No doubt. What i did was where the textures were mirrored i mapped the tangents as if it was a whole section healing the seam along the way.
Anyways i am finally done with the particle optimization.
Vanilla Rebellion uses about 1.7 gigs of ram on max settings. However the 2 gig issue is not why i am doing TSOP:R because that issue is fixed. There is a major lag, and dump issue when people use max settings on large games AFAIK. That is what TSOP:R is trying to fight this time. I couldn't say why Vanilla random dumps, but i can say i did a 6 hour, large map, 6 AI (one of each faction) test on max settings with TSOP: R, and it ran like a champ. Late game lag issue is there, but no other issues that i can see. The combat was as smooth as glass until late game. The game never went over 1.4 gigs. Even with mines Strike craft and trade ships all over the place, and i hardly reduced any textures at all! Shaved off about 300 megs of ram usage just by eliminating the bad file path name issues in the particle files, and converting the particle TGA's to DDS. I haven't got to the rest of the game yet. No meshes were changed yet. The UI wasn't touched yet. One thing i am certain is that Rebellion is hitting the hard coded particle limits, and quite possibly the texture limits too. (the number is 2000 particles displayed at any given time IIRC). Towards late game half the effects do not show at all. The Rebellion particles use a LOT of textures.
anyways an old saying Proof or STFU.. Here is the proof. Tested on an i5 3 gig, 6 gigs of ddr3 ram, but was running WindowsXP so it only saw 3 of those 6 gigs, and a gforce gt520 2 gig video card. Took the pic towards the end game when a few of the AI factions were about to be wiped out.