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07:48 |
RealBadAngel |
https://github.com/minetest/minetest/pull/1487 |
07:48 |
RealBadAngel |
^^some changes to mapblock mesh |
08:18 |
RealBadAngel |
celeron55, here? |
08:23 |
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09:17 |
celeron55 |
RealBadAngel: so whate's the benchmark? |
09:17 |
celeron55 |
where's* |
09:18 |
celeron55 |
(no, i don't know how i could write that so wrong) |
09:19 |
celeron55 |
RealBadAngel: so where's the benchmark? <- i'll just repeat this to not sound so stupid |
09:21 |
RealBadAngel |
we are tryin the code now |
09:22 |
RealBadAngel |
definitely we can play with much larger view distances |
09:22 |
VanessaE |
celeron55: I'm testing that pull now. I'd have to guess a 20% fps improvement with no visible regressions, at least on my R9 280X, with one exception - HavenNG's water is dark, almost black at close range (parallax mapping issue?), but default textures and HDX look fine. |
09:23 |
RealBadAngel |
ahh, the water, i have to fix it |
09:23 |
VanessaE |
what is the cause of the black water? |
09:23 |
RealBadAngel |
forget that, its the issue with my normalmap |
09:23 |
VanessaE |
ok |
09:23 |
VanessaE |
so not your code. |
09:26 |
VanessaE |
one thing I have noticed is that no matter how much improvement is done, there is an awful lot of work being done by the CPU to render the display, enough to peg one core at 100%, far more than I would expect should be needed even with a fairly simple scene and default textures with this badass GPU |
09:26 |
VanessaE |
which in turn is limiting the fps/view range |
09:27 |
VanessaE |
by "default textures" I should clarify: default textures, no shaders, no filters, no effects. |
09:31 |
VanessaE |
the standard "acid test", looking north from the spawn on my Creative server: 32-37 fps (variable), 41m view range. default textures. |
09:33 |
VanessaE |
it re-tuned itself slightly, 30-33 fps, 44.5m range. |
09:33 |
VanessaE |
only 39 entities in the area, btw. |
09:40 |
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09:40 |
RealBadAngel |
celeron55, so whats your opinion on the code? |
09:41 |
celeron55 |
well at least you totally bastardized TileSpec which was intended to be a very simple data structure that is fast to copy in all cases |
09:42 |
celeron55 |
that is why i really want to see performance as objective numbers |
09:43 |
RealBadAngel |
tilespec is the right place to hold all the data needed to display it |
09:43 |
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09:43 |
RealBadAngel |
and we dont really need to copy it |
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10:09 |
VanessaE |
RealBadAngel: got a glitch here... |
10:10 |
VanessaE |
normalmaps for fenceposts are rotated 90 |
10:11 |
VanessaE |
90 degrees* |
10:12 |
VanessaE |
seems to affect anything using the fence drawtype. |
10:12 |
VanessaE |
(if it has a normalmap in the texture pack) |
10:17 |
RealBadAngel |
can you make a screenshot before and after? |
10:21 |
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10:27 |
VanessaE |
sure, gimme a few mins. |
10:29 |
RealBadAngel |
that shouldnt happen at all, but maybe fences are using rotation modifiers, instead of rotating the vertices |
10:32 |
VanessaE |
before (i.e. git HEAD): http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2007152014%20-%2006%3a32%3a11%20AM.png |
10:32 |
VanessaE |
after (with your patch): http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/Screenshot%20-%2007152014%20-%2006%3a29%3a41%20AM.png |
10:34 |
RealBadAngel |
yeah, the drawtype needs to be fixed |
10:38 |
VanessaE |
celeron55: on a second look, I'd give RBA's code an estimate of 5% improvement, not 20%, at least when using HDX. this CPU core being zonked to 100% is definitely limiting fps at this point. gotta be. |
10:39 |
VanessaE |
now that I'm back on mainline, the same scene gives me maybe a slightly lower fps with a similar view range as with his code |
10:39 |
RealBadAngel |
propably you will notice bigger difference with real huge amount of different and animated nodes around |
10:40 |
VanessaE |
in this scene, the only animation I can see is the result of shaders waving stuff around, and I think there's some flowing water off to one side, just off-camera. |
10:41 |
VanessaE |
(it's the same scene you saw in those screenshots above, in fact) |
10:41 |
RealBadAngel |
i mean animated textures, not geometry shaders |
10:41 |
VanessaE |
(except I usually pitch up a bit) |
10:41 |
VanessaE |
yes, I know. |
10:41 |
VanessaE |
hence the mention of the flowing water. |
10:42 |
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12:10 |
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12:14 |
sapier |
RealBadAngel: still our main code has to be optimized to regular case, optimizing a worst case scenario to run bad instead of not at all at cost of making 99% scenario run slow instead of good isn't an option |
12:18 |
sapier |
Please keep this in mind on optimizing ;-) |
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14:25 |
VanessaE |
HAH! |
14:25 |
VanessaE |
I FOUND an interesting glitch |
14:26 |
VanessaE |
while on my Survival server, if I grab and drag the Minetest window, the window content flickers between the current scene and what looks like some area from near that server's spawn |
14:26 |
VanessaE |
it also flickers between those two frames when the window gains/loses focus |
14:27 |
VanessaE |
it's not reproducable though |
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17:52 |
sapier |
can someone explain to me why lua_isnil check doesn't work with luajit? |
17:52 |
sapier |
maybe too with lua, haven't tried |
17:53 |
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17:54 |
kaeza |
sapier, you mean to check if no value was specified? |
17:54 |
sapier |
yes |
17:55 |
sapier |
I want optional parameters so I tried to check |
17:55 |
sapier |
if(!lua_isnil(L, 3)) |
17:55 |
sapier |
value = lua_tonumber(L, 3); |
17:55 |
kaeza |
if (!lua_isnoneornil(L, i)) { /* value is nil */ } else if (lua_isnil(L, i)) { /* value not specified */ } |
17:56 |
kaeza |
err no |
17:56 |
kaeza |
in your case, probably just lua_isnumber() |
17:56 |
sapier |
but I don't wanna set value to 0 ;-) |
17:56 |
sapier |
it's preinitialized |
17:57 |
sapier |
isnoneornil works ... but there are various locations within minetest where my variant is used ... wonder how much of those cause bugss |
17:57 |
sapier |
-s |
18:07 |
ShadowNinja |
sapier: In Lua unspecified arguments are nil, but in C there's a difference between none (not passed) and nil (passed as nil). |
18:08 |
ShadowNinja |
Use isnumber or innone or innoneornil or type() == TNUMBER. |
18:16 |
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18:32 |
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18:35 |
sapier |
https://github.com/minetest/minetest/pull/1489 |
18:35 |
sapier |
please check as I don't have a usecase for it |
18:38 |
Calinou |
very nice |
18:38 |
Calinou |
but, about mob movement… a mob may move several times in the same or a similar direction |
18:38 |
Calinou |
so won't the mob stop every now and then? |
18:47 |
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18:52 |
sapier |
that's up to you if you set it prior time exceeds the mob wont stop |
18:52 |
sapier |
if you don't set the additional parameters behaviour is as before |
18:52 |
kaeza |
still, much better than entities drifting endlessly in one direction ;) |
18:52 |
kaeza |
thanks sapier |
18:53 |
sapier |
finetuning like adding a lua function "walk_to_pos" is for someone else ;-) |
18:57 |
Krock |
ShadowNinja, It's not possible to convert 'std::vector<_Ty>' to 'const Json:n_value' #1480 |
19:07 |
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19:31 |
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19:31 |
ShadowNinja |
Krock: Hmmm, keep the loop then, but don't puch each item individually. |
19:47 |
Krock |
meh. Can't figure out how to do that automatically. foreach loops do not exist in C++ |
19:49 |
* Krock |
capitulates |
19:49 |
Krock |
ShadowNinja ^ |
19:50 |
LemonLake |
Krock: loop through 0 to the length of the array, item = array[i] |
19:50 |
LemonLake |
(psuedo) |
19:50 |
Krock |
and how to get the Key of that KeyValuePair-like variable? |
19:51 |
Krock |
nvm |
19:51 |
ShadowNinja |
Krock: for (const &item : container). But that's C++11. Anyway, there's already a loop doing that. |
19:52 |
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19:55 |
Krock |
ok. found something at c_content.cpp , let's see if that loop works |
19:57 |
* Krock |
expects a test-compiling time of 10 minutes |
20:05 |
VanessaE |
hmmmm: did you make any progress on your idea of doing one(three) irrlicht scene node per mapblock? |
20:05 |
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20:50 |
hmmmm |
honestly i haven't gotten to work on it |
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21:09 |
VanessaE |
ok, just wondered. |
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