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Slip & Frag V1.1.35 Is Out
Slip & Frag, the sourceport of Quake for VR and desktop PCs, has been updated to version 1.1.35 .

Primarily a maintenance release, it however contains a couple of fixes that improve stability and performance significantly in the VR versions:

* Lightmaps are now generated directly on the renderer component of the app, skipping long data transfers from the core engine, thus reducing memory usage and improving performance;

* Alias & viewmodels are now pre-sorted before sending them to the GPU, minimizing the amount of draw calls sent to it, also improving performance.

Also, a few fixes were included (including one with entities that do not have a null terminator in its name, which crashed the app in at least one map).

Go get your update at SideQuest ( https://sidequestvr.com/app/28180/slip-frag ) or jump directly to GitHub ( https://github.com/Izhido/SlipNFrag/releases ) and start playing! Remember, any feedback (good or bad) is welcome - just file an Issue in GitHub, participate on Discussions in there, or even post a review in SideQuest.
Re: 
Nice 
Re: Slip & Frag 1.1.35 
Sorry, my first post got cut off. I wanted to say that moving the lightmaps into the renderer component is a neat change. I mostly play Quake on a flat screen, so I am curious whether pre-sorting the alias and viewmodels also helps older desktop GPUs, or if the gain is mainly in the VR builds where the draw call count hurts most. 
 
Thanks for the details. Draw calls are usually what bites first on my older desktop card, so I am curious whether the pre-sorting also cuts down state changes or only the number of calls. 
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