Ok, so I should try not to use transperancy.
Well in game the delay between frame is constant and depends on the speed of action, for example walking: 4 frames for a speed of 150, it means you have a delay of 150/4 ms
Did not really answer my question...
I need to know how many FPS a character has as I want to make a smooth movement for my monsters and so on and not have as the current character where it seems you're running in one place...that is I want to be able to make it so it actually looks as if the character/monster is taking every step/slither or whatever for real and still not seem to not belong...
I should say the least as possible for performance problems, so only where's necessary to achieve special effect, like water transparency maybe or particular shadows in magic forests. Anyway I guess we can live without transparency as well...
Performance is very important, so I will then try to not use transperancy.
The water thing I think should be like that in RO with a SoM feel to it...
Shadows should be hardware stuff...meaning if Software mode was ripped out alot with the game could be easier made and then optimised for openGL instead...performance and looks in perfect harmony...using some kind of model instead of images and still have the feel of SoM with elements of RO...But then again...what I am talking about I believe would demand that the whole engine would be re-written...
Regarding performance:
I have a 871mhz P3 with 512mb SDRAM and a Radeon 9200 128mb PCI card. I have about 10-20FPS when playing software mode and 69-70FPS in GL Mode. I have to say that if Software is gonna stay in it should be re-worked ALOT.