LDhewm3 ReARMed is a port of Doom 3, popular FPS made by idSoftware with idTech 4 engine.
This port is based over a heavily modified version of dhewm3 that adds basic multithreading support to idTech 4 optimized furtherly to squeeze as much performances as possible.
| Name |
Version |
Released |
Hits |
DL Link |
QR |
| LDhewm3 ReARMed |
v0.5 |
09/13/26 |
48 |
Download |
QR |
Requirements:
- libshacccg.suprx
Changelog (v.0.5):
- Made the ETC1 encoder multithreaded. This speeds up runtime texture compression for caching purposes.
- Updated to latest vitaGL and vitasdk.
- Optimized I/O accesses for faster loading of maps.
- Added packaged assets caching for faster loading of maps.
- Removed redunany entities and images loading. This reduces stutter during area transitions.
- Added buffering to I/O operations for faster loading of resources.
- Fixed a bug causing saves to become corrupted.
- Fixed a bug causing video cutscenes to not play correctly.
- Fixed a bug causing touch and rearpad presses to cause game crashes.
- Improved default settings setup for better performances.
- Improved the graphics backend pipeline to use less memory and use vitaGL more efficiently.
- Added an experimental frameskip option that can be enabled via com_frameSkip option in the ini.
- Added r_maxLights option to reduce the max number of active lights at the same time to greatly reduce CPU workload. Defaults to 8.
- Implemented native NEON usage for math operations.
- Made so that entities of all types that reside in deactivated areas of a map or behind portals get set in dormant state to not execute their physics, animation and AI steps every frame.
- Optimized the codepath that handles entities area updates.
- Added LOD system to reduce animations framerate for entities distant from the camera.
- Optimized dynamic lights interactions culling codepath.
- Fixed a bug in MD5 skinning that was causing some animations to break under certain circumstances.
| Name |
Version |
Released |
Hits |
DL Link |
QR |