I know the usual 'it was originally for old processors and it may not
do much here [plus thread safe drivers appear to be rare]' but it
can't hurt to try. Furthermore, I noticed ioquake3 has edited the
original code for SDL hence there should deviation from original q3
GPL. Editing the #ifndef MAC OS out of the way (without it you may be
fooled SMP is attempted just with the SMP #define), win64 gives a
black  screen when attempting to run r_smp 1.

Trying SMP acceleration...
WARNING: You enable r_smp at your own risk!
Render thread starting
...succeeded.
R_SyncRenderThread took 0 ms
R_SyncRenderThread took 0 ms
R_SyncRenderThread took 0 ms
R_SyncRenderThread took 1 ms
etc.

Anyone that had better luck? On anything on non-Mac OS. Is it even on
Mac OS working currently? Does it give any performance increase (or
decrease) btw?

Is anyone interested in developing it properly? Any further help would
be appreciated.


Also, NVIDIA drivers appear to bug out when trying their 'Threaded
Optimization' option with severe FPS drops (unless it's off).

Anyone that has any idea how can that NVIDIA featur be supported
properly? I had send them a message on an NVIDIA dev forum but nobody
knew.

Is it some kind of NVIDIA trade secret with game manufacturers?
Because it sure sounds silly how hard it is to find (dev) information
about it.
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