Ok, what computer you using? I can bet not so much peoples here playing on 'Pentium1 or lower' hardware, and it happens very rare. You never thinked about why web developers dont care about ie2 or netscape 3? they even dont care about ie6 mostly, and ie6 not so outdated software. =] I can even say that current engine of Trem is shit, caus its not running on my old x386 notebook, if im gonna use your logical base.
About models... How you can ask peoples make models for this engine, if engine not support them? Its like 'ok, make new models and we will think about enabling support for them in our code'? Sounds funny. Peoples too lazy and they wont do that, especially when they almost sure that Trem devs wont enable such support.
And, once more about xreal. Im not saying that it always faster than ioQ3. But in most cases it faster, just caus render engines getting beter with every day. If you too lazy for check links by yourself, i can re-post article here. Its from official xreal project site:
Renderer Speed Comparison IOQuake3 vs. XreaLNow I want to show you the need of Vertex Buffer Object based rendering. Usually most open source quake based game engines have a similar renderer design to id Tech 3 nowadays. They usually use vertex arrays (VA) or compiled vertex arrays (CVA) that they create every frame by processing the entire scene geometry. You usually find this practice in IOQuake3 (of course), all IOQuake3 based games like Urban Terror or Tremulous, Q2E, QFusion, Overdose (at least an old version) and Alien Arena. This is a design that worked well in 1999 but it is a quite bad practice in 2009.
XreaL follows the advices of GDC papers and uses VBO based rendering for almost everything to avoid this horrible CPU bottleneck. The model geometry is uploaded like textures and don’t have to move over the PCIe bridge every frame.
There is a nice heavy benchmark map called tvy-bench.pk3 for Quake3 by hipshot that could be found at
http://www.zfight.com. It is really nice and contains a test scene with really many polygons.
To make it short. Traditional renderers don’t give you more than 30 fps no matter what high-end GFX card you have. The XreaL renderer gives you more than stable 125 fps.
IOQuake3 with 22 fps in 1280×768:

XreaL renders it with 148 fps:
