When you play the game without vsync, even with a framerate cap of 60fps, there's zero discernable input lag. To me it pretty much plays as well as any other SDL game like GZDoom, Yamagi Quake II etc. With vsync on, you can definitely tell but it's still significantly better. GZDoom has the finest vsync implementation I think I've seen in any game, even at 60Hz.Graf Zahl wrote:That commit will be one hell to port, though, because I have done some massive changes to that piece of code myself and merging that together will not be easy. So definitely not in the first release - if I wanted to merge that I'd have to postpone the release.
What precisely did that code improve? His commit message was a bit unclear and I haven't been able to check it out.
There's another commit where he changes the vsync mode from glFlush to glFinish. I don't know enough about the API to say whether that's better or worse.