Ah, I see. @Reika mind taking over here?Amount of polygons hurts performance everytime, you cannot go around that. If you have programmed with fragment shaders you might know about all the data required to render that. There is a reason game developers have throughout the years aimed to make game characters look as good as possible, with as few polygons as possible. That is why techniques like bumpmaps were developed, to illustrate complex surfaces on top of a plain flat cube. Lets just say that i can't even use "far" settings on terrain rendering or game starts lagging. GPU is already pushing its limits rendering all the terrain, add to that massive mods then...
It is second part of my earlier post that goes about the CPU optimizations. I wasn't claiming this mod is badly written, i have never even tried it to know how it works. I was only noting my worry as a fellow programmer. I heard someone say before that this structure is made of hundreds if not thousands of entities. That clashed in my ear badly because it's a multiblock structure, and not just 1 but cooperation of many multiblock structures. Each of them can have a central controller block that takes care of about all the calculation related to their child blocks. When structure is formed, it can save information about it's "wholeness". If each individual component of a multiblock structure works on its own you get lag without a doubt.