Quakespasm
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vkQuake optimizations & server/client rate independence
- Performance is much improved on my Ryzen machine. I doubt this will be different on Intel, but maybe do some tests if possible. I used ad_sepulcher because it's one of the most complex maps. Try going out of bounds too (I get 60 instead of 40 FPS now)
- I tested with VC++ 2019. Not sure if the compiler matters much.
- The server/client independence includes the fix for ambient sounds not playing if frame rate is too high. All credit goes to Spike.
- New max FPS is 200 like in vkQuake. I think that's reasonable.