As you can see, the rock texture is not stretched now and uses it's own XY and YZ texture UV look-ups to create a perfect vertical mapping. It cost me a little performance (from 205fps down to 187fps) but will measure less than 1-2 fps when down in the 60 fps range. For this trade-up in visual quality, I plan some more aggressive performance work to get that back with interest.
We also had a team meeting just before the holiday break and it was agreed that performance be given the highest of priorities where-ever possible. To this end I will be working on shadow baking and render reduction so that we can get high frame rates on the lowest of hardware (integrated graphics).
The good news is that I have already made a good start on this process, and I will be getting some extra modern day assets this week which will allow me to show off what this new pre-bake step can do in terms of visual improvement and overall performance increase. I was using a new Ultrabook this weekend and was able to run around a small scene with characters chasing me and weapons free action at 70-90 fps, so we are not too far away from where we need to be. Watch this space for some new 'pre-baked lighting' screen shots which should be worth a thousand words :)