You can read the first pages of this thread, from when NewDark was first released (
The patch comes with a modders-notes.txt file, which (among many other things) lists some important improvements over original engine limits. The original OldDark limits are in parentheses.
Quote:
Max concrete object IDs: 8192 (from 4096)
Max visible objects: 1280 (from 128)
Max texture dimension: 4096 (from 1024)
Max texture animation frames: 99 (from 20)
Max drawn terrain polys: 20480 (from 1024)
Max ambient sound objects: 1024 (from 256)
Max cells for bounding sphere spatial queries: 1024 (from 512)
Max cells a dynamic light can reach: 1024 (from 512)
Max portal clip regions: 20480 (from 2048)
Max characters per cfg-file line: 8192 (from 80)
Max display resolution: <unlimited>x4800 (actual limit depends on HW) DX9 / 2048x2048 DX6 (from 1024x768)
Max brushes: 16384 (from 7068)
Max regions (/ worldrep (WR) cells): 32760 (from 28672)
Max active regions: 20480 (from 768)
Max rooms: 4096 (from 1024)
Max AI path cells: 131070 (from 65534)
Max texture families: 32 (from 16)
Max family textures: 1024-ish (from 256-ish)
Max application data handles: 4096 (from 2048)
Max model handles: 2048 (from 1024)
Max static lights: 2016 (from 736)
Max cells a static/anim light can reach: 32760 (from 512)
Max anim light to cell pairings: 49152 (from 16384)
Max brush faces/sides: 28 (from 12)
Max decals per page on Thief maps: 256 (from 64)
Max pages per mission on Thief maps: 32 (from 8) [where visited area functionality works correctly]
Max world size: configurable up to +/-2000 (from +/-1000) [only increase if absolutely necessary]
MAX_TJOINT_EDGES: 131072 (from 65536) [internal processing buffer]
MAX_TJOINT_DIRS: 32768 (from 16384) [internal processing buffer]
MAX_GLOBAL_RENDER: 32000 (from 8000) [internal processing buffer]
MAX_GLOBAL_PLANES: 65536 (from 16384) [internal processing buffer]
MAX_GLOBAL_POINTS: 256k (from 128k) [internal processing buffer]
New image formats: PNG, DDS, PCX 32-bit, BMP 24/32-bit, BMP RLE, TGA RLE
Full 32-bit rendering pipeline support, from 32-bit textures to 32-bit render surfaces.