8 ms·
First, it's a C codebase (assuming Quake 3). Second, there's a lot of little fiddly bit-twiddling for certain parts of it, like the PVS sets and whatnot. I wou
by angersock 13y ago
First, it's a C codebase (assuming Quake 3).
Second, there's a lot of little fiddly bit-twiddling for certain parts of it, like the PVS sets and whatnot. I would be unsurprised if JS doesn't deal with that well.
Third, the level of play is such that stuttering, pauses, or hiccups, even if only on the order of tens or hundreds of milliseconds, can be unacceptable.
- azakai 13y agoIt's possible bit twiddling etc. would be a problem. Need to look at the actual code as used in Quake Live. Of course stuttering is unacceptable, as you say. But it should not happen. If you see it in a browser, please file a bug.