John looks way too high poly to be rendered in realtime IMO. He`s maybe somewhere around 30-40k trigs.
Combined with all your shaders I doubt your game will run on my crappy pc...
By the way, nice game design document.
All I can say is: "Hopefully we`ll see."
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
There is going to be a lot of optimisation in the engine... At the moment we are resolving Z-sorting, both to render front-to-back and to remove ocTree management double visibles. Then I shall be writing an extension to SMaterial to specify if the pixel program will be changing the depth (and a shader parser, i will be writing too), I will sort the materials into two piles of the ones with early Z and without (still in the Z order). Then we are moving onto texture compression and occlusion queries using bounding boxes and bounding meshes.