may be ur system too. fog/coronas.... are operand heavy..a little sniplet on shaders from Radiant'sshader manual:
http://www.qeradiant.com/manual/Q3AShad ... 1.htm#what
2.4.2 Power Has a Price
The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of and potential special effects that may be applied to surfaces in the gameworld. But it is power that comes with a price tag attached, and the cost is measured in performance speed. Each shader phase that affects the appearance of a texture causes the Q3:Aengine to make another processing pass and redraw the world. Think of it as if you were adding all the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader-manipulated texture (e.g. a light in fog) has the effect of adding the total number of passes together for the affected triangles. A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times.