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I was testing the "Uncap FPS" checkbox to see what my roller coasters would look like on my 144Hz monitor and I noticed that in situations where there's a lot of stuff going on, checking that box will…
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This is currently prepared in the "uncapped" branch, thank to the outstanding effort of @AlexMax.
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Using -devparm, the first dot always flashes when the game runs smoothly. In vanilla, it doesn't blink. It still happens when running Chocolate-Doom on a Pentium 3 (300Mhz). When the framerate decreas…
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Hello again,
I noticed that the Pause Menu is by default darker in Crispy Doom then in Chocolate doom.
Here are some comparison screen shots:
Crispy Doom:
![doom 2 pause menu crispy doom 2 3 window…
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This is on TNT MAP05 in the blue key room:
http://imgur.com/ravQeU5
VGkav updated
9 years ago
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When using Doom Retro today, the mouse movement seemed to be "chunky". when using keyboard, turning was smooth, but using the mouse resuilted in a very choppy turning. happens in fullscreen and window…
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Since the newest SDL 1.2 and SDL_mixer, affinity hacks are unneeded and are impeding the performance of the application, and get in the way of forks which need SMP. We had to remove this code from Vet…
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I posted this on the forums, but people there didn't seem to know why this was happening, so I've decided to post it here. Maybe you guys will understand it more. I also have more information on it no…
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And the framerate is uncapped, even after manually changing the TargetRenderFrequency.
VSync caps it right if it's on. Running the GameWindow with a target frames_per_second also caps it at the right…
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When I make an empty game uncap the framerate to 1000 fps, I only get 80fps, but yet if I run the car racing example on the EDC uncapped to 1000 fps, I can get 180fps. This is probably due to the fram…