I think the best would be a different discussion thread, at this point. What we would need for a discussion on topic X to go somewhere is: -Some breakdown of how system X is currently done in the game (which is what is mostly lacking currently). -some data about how much time it takes per frame/turn, preferably verifiable/reproducible, so we can get data from multiple machines and get the real hotspots and bottlenecks from there. -some concise description of how we could improve on this, with a con/pro list (that obviously would be discussed. We can certainly update it more or less realtime.) The problem of estimating the time needed for the actual changes is a function of those two and of knowledge of the code, but having a good breakdown of what exactly is slow could help by knowing why it was implemented that way and help input from users knowing the code (which could help fix issues that shouldn't be there in the first place, like with CStrIntern.) The memory issue is really quite different from the proposals of switching to Ogre, which is much more problematic in terms of how many changes it would require. Same with changing things in components. The fixed point issue should probably be left alone for now while we optimize the rest (there are also ways to avoid incessant conversions between floats and fixed, so we could gain speed by doing that). If after all the other optimizations, it's still a huge problem, then we'll see how we can tackle it, but I doubt that will be necessary in the end. Truly there are other areas to optimize. So generally I'd recommend one topic per specific issue otherwise the discussion seems to get diluted, particularly on big issues like the ones being discussed here. (the model being the "Design Committee" topics here.)