You mentioned vertical elements as a problem in tiling - but surely you can use a vertical split of the screen when tiling, if most of your polygons come from vertical elements?
You can, but it doesn't help much with buildings anyways. Plus it can actually be worse with humanoid models. Say a human model is split up into 3 separate parts, head, torso and legs. With horizontal tiles there is little chance that a given human (all three of those models that comprise him) will ever need to be completely vert processed twice because at most only one of those parts will straddle a tile boundary (unless everyone is crawling around in prone form all the time). With vertical tiles though, it would be common for an entire human to straddle the tile boundary. So horizontal tiles with humans broken up into parts is the way to go for an fps.
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