We&#039;re looking into ways to optimize the renderer and make higher frame rates more accessible for low-end computers since there was such a positive response to the new frame rate features. One of the major bottlenecks of a software-based renderer like Odamex is pushing the rendered scene to the video card. Here are some results of informal tests that I did on my computer illustrating this:<br /><br />[code]sean ~/trunk $ ./odamex -nosound -timedemo demo1<br />timed 1205 gametics in 370 realtics (114.0 fps)<br />sean ~/trunk $ ./odamex -nosound -timedemo demo1 -noblit<br />timed 1205 gametics in 134 realtics (314.7 fps)<br />[/code]<br /><br />[code]sean ~/trunk $ ./odamex -nosound -timedemo demo2<br />timed 2001 gametics in 627 realtics (111.7 fps)<br />sean ~/trunk $ ./odamex -nosound -timedemo demo2 -noblit<br />timed 2001 gametics in 219 realtics (319.8 fps)<br />[/code]<br /><br />This is showing a dramatic increase in frame rate when the rendered scene is not pushed to the video card. The newly released SDL 2.0 library has an option to allow the scene to be rendered to a single OpenGL texture and then displayed on the screen. As the CPU does not have to wait for OpenGL to display the rendered scene, the CPU can begin rendering the next frame almost immediately. This type of OpenGL acceleration has been used for some time in Eternity Engine to increase the frame-rate significantly.<br /><br />We will be looking into porting Odamex to SDL 2.0 in the near future, while still continuing to maintain the SDL 1.2 for some time until SDL 2.0 is universally adopted on most systems, so look forward to higher possible frame rates.