It's something I've thought about in Cyber Chud. Focusing on minimum framerate instead of average. There are a couple issues associated with some of the optimizations. Namely how it splits up the framebuffer per core without consideration for what is actually being drawn. I've considered implementing deferred shading to and trying to distribute work more equally among the cores. Perhaps I could put work into "buckets" but there continues to be the issue of splitting up the framebuffer into chunks and the overhead associated with splitting the triangles up redundantly because of spill over.
@qint the divisor needs to be high enough to get sub-ms ticks. TOS has 1ms jiffies, that's far too long. The tick system is needed as a dependency for properly implementing the main semaphore, which currently just spinlocks (bad).
You are correct, most sound effects are intentionally lower but this is an area of experimentation. I actually wrote a new tool I haven't published to let me fiddle with aubio using imgui.
@crunklord420 do the sound effects in cyberchud really require the 11025Hz precision (MY_DIVISOR), the sound effects in assets/snd mostly have pitches that are 1ms~10ms apart so i think it’s a bit overkill but i have no way to verify them by reencoding with aubiopitch due to the original wav’s not being in the repo (some platforms without sufficient PIC precision lag like shit due to the divisor, 1000hz will work fine on them but ruins sound)
@qint and a note about original audio files. The affect of the various aubio settings matter far more than the original audio source. It often sounds nothing like the original audio file. It just tweak until it sounds like something.