I updated the OP the other day, I've spouted about the xgamma thing a few times as thats the missing part most people can't seem to figure on their own or miss in their research (If any, so many lazy ppl these days :p ).
Thanks for providing more details for the lazy Minigun, I just tell ppl to man xgamma.
The FPS aspect is somewhat an issue still, tho that's indirectly related to the xgamma bug. There is hope, the TGB engine is supposed to work well, so it's just a matter of working out what the delays are caused by in the updates to rendering. etc etc blah blah.
As I stated in the OP, There will be a lot more work done public side once Spaz is closer to Final release, there are several optimizations to the code base in Spaz, such as how save files are loaded, AI, Update methods in the games main loops, and so on that are expected to be changed in code which may actually offer some improvements or just add issues to tackle. That is yet to be seen.
Basically, some stuff in the game is done in Torsion (TGB script language, which we'll be exposed to when mod support comes along likely) while other parts are done in VC++. Most gripes about things like, for example the game load time is stuff that's currently done in Torsion. Parts of the game like that are being moved to native C++ to improve performance among other things as I've heard.
It's just a waiting game I suppose. Regardless, some key stuff in wine should make it in while we wait for Spaz to mature and develop towards it's Retail version (Not the end of the games development, updates, or patches. Just out of beta
As all ways, will keep things updated and I suppose, Next update I'll try to add some dll overrides, registry settings, etc for you all to work with/tweak. I've not went as far as to fire up git and bisect or anything yet. o.o;
OH, be sure that if you do get SPaz with the intent to try using it in Wine, to get the BMT Micro version or in a nut shell, AVOID the impulse version <.<
Nothing against impulse, just that client and wine... <.<
Ya know :p