I typed the following messages on an invite-only Quake1 DM Google Group and lenny talked about contacting Baker and Rook about it:
Message #1: I do not know if it is considered to be a "hax" to compile your own client with compiler speed improvements, but I noticed a FPS boost with my version of ProQuake compiled with Visual Studio 2008 (9.0). The default PQ release is compiled with 6.0. I used PGO (Profile Guided Optimization) available since VC8.0 (2005) to fully optimize the binary. I also compiled libcurl and zlib with the modern compiler.
There is a problem with ProQuake in XP when using CPUs that have more than one core, but I found a program called RunFirst which solves all
of the issues I have had with ProQuake in Windows XP. The following ZIP archive has the optimized GL ProQuake binary and libraries along with my updated configuration: http://www.mediafire.com/?7a7djyl95msoqdg
I managed to get 20-40 more FPS in some timedemo tests with this binary. I know many of you are not using GL ProQuake, but if you are, maybe this will benefit you.
Killing Time replied: hacker! banned!
the code is not multi-core aware so the os will always run it on an arbitrary core or did it crash and you needed runfirst to make it work ? rook - i hope you're using this compiler with your latest exe's 
Message #2: When I launch it the game is very choppy. The FPS drops below 100 sometimes! But, when I set the processor affinity with Windows Task Manager to use only one CPU, the problem goes away and I instantly have improved FPS in ProQuake. The problem with doing it manually like that ... well, it gets old quick, and the problem with ProQuake hanging on me when I try to exit is no longer present while using RunFirst. RunFirst automatically assigns only the first CPU to be enabled for any program you run with it.
Lenny replied: I hear that making it use only one core increases fps a lot. Try MH's directq if you really wanna boost your performance. I don't use it because I don't know anyone with a cfg for it but maybe you can just put one together. I hear it runs really well
Andy Xiong replid: I can get upwards of 10000 fps in DX8 Quake.
Message #3: In my version of PQ, libcurl and zlib has been updated to the most recent versions as well as compiled with VC 9.0 WPO. The public version of Qrack is compiled with VC 9.0, but I am not sure if whomever compiled it attempted to utilize the new PGO (Profile Guided Optimization) feature of that compiler.
FWIW, those new libraries might not do a damn thing to benefit you, but even if you use Qrack, the public release is using outdated libraries that have been compiled with MSVC 7.1 (libcurl.dll) and MinGW 2.56 (zlib1.dll, now renamed to zlibwapi.dll in newer versions). You should be able to snatch the updated libraries and replace them for use with Qrack.
Lenny replied: I don't know anything about this stuff what so ever but rook does qrack. He plays on the server late at night although he hardly uses the alias rook. Baker does pro quake. You could contact both of them at quakeone.com if you were interested.
Message #1: I do not know if it is considered to be a "hax" to compile your own client with compiler speed improvements, but I noticed a FPS boost with my version of ProQuake compiled with Visual Studio 2008 (9.0). The default PQ release is compiled with 6.0. I used PGO (Profile Guided Optimization) available since VC8.0 (2005) to fully optimize the binary. I also compiled libcurl and zlib with the modern compiler.
There is a problem with ProQuake in XP when using CPUs that have more than one core, but I found a program called RunFirst which solves all
of the issues I have had with ProQuake in Windows XP. The following ZIP archive has the optimized GL ProQuake binary and libraries along with my updated configuration: http://www.mediafire.com/?7a7djyl95msoqdg
I managed to get 20-40 more FPS in some timedemo tests with this binary. I know many of you are not using GL ProQuake, but if you are, maybe this will benefit you.
Killing Time replied: hacker! banned!


Message #2: When I launch it the game is very choppy. The FPS drops below 100 sometimes! But, when I set the processor affinity with Windows Task Manager to use only one CPU, the problem goes away and I instantly have improved FPS in ProQuake. The problem with doing it manually like that ... well, it gets old quick, and the problem with ProQuake hanging on me when I try to exit is no longer present while using RunFirst. RunFirst automatically assigns only the first CPU to be enabled for any program you run with it.
Lenny replied: I hear that making it use only one core increases fps a lot. Try MH's directq if you really wanna boost your performance. I don't use it because I don't know anyone with a cfg for it but maybe you can just put one together. I hear it runs really well
Andy Xiong replid: I can get upwards of 10000 fps in DX8 Quake.
Message #3: In my version of PQ, libcurl and zlib has been updated to the most recent versions as well as compiled with VC 9.0 WPO. The public version of Qrack is compiled with VC 9.0, but I am not sure if whomever compiled it attempted to utilize the new PGO (Profile Guided Optimization) feature of that compiler.
FWIW, those new libraries might not do a damn thing to benefit you, but even if you use Qrack, the public release is using outdated libraries that have been compiled with MSVC 7.1 (libcurl.dll) and MinGW 2.56 (zlib1.dll, now renamed to zlibwapi.dll in newer versions). You should be able to snatch the updated libraries and replace them for use with Qrack.
Lenny replied: I don't know anything about this stuff what so ever but rook does qrack. He plays on the server late at night although he hardly uses the alias rook. Baker does pro quake. You could contact both of them at quakeone.com if you were interested.
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