02:41 < bridge> [teeworlds] Just created my first PR at\: https://github.com/teeworlds/teeworlds/pull/3144 you can see nightly builds at https://github.com/cat-master21/teeworlds/releases 🎉 13:14 < bridge> [teeworlds] DDNet just implemented a vulcan backend which doubled my fps <.< might be worthy to implement 13:30 < bridge> [teeworlds] here is the PR if you are interested: https://github.com/ddnet/ddnet/pull/4687 13:30 < bridge> [teeworlds] Notice the nice graphs, the Y axis is in Frametimes in ms (!= FPS) meaning lower values = better 13:57 < bridge> [teeworlds] I get over 3-4k fps with it 14:00 < bridge> [teeworlds] +1 14:01 < bridge> [teeworlds] Will still not use it 14:01 < bridge> [teeworlds] Opengl 3.3 14:01 < bridge> [teeworlds] best 14:05 < minus> did teeworlds have multiple backends before? 14:06 < minus> because you certainly can't replace opengl with vulkan, that'll not work on many systems 14:06 < bridge> [teeworlds] I don't think teeworlds ever had? 14:07 < bridge> [teeworlds] in ddnet before u could choose between opengl 1 and 3 14:07 < bridge> [teeworlds] and 3.3 14:07 < bridge> [teeworlds] no, only ddnet has this feature, while teeworlds has at least wrapped it's functionality around the backend 14:08 < bridge> [teeworlds] I think they got it running on windows, linux and mac (for all backends). If you can't you could still fallback to another setting 14:09 < bridge> [teeworlds] of course 14:14 < bridge> [teeworlds] I still need to do that bugfix PR <.< 15:35 < bridge> [teeworlds] oof vulkan