Sure, it was not a good test of a low end system, because it is not a low end system, but that is all I had the time to test.
We know tree high detail LOD complexity is an issue with gfx and shadow fill rate, but artists don't want ugly trees. We have a very capable programmer looking at trees and we shall see what he finds.
Yes, I've noticed that player trees could use more space between them.
I have no interest in spending time making old school circle shadows. Would rather people just turn shadows off on low end systems.
There is no clear cut indoor vs outdoor. Occlusion outdoors often hides objects behind buildings, which applies more so in cities, so I'm not spending time trying to guess which is better. Low end CPUs could have it default to off, but that needs research, which I am not spending time on that now.
Zombies have varying degrees of dumbness in their pathing based on a settings in xml which also covers a random range. They tend to abort long paths, put less value in block health differences and can't open doors. Bandits will try long paths, fully consider block health and open doors. They will also spawn in smaller numbers.