diff --git a/doc/030_configuration.md b/doc/030_configuration.md index 7445247e..f6db20fc 100644 --- a/doc/030_configuration.md +++ b/doc/030_configuration.md @@ -73,9 +73,9 @@ If your computer is **fast enough** to reach at least 60fps in Yamagi Quake II the following settings should give you the best results: * Make sure that `busywait` is set to `1`. That's the default. Setting - it to `0` saves some CPU time but is plain deadly for the timings. - You'll never get precise timing and tearing- and / or micro stuttering - free gameplay with busy waits switched off! + it to `0` saves some CPU time (and thus increase battery life and + reduce heat), but can mess up the timings, especially on Windows, + which can lead to tearing- and / or micro stuttering. * Set `cl_async` to `1` (the default) to avoid glitches especially in physics/movement when rendering at high framerates (>90fps). * `cl_maxfps` should usually be set to `-1` (the **new** default) so diff --git a/doc/040_cvarlist.md b/doc/040_cvarlist.md index e7417262..f8df6633 100644 --- a/doc/040_cvarlist.md +++ b/doc/040_cvarlist.md @@ -54,8 +54,8 @@ it's `+set busywait 0` (setting the `busywait` cvar) and `-portable` is a very accurate way to determine the internal timing, but comes with a relatively high CPU usage. If set to `0` Quake II lays itself to sleep and tells the operating system to send a wakeup signal when it's - time for the next frame. The later is more CPU friendly but rather - inaccurate, especially on Windows. Use with care. + time for the next frame. The latter is more CPU friendly but can be + rather inaccurate, especially on Windows. Use with care. * **cl_maxfps**: The approximate framerate for client/server ("packet") frames if *cl_async* is `1`. If set to `-1` (the default), the engine