Renderer optimizations: it’s that point in development where you want things to run at a constant 60fps and where your code goes from clean and elegant to a garbled mess held together with bubble gum. Powerslave is a HUGE vertex cruncher thanks to the game relying on it to achieve shadows/lighting since lightmaps weren’t available on the consoles back in the day. I am getting to a point now where I am starting to feel confident on it’s performance but I am still looking to squeeze out a bit more before I call it done. It’s amazing what vertex buffers can do.
I am quite impressed that the PSX hardware was capable of running something with the sheer amount of vertices/triangles like in Powerslave without catching on fire.