I have a complaint to do: Planeshift currently could be called a resource hog!
Still it does not have the texture quality of a Doom 3 or Half-life 2, so I only can hope that in its futures stages of development(or hopefully now) attention will be given to the question of optimization on both code and art.
First let me ask if the art department has some performance directives:
Is there any directive about polycounts on meshes and on the maps of Planeshift?
Is Planeshift prone to HOM and BSP errors?
Is there any directive on optimizing the PS textures and skins?
And the most important(Although I believe the answer probably is "soon(tm)"
):
Is there a code general cleanup and optimization planned for soon?