

My knowledge is very limited on this, but maybe there is some problem with internal timer precision when preparing frames for presentation in VSync event.

Last thing I can do is disable VSync and use RTSS (from MSI Afterburner package) to limit FPS exactly to refresh rate, but without VSync, tearing is inevitable. Also tried that mentioned cvar vid_fullscreen=2, but no cigar - it still sits at 59 FPS no matter what. power in NVCP for the game, but it's the same. It basically sits in idle state while playing yq2 with VSync. Anyway, I really don't think performance is a problem with this GPU. For gaming Aero is disabled and all games are set to fullscreen. My guess is that we're seeing another issue somewhere in SDL or the GPU drivers. With GL1 the game nearly capable of holding the displays framerate, with G元 it's 1 or 2 frames off. At least on my Radeon the time loss is much higher when running with G元 instead of GL1.The time loss in SDL_GL_SwapWindow() is much more pronounced when running in window mode.The functions just doesn't return in time. But in some cases, until now I thought that it only happens with Radeons on Windows, we're loosing about one frame per second in SDL_GL_SwapWindow(). Quake II is able to hold the request framerate (the displays framerate if vsync is enabled) just fine.That was caused by wrong measurements, wrong calculations and a wrong scale. It's likely that it shows 60 fps but that the actual value is much lower. The framecounter in all versions before 7.02 is very inaccurate.PS: Right now I am using some ancient version 6.00pre of your port, which lock to 60 FPS normally, but it contains some AI bugs. Especially when the in game VSync is actually disabled. My monitor refresh rate is 59.952 Hz (not exactly 60), but that's normal and it doesn't mean it has to be locked to 58.82 or something. Is there maybe a cvar to make it work normally - I mean like any other engine? I tried fiddling with cl_maxfps, gl_maxfpsm cl_async but to no avail. I don't have any external frame limiter active. This is literally the only game which behaves like that, even old glQuake doesn't do this. So there is no way for me to achieve smooth VSync. Sadly it is doing the same thing, when I leave VSync in game disabled and force it in nVidia Control Panel (GTX 1080). When VSync is active, the FPS counter show 58.82 instead of 60 on my monitor and there is visible frame drop (or hitch) every 1 second. I have however one problem with last few versions including 7.10. Unlike the nameless, story-free efforts of the past, Quake 4 does at least try and lend a sense of purpose to the endless traversing of brown corridors.
