tomasz.swierczek wrote:As far as I know, static meshes cast shadows in a precompiled way - the shadow mesh is being build once when a map is loaded (compiling real time light or sth?), co there is no need to exttrude any vertex on the GPU, as they are only extruded once? Correct me if I'm wrong.
The world is statically cast, yes, but most models (pickups for example) are not animated, this allows use of static geometry in more optimized ways than is possible with dynamic geometry, the double vertex float[4] array I mentioned is the usual technique.
tomasz.swierczek wrote:I realize that the shaders - to match engine's conventions - should be done with permutations but... Yes, I must say I do not appreciate this kind of shader code - it does not make things clear in reading and - what is even more important - for profiling/optimizing.
Note that I'm not complaining about this, only saying that it would have been easier for you, and ultimately it will have to be adapted to this approach for engine maintenance reasons.
tomasz.swierczek wrote:Also, as this is my first time posting a patch here - and there are some difficulties with how it is working (though I didn't see any on my laptop) - I will leave it as it is now, maybe trying to fix light errors if I got to know where they are (previous post, about image)
It's a good idea, although I think it needs more optimizations before it will be a consistent speed boost, some people say it's actually slower.
tomasz.swierczek wrote:When everything will be fine, surely this should be done in a permutation-way, but again - only to be compatible with nexuis conventions.
As about performance - it matters on low-end CPUs, even if you don't notice the difference, with more dynamic lights and more triangles it will become more visible - every CPU cicle is worth optimizing, isn't it?

Low-end GPUs are usually paired with low-end CPUs, and the low-end GPUs are much slower than the low-end CPUs at this particular task, it's a matter of baseline performance, the method that works best on the worst computers is used.
Note that shadow optimization can only increase fps by the same amount that turning off shadows does, if this is a large percentage of render time then optimizations are warranted, but I have never seen it be a large percentage in practice.