WW2OL has one problem, it is zoneless with a complete ground map. Infantry can see 2 kilometers with all thetrees, bushes, roads , players.Tanks even further and ac can see forever;-)
This is not just ground clutter but a huge amount of polygons. You think it is a lack of programming skills?..guess no one else has such a playing field cause it is just too easy.
Only fools construct algorithm that calculate something that isn't of use for the user.
In other words, for an object that's a mile away, you don't calculate transformations for each of the points in each of the polygons that constitute this object. Instead, you approximate and you use an algorithm that does this well enough to meet the users needs.
WWIIOL has a revolutionary (in a way) concept, but implementation wise, there hasn't been much revolutionary about it, and it can be seen with the load times and general lack of optimization with regards to other hardware. I mean, it's plain obvious that they've had to cut corners to meet the demands of their bosses. Unrealistic time tables is sort of very common in software development, after all.
I suspect that given some time, they'll be able to squash the bugs and make necessary optimizations, but what I've seen *so far* is standard stuff - no super coding toejame. Load time wise it's actually far below the standard in the gaming industry.
Heh, not saying *I* could do better - far from it. Just saying that compared to the cream of the crop, this Rat's production falls short - and probably due to their managements time tables.