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In Response to Sven2
Large, transparent, modulted blits used to be major GPU hogs. I had implemented clouds as large, upscaled objects e.g. in The Lost Messenger, but had to reduce their number a lot to make the scenario playable on slower comps.

The situation has probably improved. But then, if we introduce PixelShaders for all such blits and generally assume larger resolutions, things could get worse again.

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