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Why WinQuake exists and how it works

84 pointsby wickettoday at 1:58 AM5 commentsview on HN

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victorbuildstoday at 10:25 AM

The detail that -wavonly (falling back to the older WinMM API instead of DirectSound) actually gave the highest frame rate is a perfect example of a lesson that keeps reappearing in systems programming: "more direct" doesn't always mean faster when you're CPU-bound. DirectSound's lower latency came at the cost of more CPU cycles that could otherwise go to rendering.

progmetaldevtoday at 8:04 AM

This is a great write-up for those of us that were into Quake when it was released. Trying to tune your performance was a huge undertaking during the days where you tried running Quake while also having Windows 95. I got into Quake because of all the available MAP tools you could use with it, and the multiplayer aspect, which previously had been very difficult to get working without a LAN.

01HNNWZ0MV43FFtoday at 9:07 AM

That's some of the same stuff that SDL is meant to abstract over, right? Although I guess SDL was more targeting Windows / Linux differences than Windows / Windows differences.

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