leileilol wrote:r_fullbright doesn't actually disable lightmap blend. Even r_fullbright could be faster by just taking out the light blend functions from the surf8 completely as yet another surfmipblock set, which would also lead to fullbright not going overbright since there would be no colormap used.
The fullbright formula is corrected in Makaqu. I had to fix it way back in 2007 because Fightoon's stages wouldn't use lightmaps.
However, that fix only works for colormaps with a range of 2. If I recall correctly, lit sprites in Makaqu 1.5 have a better formula for that; I've coded them to never go overbright.
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It's obviously bottlenecking in so many other places that this is making quite a small difference. Have you tried it with r_drawentities 0? That would help to isolate the performance difference from no smoothing a little more. Also demo2 is probably not the best choice for benchmarking this particular item on such a slow machine as the underwater warp will make up a large proportion of your frame time.
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