Hello,

Le 17/03/2011 14:36, Michael Menegakis a écrit :
> By the way, with minuscule performance impact you can have microsecond
> definition support in FPS throttling and set FPS to any integer and
> even fractions.
> 
> I have done this here multiplatform
> http://www.www0.org/w/Optimized_executable;_builds_of_ioq3_engine_for_urt
your code looks nice and with a lot of nifty features!
are the GLSL .cfg files fully compatible with Q3A or is it necessary to
write some other?

> On Sat, Feb 19, 2011 at 2:07 AM, Dominic Fandrey <[email protected]> wrote:
>> After updating from r1803 to r1897 I recognize some changes.
>>
>> The framerate doesn't go up to com_maxfps, e.g. if I set
>> com_maxfps 75 it normally stays at 60, only occasionally spiking.
>> If I set com_maxfps 125 it stays at 100 with occasional spikes.
>>
>> The result is that a couple of jumps are no longer possible for
>> me when com_maxfps is set to 75. E.g. q3dm13 jump from yellow
>> armor to mega health.
>> With com_maxfps 125 I was able to make the jump, though I have
>> the impression that it got "trickier", i.e. more difficult to do it.
>>
>> I suppose this isn't really a bug, but to me it means people running
>> older clients have an advantage. Does anyone else witness this?
>>
>> Regards
>>
>> --
>> A: Because it fouls the order in which people normally read text.
>> Q: Why is top-posting such a bad thing?
>> A: Top-posting.
>> Q: What is the most annoying thing on usenet and in e-mail?
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