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  1. Hi, After 1.0 update along the happiness of really nice new features, we all suffer from the performance of the new client. Here are some of the main issues: 1. Framerate is too low for 10 seconds after client startup - This caused by the new model format. Collada is not designed for games, so not optimal to parse all xml data at startup, also multi-story buildings may increase the data being streamed at startup from the server. Solution: it will be possible to cache the calculated data, serializing to binary format then deserialize it so no parsing necessary - this would eliminate these kind of problem 2. No way to turn back to non-animated old models Players who need less memory usage, had an option to lower the tree models, visible distance etc. Now with 1.0 the player and animal models stay as high like the new ones, no option to select lower poly or optimized versions for lower graphics settings. Only just the animation phases can be reduced. Solution: add old or new lower count formats and ability to switch back to lower settings. 3. No way to run as much clients as before, in parallel The style of this game allows players to use multiple alts (priests and main char, and now alts for the new servers) parallel. This benefit for the players and for the developers because of paid prem count. Before 1.0 an instance of a client used 300M-500M. After 1.0 update, it now using 800M-1.5G. This will reduce the possibility of multi client play which is bad, because the paid prem accounts will became non-prem some months after 1.0 release, due to lack of usability. Also when the new servers will lost interest, this will happen with the alts on there too (or with the old main chars). This problem also related to point 1. and even if a memory leak removed the client's memory fingreprint is a bit too high compared to other games. My suggestion is to able to use multiple chars inside one client - I know this might be a bigger piece of work but it will worth both from a view of prem players and both from view of the developers (more paid prem accounts and keeping the number of current ones). Solution: This can work to let the possibility to run multiple characters inside one client. Like that way to have tabs or character faces which you can click and switch to the alts. No extra memory needed just a few changes in communication code - using one instance of java wm this can be also achieved to use a shared storage for objects on the same machine. Benefits: the client will load all models/graphics once, use less memory. P.S. I think this is a great game but it can be more user/os friendly. I wrote this thoughs without knowing the current structure of the game just seeing where the bottlenecks are - as an experienced game developer my suggestions may count, please fix me if anything I found is work different already.