The full notes for this version are its short notes: that was all that was written then.
Faster frames
- World culling: the world is split into 12 m chunks, and only the ones in view are drawn, in a single draw call. Before, every surface was drawn every frame, including everything behind you.
- World shader: same image (identical to within 1/255 per pixel), less work per pixel. Map colours are converted once per frame instead of once per pixel, and glow trim and distant scenery skip the lighting entirely.
- Players, projectiles and effects outside the view are skipped. Their shadows still show up.
- F3 stats no longer sort every frame time twice a second; that could itself cause the spikes it measures.
- Frame cap: no longer drifts slightly below the rate you set.
- Other: shader uniform lookups are a hash instead of a linear search, and finished sounds leave the audio mixer without shuffling the voice list.
- Benchmark (software rendering): Foundry 35.6 → 48.2 FPS average, 1% low 21.0 → 29.3. Harbor 44.8 → 54.0 FPS, 1% low 31.5 → 42.5.
Anti-aliasing (Settings, right column; off by default)
- SMOOTH EDGES (CHEAP): one screen-space pass that smooths only high-contrast edges, which in quark means the outlines. Everything else passes through untouched.
- MSAA 2X / 4X: multisampled 3D scene. The HUD and menus are drawn after the resolve, so they don't pay for it.
Tools
quark --bench SECONDS: plays a vs-bots match with a slow look around, then prints avg / 1% low / 0.1% low FPS, the worst frame, and the CPU part of each frame.- Profiling builds (
-DQUARK_ZONESTATS=ON) print per-zone times, including each zone's worst frame. --menushotcaptures menu screens headless.quark.cfg(your settings) is no longer tracked in the repository.