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- Major restructuring of buildings, especially in the background to try and improve CPU load.
- Disabled bump mapping on a large number of 'mid-ground' elements (objects too far to see the effect, or wholly within shadow) to reduce GPU load.
- More aggressive particle fading in key areas.
- Reduced draw distance. I've offset this by adding simplified buildings in the scrolling background layer - you shouldn't see much if any difference with 'far' draw distance, but with medium and short you may notice buildings 'fill in' with detail as you get closer to them. This is the simplified building in the background (a cube typically) being drawn over by the more detailed model once you get close.