Maybe just because of the blog, I expected the RMQ engine to be a minimal change mostly to accomodate BSP2, all the GL extensions and use of them.
But there are a hell of a lot of improvements in the engine aside from those changes. I thought I was done pulling in code that I didn't fully understand from another engine just to see the result of a specific set of changes, but I guess I am wrong.
I also see evidence of at least one feature I didn't know could be done. It looks like RMQ *might* have video capture with SDL somehow. I'm also a bit surprised to see demo rewind in the engine. I thought MH hated that, haha.

While talking about MH's code, I was looking at frames per second again (to measure speed improvements) and loaded up a few engines and did timedemos. On this machine, DirectQ 1.9 did the timedemo so fast it was barely on-screen and this Windows 7 laptop isn't fancy at all. It did like 541 frames per second, well over double of the best results with the other engines I tried. It wasn't the 541 fps, it was the "over double" of other engines that was the shocker.
I opened up the RMQ engine to check on 3 things (to see if dynamic light was correct on rotated brushes, it is. I never noticed rotated brushed were improperly lit by dynamic lights in my engine, never thought to check) ... check the model loader for anything of interest ... and I noticed that in particular FitzQuake is really slow switching between fullscreen and windowed and I knew that both RMQ and Quakespasm have some sort of improvement for that.
I hadn't really expected so much of the RMQ engine had been combed over/upgraded. In a way, it also doesn't surprise me ... but the extent of the changes are way more significant than I would have guessed.