Need feedback on something: how big of a deal is a hard 30 FPS lock for a UT fangame (which is how it is in the original)? I originally planned to add variable framerate via motion interpolation, but software rendering is a bottleneck that effectively makes this useless. Vid related sort of demonstrates what I mean if you read the logs.

>>720016341
Guess again, bucko! My game is """"""playable"""""!
In all seriousness, I'd say your progress is more noteworthy than mine.