On Feb 20, 2015, at 5:49 PM, Ken Thomases ken@codeweavers.com wrote:
On Feb 20, 2015, at 4:16 PM, Jonas Maebe jonas.maebe@elis.ugent.be wrote:
On 19/02/15 21:45, Ken Thomases wrote: [snip]
Basically, GDI32 and USER32 can overdrive the drawing loop without having to wait for the GPU or the refresh cycle.
Great, thanks for the explanation! That's indeed exactly what this game seems to need. It generates and tries to display a new screen per game step, but there's no need to display them all.
If that's the case, then maybe there are unnecessary calls to glFlush() or even glFinish() that can/should be skipped.
There is one more thing you could try along these lines, but it's a long shot. Try setting:
[HKEY_CURRENT_USER\Software\Wine\Mac Driver] "SkipSingleBufferFlushes"="y"
-Ken