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Quakespasm Engine
This engine needs its own thread.

Feedback: I like the OS X version, but I have to start it from the terminal for it to work and can't just double-click it like a traditional OS X app. I'm sure you guys already know this, either way great engine.

http://quakespasm.sourceforge.net/
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@ericw 
Just noticed that the 3D crosshair for the RL in Shrak is also solid color and also affected by this bug. 
32 Bpp 
Not sure if posting in the right thread, but I'm having trouble running QS in 32-bit colour. Highest available setting is my native resolution (1600x900) and 24 bpp. Any hints on how to troubleshoot? 
 
The version is 0.92.2-admod-win32 from sock's Arcane Dimensions page. QuakeSpasm 0.92.1-win64 runs 32-bit colour fine. 
It's Fine 
24 and 32 are pretty much different names for the same thing (they're both 8 bits per channel). It's probably just a naming difference between SDL2 and SDL1.2 . 
 
OK thanks. 
@ericw 
There seems to be a gamma shift (lower, brighter) when I switch refresh rate to match my desktop refresh rate. If you cannot reproduce, I can make a video after work tonight. Or is this expected? 
Dumptruck 
Hm, that's not good. I'll see if I can reproduce it. 
@dumptruck_ds 
Can't reproduce on my system (latest windows 10, nvidia 650); tried 800x600@60 and 800x600@75 hz.

I can't think of an explanation, but a couple questions: do the QS brightness/contrast sliders work in both video modes? If you still get a gamma shift with both "gamma" and "contrast" cvars set to 1, it's likely something outside of QS causing the gamma difference.

Is it possible there's a different gamma setting for that video mode in your graphics driver control panel? I'm not sure if that is a feature, just guessing here.
Does it happen in any other game? 
@ericw 
I am still at work but will do some more work on this tonight. I doubt it's an external nvidia thing. I switch refresh rates a lot with QS and QS Admod etc. as I am working on the Xmas jam at the moment. I map and test at 72hz and then play for fun at 144. Will report back in a few hours.

I will check the sliders in both modes. And other games. 
@ericw 
Tested this. Happened again. But here is the weird thing: I took screenshots and they match. However, I am def noticing an increase in overall brightness.

Will keep exploring this but did not happen with .92x and Admod versions. Very strange. The brightness isn't horrible just noticeable. Here's a PDf with the screens for reference - you will not see any diff between them but thought I'd include for further discussion.

https://adobe.ly/2AQ2JDI 
Thanks, Appreciate It 
Will keep exploring this but did not happen with .92x and Admod versions.
One thing is, 0.92.x and the admod build did not have refresh rate control. (I only added it in august.)

Something that might be worth checking is Fitzquake 0.85, if you don't have it already; it has the same refresh rate cvar and option in the video menu:
http://www.celephais.net/fitzquake/

I also did a bit of searching and it sounds like gamma changes can be an side effect when high-refresh rate monitors switch refresh rates - so I wonder if it could just be that?
http://www.mmo-champion.com/threads/2098378-Asus-24-quot-LED-A-Sync-MG248Q-brightness-at-different-refresh-rates 
 
okay, so not trying to be a proud c0ck in any way, yet, hear me out. I try to to a timedemo demo2 in QS newest, and get around 631.4fps yet in Qrack in the classic settings (which is standard quake) im getting 2200fps yet Qrack uses stupid opengl 1.3...
i'm not trying to tug a war just wondering if your glsl is batching per frame or per model? 
 
im using windows 10 pro 64bit nvidia 960gtx
btw 
 
quakeone.com/qrack test it yourself 
 
screenshots will not show hardware gamma correction, that correction happens only as the framebuffer is drawn to the screen. (which is why it affects the whole screen when playing quake in a window, rather than just the game window.) 
 
rook: yeah, I get similar results, though not as extreme, 850fps for qrack vs 500fps in QS for timedemo demo1. this is 1920x1200 on a 650gt. I don't have a good explanation. QS does well when the maps get bigger and/or there are lots of MDL's on screen, but there must be some reason it's worse on "easy" content. IIRC, DirectQ on the other hand was blazing fast on id1 content. 
 
Is QuakeSpasm still sleeping every frame, even in timedemos? That would cause it. 
 
Tested using latest source, in main_sdl.c, line 184:

if (time < sys_throttle.value) 483 fps

if (time < sys_throttle.value && !cls.timedemo) 1228 fps 
 
Set sys_throttle to 0 on your console before running a timedemo. 
 
ya setting sys_throttle to 0 im pushing 2000fps now. 
Eric 
Could you add an "r_viewmodel_fov" cvar from mark_v 
Spy: 
it's something I want to add but didn't get to for this release. The RC does have r_viewmodel_quake (also from markv) where 1=restore winquake gun position. 
Been Wondering 
Is there any technical reason why water etc liquids textures are not mipmapped in QuakeSpasm? It's usually not very noticeable, but maps with large bodies of water (like Orl's shib1) have a lot of aliasing. 
 
does the water textures have TEXPREF_MIPMAP flag set? 
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