Time Nick Message 00:43 paramat RBA changing BS will have to be a MTHD thing, it won't be allowed n MT. i agree camera offset distance is too small, perhaps 1000?, i might make a PR. camera offset is not the main cause of stuttering, that happens all the time not every 200 nodes 00:48 RealBadAngel paramat, im not quite sure if it will be worth it, i keep getting mixed results 00:48 RealBadAngel but offset indeed could be changed 00:49 paramat ok 00:49 RealBadAngel i will play with the issue later on, atm i dont have time for something unrelated to deferred rendering 00:59 Fixer stutter happens when there is meshgen spike // Captain Obvious 00:59 Fixer coincidence? don't think so 01:04 RealBadAngel well, whatever is the reason of updating meshes, it has to be limited, its a pure nonsense having mesh updated because time of day changed, player moved a bit and crossed camera offset change line, etc 01:04 RealBadAngel makin mesh is heavy duty stuff and have to be avoided at all costs 01:07 RealBadAngel atm there are 3 reasons left that are making mesh dirty -> time of day (lighting will fix it), cracks (have to be removed same way as halo), and camera offset (not quite sure how to get rid of it completely) 01:09 RealBadAngel well, 4. changing any node meta is causing complete up to 7 mapblock meshes regen 01:10 RealBadAngel with all those 4 issues solved we can enable VBO and go further 01:10 RealBadAngel at least thats the plan ;) 01:54 VanessaE RealBadAngel: the camera offset can only be dealt with properly by splitting the world into many (thousands of) irrlicht Scene Nodes 01:54 VanessaE it's there because the map is one big scene node, and the camera gets glitchy once you get more than a few hundred meters from the camera's origin 01:55 VanessaE or rather, the rendering precision becomes a problem and it LOOKS glitchy. 01:55 paramat would 1000 nodes be okay for the offset distance? it should be maximised 01:55 VanessaE paramat: nope. 01:56 VanessaE even 1000 is enough to see the glitch, if you're looking for it 01:56 VanessaE I don't recall why 200 in particular was chosen, though 01:56 RealBadAngel VanessaE, i was looking hard with offset set to 2k and couldnt find any 01:57 VanessaE it probably depends partly on the video driver and irrlicht version 01:58 VanessaE either way, there is only one proper way to fix it. 01:58 VanessaE the proposal at the time was to make each Minetest mapblock a scene node. 02:14 paramat i think 200 is a little too low, as it apparently causes mesh updates 02:16 paramat need to discuss with nore though 02:25 RealBadAngel not really mesh updates but shitload of operations on vertices adding offseted pos to them 02:27 paramat ok 02:29 RealBadAngel if we consider using VBO it will also mean that mesh have to be reuploaded to GPU VRAM 02:52 VanessaE RealBadAngel: but that doesn't answer the scene node problem. 02:52 VanessaE adjusting the camera offset is just delaying the inevitable. 02:54 RealBadAngel im trying to figure out best solution 02:54 RealBadAngel and im not sure about scene nodes idea 02:54 * VanessaE shrugs 02:55 VanessaE I leave it to you guys to find the best way 02:56 RealBadAngel fuck, i wrote perfect code for something, then was looking for whole day why it is not working at all 02:56 RealBadAngel damn misplaced bracket 02:57 RealBadAngel it threw a bit of code out of scope lol 04:44 RealBadAngel kahrl, here? 06:48 sofar why is my character.b3d rotated 90 degrees when I export? 06:48 sofar I don't see any b3d export options for axis 06:57 sofar anyone know what's the proper B3Dexport.py script to use? 06:57 paramat no idea 06:58 sofar I tried a different one but that one plainly is broken 07:00 sofar there's a small problem with character.b3d that I want to fix 07:00 sofar I've managed to fix it 07:00 sofar but now I can't export it properly back :( 07:02 paramat btw i will merge game#789 game#833 later 07:02 ShadowBot https://github.com/minetest/minetest_game/issues/789 -- New mesh door models, and extensive door API by sofar 07:02 ShadowBot https://github.com/minetest/minetest_game/issues/833 -- Convert furnace ABM to node timer by sofar 07:02 sofar neat 07:10 sofar hmmm kilbith was the person who made b3d files out of character.x 07:11 sofar I wonder if he has an exporter that doesn't futz the axes 11:32 RealBadAngel #3695 11:32 ShadowBot https://github.com/minetest/minetest/issues/3695 -- Use vertices with tangents only when its needed. by RealBadAngel 11:33 RealBadAngel ^^ some mapblock mesh rework 11:34 * RealBadAngel yawns 14:22 kaadmy sofar: i use one that someone pointed me towards, it works fine 14:22 Taoki RealBadAngel: Any estimation as to when we can hope for bloom and DoF to make it in master? Just waiting for confirmation that they will be there... especially now that I'm working on a Minetest game designed to have fancy graphics and shaders too. 14:22 kaadmy b3d exporter* 14:23 RealBadAngel Taoki, dunno, i still have lotsa things to code 14:23 Taoki ok 14:23 Taoki Hope 3D plantlike / torchlike is still among them BTW. I think that's a more urgent visual improvement anyway. 14:24 Taoki IIRC you got it working with waving plants last time, so hopefully not much is left there. 14:25 kaadmy Taoki: would having the *thin* drawtypes like signlike, torchlike, plantlike extruded look better? 14:25 Taoki kaadmy: There's already screenshots and videos of it. They certainly do! At least I think so. 14:25 kaadmy in master? 14:25 RealBadAngel kaadmy, having flat torches is lookin ANY good to you? 14:26 Taoki Not in master yet, but it was coded. 14:26 Taoki It going i master is my point :P 14:26 kaadmy RealBadAngel: flat torches look retarded :) 14:29 RealBadAngel same as plants 14:30 Taoki Yep 15:55 Fixer RealBadAngel, will check it out 15:55 RealBadAngel Fixer, ok, let me know 15:58 RealBadAngel funny, i just got an attack of stuttering, it was starting a minute or so after starting game, so even walking was choking. played a bit with camera far plane to see if that would help 15:59 Fixer and? 15:59 RealBadAngel it looked like it helped, so reverted all the changes to see if stuttering will back 15:59 RealBadAngel and i cant reproduce stuttering anymore lol 16:00 Fixer RealBadAngel, yes, that's the problem, one time i was having very baad stutter with shaders disabled, next day - gone o_0 16:00 RealBadAngel fuck me walking if i know whats the reason 16:00 RealBadAngel weather on mars or what? 16:01 Fixer mm? i get stutter when new blocks are generated 16:01 Fixer simple 16:01 RealBadAngel no that not a reason 16:01 Fixer est31 said it is uploading to gpu 16:01 RealBadAngel atm im walkin around, with debug code to control whats going on with mapblock meshes 16:02 RealBadAngel cant see any difference 16:02 Fixer walk in a forests %) 16:02 RealBadAngel from time to time some meshes got updates 16:02 RealBadAngel i do 16:02 RealBadAngel propably because of growing grasses etc 16:02 Fixer stutter in multiplayer is also present, that is funny 16:03 Fixer so it is not mapgen 16:03 Fixer at least partially 16:03 RealBadAngel it seems to be tottally random 16:04 RealBadAngel i was able to observe it for 15 minutes or so, many client restarts with different settings, was trying to determine whats the reason 16:04 RealBadAngel now its completely gone 16:04 Fixer your videocard has clock frequency autochange support? 16:05 Fixer RealBadAngel, https://i.imgur.com/OdTgVnF.png 16:06 Fixer RealBadAngel, three minetest runs 16:06 RealBadAngel idk 16:06 RealBadAngel havent played with gpu settings 16:06 Fixer RealBadAngel, sometimes GPU/MEM clocks drop from 1000 to 750 or even 150, for very short time, few times, not sure if it is the cause 16:08 Fixer RealBadAngel, try walking on this test world -> https://github.com/minetest/minetest/files/101456/Just.Test.zip 16:08 RealBadAngel if you can observe stuttering check the clocks then 16:08 RealBadAngel if thats related 16:25 Fixer RealBadAngel, looks like it is not related 16:28 Fixer hold on 16:28 RealBadAngel can anybody tell what version of irrlicht travis is using? 16:28 RealBadAngel error: ‘EGDS_BUTTON_PRESSED_IMAGE_OFFSET_Y’ is not a member of ‘irr::gui’ 16:29 Fixer RealBadAngel, on heavy world, it can stutter when clocks go down to 150MHz for some reason, but there are stutters at FULL clock 16:29 Fixer hmmm 16:29 RealBadAngel https://travis-ci.org/minetest/minetest/builds/108787153 16:29 RealBadAngel Fixer, so thats not related 16:30 Fixer RealBadAngel, hold on 16:30 Fixer RealBadAngel, it is partially related 16:30 Fixer RealBadAngel, if stutter is really deep it is clocks going to min for 1 sec or so 16:31 RealBadAngel Fixer, so related or not? 16:32 Fixer RealBadAngel, only for some deep stutters, it is partially related, some stutters are caused by frequencies some are not 16:36 Fixer RealBadAngel, pff, why on earth it lower the frequencies when i load heavy MT scene with 30 fps :( 16:37 RealBadAngel theres some auto tune code in mt 16:38 RealBadAngel i wonder if it doesnt work the opposite as it should 16:38 RealBadAngel first of all, why the hell camera far plane is not set when lowering view range? 16:39 RealBadAngel and why fog doesnt match view range 16:54 Fixer RealBadAngel, clock powersaving can cause some stutters, but not a whole lot to account for everything (most of the time MEM clock is at 75% (lol), GPU is at 100%) 16:55 Fixer RealBadAngel, also, some time clocks going down does not cause stutter at all 16:55 Fixer RealBadAngel, lots of time actually 16:55 Fixer RealBadAngel, so it is not powersaving problem only, other sources are at work 17:24 RealBadAngel Fixer, have you tested 3695? 17:27 Fixer RealBadAngel, just walked, let me eat something, i will test deeper 17:27 RealBadAngel sure 17:28 Fixer RealBadAngel, why on earth drop frequencies down to 15% level for very short time in heavy minetest scene? feels like source of the problem is MT, that reduces (?) gpu load for very short time, causing frequinces down and big stutter after 17:29 Fixer and frequiences back to normal 17:29 Fixer maximum 1 sec for this all 17:29 RealBadAngel it may be this auto tune code 17:31 RealBadAngel from quick look it works that way: if it takes too long, lets lower wanted fps 17:31 RealBadAngel then gpu thinks theres less to do, lower clocks 17:31 RealBadAngel then mt again lowers wanted fps 17:32 RealBadAngel until it chockes itself and gpu is sitting idle laughing 17:32 RealBadAngel pretty funny 17:33 RealBadAngel also i like the code for trying to be smarter than hardware 17:33 RealBadAngel far clipping plane is actually disabled no matter what 17:34 RealBadAngel the code that sets it looks like it could set an actual value 17:34 RealBadAngel if far plane could be further than 20000 17:35 RealBadAngel total absurd 17:35 RealBadAngel so, no matter what far is always 2000 17:35 RealBadAngel 20k i mean 17:45 RealBadAngel Fixer, i will make a patch with manual only view range control so you can test it 18:15 RealBadAngel Fixer, wanna test it? 18:19 RealBadAngel im playing with it right now, it looks like it allows me to set viewing distance at which framerate wont drop below 60fps no matter whats visible 18:20 RealBadAngel like shitload of trees with snow nodeboxes on them 18:22 Fixer RealBadAngel, yes 18:22 Fixer RealBadAngel, i need .diff 18:23 RealBadAngel it will be easier, open camera.cpp please 18:23 Fixer done 18:24 RealBadAngel find void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in) should be line 484 18:24 RealBadAngel and paste this at the start of the function 18:24 Fixer yes 18:24 RealBadAngel http://pastebin.com/sCedr3Jr 18:27 Fixer RealBadAngel, like this? http://pastebin.com/raw/agDEK9YB 18:28 RealBadAngel yeah 18:35 RealBadAngel Fixer, and? 18:37 Fixer RealBadAngel, compiling 18:37 Fixer RealBadAngel, not so fast 18:37 Fixer RealBadAngel, at 20% 18:38 RealBadAngel i thought you have i3? 18:38 Fixer RealBadAngel, 3695 fixed mesh lag issue for me, will test performance later 18:38 Fixer RealBadAngel, i compile in Debian VM 18:39 Fixer RealBadAngel, cross compilation for windows from VM with debian* 18:39 Fixer RealBadAngel, it is 2x slower 18:39 RealBadAngel aw lol 18:39 Fixer it is much easier 18:42 RealBadAngel no doubts, compilin on windows is pain in the ass 18:43 Fixer i've compiled on it some years ago, on xp, with celeron script 18:43 Fixer on msvc 18:50 RealBadAngel i have a feeling that game runs much smoother with this patch 18:50 Fixer 100% 18:50 Fixer i mean compiled just now 18:51 Fixer 15 min %) 18:52 RealBadAngel with distance ~100 i can see fixed 60fps 18:52 RealBadAngel no fuckin matter what 18:53 Fixer starting, shaders enabled 18:54 Fixer walking, will start monitoring program 18:54 Fixer it feels smooth on just test, walking more 18:56 Fixer RealBadAngel, woah 18:58 Fixer RealBadAngel, i see fog fluctuation 19:00 RealBadAngel fog would need to be fixed, so clouds 19:01 Fixer RealBadAngel, it feels smoother, let my try next server 19:06 Fixer hmm 19:07 Fixer RealBadAngel, very interesting, looking linuxgaming now 19:07 Fixer RealBadAngel, much less stutters for me, strangely, more smooth 19:10 Fixer RealBadAngel, linuxgaming seems slow, not all blocks are loaded, but smoothness is amazing when there are no activity 19:10 Fixer super flat 19:16 Fixer RealBadAngel, LinuxGaming looks smoother, few deep stutters, also, when packets arrieve, draw curve becames somewhat unsettled 19:16 Fixer RealBadAngel, but when no net activity, walking in loaded chunks are very good 19:27 RealBadAngel fixer, so, overall how it feels? 19:27 sofar what did you add RBA? 19:27 RealBadAngel rather what ive trashed ;) 19:28 Fixer RealBadAngel, smoother, but in singleplayer stutters are present, but when no activity it is goood 19:28 Fixer RealBadAngel, doing more testsw 19:28 RealBadAngel sofar, http://irc.minetest.ru/minetest-dev/2016-02-12#i_4531932 19:29 Fixer RealBadAngel, wait, do i need to specify _max range? 19:29 RealBadAngel use +- 19:31 Fixer RealBadAngel, hmm, removed back max range and now it feels much better, not sure why 19:31 RealBadAngel ive set i menu also wanted fps = 60, min 60 19:31 RealBadAngel im not sure if it counts at all 19:32 Fixer RealBadAngel, singleplayer looks seriously better 19:34 Fixer RealBadAngel, feels really smooth and good most of the time, hmm 19:35 Fixer RealBadAngel, i will do automated tests, need 20 min or so 19:36 RealBadAngel when you start game with creating server instead of famous singleplayer, it works indeed better 19:36 Fixer RealBadAngel, i start singleplayer as always 19:38 RealBadAngel btw, when you now set a viewing distance, its a real one 19:39 RealBadAngel no fancy gimmicks with drawing blocks or not, its a circle around you 19:40 RealBadAngel thats why fog doesnt fit 19:41 Amaz RealBadAngel, with the latest git I'm sometimes getting problems with node highlighting. The box sometimes, seemingly randomly, turns opaque for a random period of time... https://i.imgur.com/SUleY1t.png 19:41 RealBadAngel before it was drawn on things theoretically on things outside viewing range 19:41 RealBadAngel Amaz, i know about it, havent found the reason for it yet 19:42 Amaz Ah, okay 19:42 Amaz Thanks! 19:42 Fixer doing some test, need 20 min 19:42 RealBadAngel ok 20:21 Fixer RealBadAngel, tested in no mapgen environment, some liquid flows were possible on a test, here my results 20:21 Fixer RealBadAngel, https://i.imgur.com/194Yxxp.png 20:22 Fixer RealBadAngel, in general, with your changes you get little performance boost, but stutters are the same 20:23 Fixer RealBadAngel, as you can see both curves on graph #3 became one somewhere near stutter zone (which is at the end - highest spikes) 20:23 ShadowBot https://github.com/minetest/minetest/issues/3 -- Furnace segfault 20:24 * Fixer >_> ShadowBot 21:41 Fixer RealBadAngel, this one with mapgen v6 test: https://i.imgur.com/zGKTue0.png 21:42 Fixer RealBadAngel, very slight fps boost, but stutters are the same, so it is not fixing the stutters unfortunately 23:55 RealBadAngel Fixer, pity :( im quite suprised because it really does feel smoother