I’m currently working on a little game and of course i am looking for the holy grail of computer graphics: the best possible graphics with the lowest possible hardware requirements while keeping the loading time low for bad internet connections. My first idea was to replace complex things like real-time shadows with pre-rendered ligth maps. But to make the scene more dynamic, it would be much nicer to use an image sequence instead of a single lightmap. I also thought about making the lightmaps available as black and white images and only using them as a mask for other gimmicks (using the lightmaps only as an provider of gradients). I also found, that my image sequence can be at a lower FPS rate to save memory while getting same quality when i use some kind of blending between two frames (dont know how this technique is called). All of this is quite easy to implement thanks to the NM editor, However, in the meantime a quite considerable chain of mathematical calculations has come together, so that I am slowly wondering how far I can continue this kind of funny stuff before I completely lose the gain in performance through textures. In general, I ask myself how I can best assess or measure the hardware requirements of my game? How can I estimate which things I would rather provide as pre-rendered HQ assets and which I would rather calculate in real time to save bandwidth? Do you have any tips for me regarding these considerations? Thanks very much!