months, and gave up for a while. Eventually got it fixed on the first map. The second and third part still goes over enourmously with about 100-150 shaders and they even still miss a lot of stuff. Is pretty demotivating to begin with it. So yes, I can get it to work, with months and months of work, or I might get rid of some parts of the maps. But the maps are not big, and I cannot really give up parts of the maps. Yes I could remove even more used textures, but that count is not big either, so it would make the map look boring.
Next big step would be to get AAS compiled. Any map that can compile AAS, WILL perform well enough. So your point about the FPS kinda dissapears. However this is entirely because of BSPC tool that has been last updated 2001 and this has nothing to do with shader issue. AAS also forced me to divide maps and tweak for ages.