There has been some confusion on how to disable waiting for vsync in Quake games.
You don't need any special registry hacks to make Quake games "not wait for vsync". Just like for any other card, you issue the following commands within Quake2:
gl_ext_swapinterval 1
gl_swapinterval 0
You may have to do a vid_restart after this.
The command for Quake3 test is:
r_swapinterval 0
You see, older Matrox ICD's were ignoring the swapinterval setting and NEVER waiting for vsync. The current ones will wait for vsync unless the game turns it off. This is the correct behaviour, as defined by the OpenGL specification. So now in order to not wait for vsync, you have to use the Quake console commands.
You don't need any special registry hacks to make Quake games "not wait for vsync". Just like for any other card, you issue the following commands within Quake2:
gl_ext_swapinterval 1
gl_swapinterval 0
You may have to do a vid_restart after this.
The command for Quake3 test is:
r_swapinterval 0
You see, older Matrox ICD's were ignoring the swapinterval setting and NEVER waiting for vsync. The current ones will wait for vsync unless the game turns it off. This is the correct behaviour, as defined by the OpenGL specification. So now in order to not wait for vsync, you have to use the Quake console commands.
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