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quark 0.18.0

Everything that changed in this version, and why.

The full notes for this version are its short notes: that was all that was written then.

Performance (measured with Tracy, 20 s of a bot match on Harbor)

  • Text draws once per character instead of 9 times. The 1-pixel black outline is now done in the shader, and UI vertices are half the size (16 bytes). Vertex data uploaded per frame went from about 400 KB to about 85 KB, and 2D drawing from 0.72 ms to 0.15 ms (median).
  • No first-frame hitch. Every shader and blend state is compiled while the map loads, behind the loading screen, instead of on the first frame of the match. The first in-game frame went from 57 ms to 6 ms, and the worst frame after it from 24 ms to 11 ms.
  • Less shadow work. Player and projectile shadows are only sampled inside the area those objects can actually shade. Everywhere else, the world and player shaders skip the 4 shadow samples per pixel. This helps most on integrated GPUs and at high resolutions.

Tourney

  • Matches are now best of 5 (first to 3).