I have investigated globe view and leader heads problems a little.
0) Cheshire cat or leader invisibility might be solved by decreasing 'vid_mem_usage' by 10 or 20.
1) My assumption about too many triangles was true for main screen. When camera is at globe transition heights, wireframe mode covers ~50% of the screen, so it's actually triangle per 3-4 pixels. That explains antialiasing slowness. Though, once it transits, geometry becomes less intensive.
2) Globe view "buildings disabled" option simply DOES NOT WORK. Period. Cities are always drawn in globe view, and that causes enormous geometry overhead. I am going to track globe view somehow and cities being drawn somehow, and just don't draw them. There are city billboards (that flat texture with roads and stone beneath them). That should be enough for globe view, and that's what should remain with 'disable buildings in globe view' by design I guess...
3) Leaders' eyes problem is alive without the patch as well. Some leaders have two white eyes. Mongol leader has one eye white, another gray. I think that might be the problem with 'low' graphics settings like caravels turning green/red (also 'low' graphics settings problem not connected woth my fix).
4) I could not detect any case with leader screen completely empty. I think reducing 'vid_mem_usage' might help to avoid this problem. As for eyes, I wrote above... BTW, what do you mean by funky leaders animation?
0) Cheshire cat or leader invisibility might be solved by decreasing 'vid_mem_usage' by 10 or 20.
1) My assumption about too many triangles was true for main screen. When camera is at globe transition heights, wireframe mode covers ~50% of the screen, so it's actually triangle per 3-4 pixels. That explains antialiasing slowness. Though, once it transits, geometry becomes less intensive.
2) Globe view "buildings disabled" option simply DOES NOT WORK. Period. Cities are always drawn in globe view, and that causes enormous geometry overhead. I am going to track globe view somehow and cities being drawn somehow, and just don't draw them. There are city billboards (that flat texture with roads and stone beneath them). That should be enough for globe view, and that's what should remain with 'disable buildings in globe view' by design I guess...
3) Leaders' eyes problem is alive without the patch as well. Some leaders have two white eyes. Mongol leader has one eye white, another gray. I think that might be the problem with 'low' graphics settings like caravels turning green/red (also 'low' graphics settings problem not connected woth my fix).
4) I could not detect any case with leader screen completely empty. I think reducing 'vid_mem_usage' might help to avoid this problem. As for eyes, I wrote above... BTW, what do you mean by funky leaders animation?