If (b) is the case, then reducing the number of textures on your geometry, or the complexity of your shaders, will help. Reducing the depth complexity of your scene (the number of pixels occluded behind other polygons) can also help. On some older cards, avoiding using shaders altogether will help a lot. Also, reducing the size of the window will help.
Hmm, it would probably be (b). I’m still running the application on my primary monitor, and my V-Sync rate is somewhere in the 60 FPS range I thought… I’ll give that a try though.
I wonder if adding very close fog and culling distance would help with the pixel problem at all?
Bringing the far plane in might help, if lots of geometry ends up being clipped behind it. Bringing fog in by itself won’t help, unless you also bring in the far plane when you do so.
I was going to say that your problem is tiles. Because using lots of tiles without combining them into a single geom is bad because it wastes draw batches. But it looks like you already using rigid body combiner - but maybe its not working because you are using many textures? What is your geom count in pstats? If you get more then 300 geoms then thats your problem.
I think pixel fill will be great on top down game. Pixel fill is how many pixels are “stacked” or “appear behind each other”. In SimCity like game all you see is buildings and ground 2-3 pixel fill max. You would get much more in a hallway shooter where there could be tons of rooms behind the wall.
Pixel fill is really bad with many transparent layers like trees or explosions.