Time |
Nick |
Message |
00:01 |
VanessaE |
either way, even the basic shaders DO slow things down enough to not be worth the range/fps loss |
00:03 |
VanessaE |
hmmmm: opinions? |
00:06 |
chrisf |
VanessaE: what GPU is this on? |
00:07 |
VanessaE |
chrisf: AMD R9 280X with current proprietary blob |
00:07 |
VanessaE |
(well as current as my distro provides anyway) |
00:08 |
chrisf |
mt and/or the driver is doing something very wrong :) |
00:08 |
VanessaE |
you think so? |
00:08 |
VanessaE |
because at this point I don't know what it really should be doing. |
00:09 |
VanessaE |
gregorycu: "fixing" how? |
00:11 |
VanessaE |
hmmmm: is there a chance of getting some kind of minetest-specific benchmark for graphics performance? |
00:12 |
VanessaE |
frankly trying to fly around a map is just a shitty way to do it |
00:12 |
chrisf |
VanessaE: if you look at it with something like radeontop, i suspect you'll find the GPU is almost idle. |
00:13 |
VanessaE |
chrisf: that's what I suspected as well |
00:14 |
* VanessaE |
tries.. |
00:17 |
VanessaE |
"almost" is an understatement. 10-24 percent on the Graphics Pipe, while doing 57 fps @ 154m view. |
00:19 |
chrisf |
got to feed it more efficiently |
00:20 |
VanessaE |
any of these other stats useful to you? |
00:21 |
chrisf |
not really, you'll be cpu-limited, in both mt and the driver |
00:21 |
VanessaE |
yep, one CPU core maxed out with MT just sitting there looking out over the test terrain (typical mapgen v6 stuff, a few dozen default trees. nothing special) |
00:22 |
kahrl |
how about we add an opencl bitcoin miner to max it out? :D |
00:22 |
VanessaE |
haha |
00:22 |
VanessaE |
GPU mining isn't profitable anymore (even for altcoins) :P |
00:22 |
chrisf |
VanessaE: going to take serious engine work |
00:23 |
ShadowNinja |
VanessaE: But every running Minetest client mining could be profitable. |
00:23 |
VanessaE |
ShadowNinja: heh, I suppose :) |
00:28 |
chrisf |
VanessaE: the perf difference when enabling shaders is interesting... note that there's no such thing as 'not using shaders' in the hardware, for >10y now -- if you use the fixed function pipeline, the driver is generating a shader to emulate the old behavior. you can certainly end up with more validation overhead though, if you're horribly cpu-limited and not batching effectively. |
00:28 |
VanessaE |
interesting. |
00:40 |
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01:02 |
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01:46 |
hmmmm |
VanessaE, I was just thinking maybe a minetest demo mode |
01:47 |
hmmmm |
just about every other game in the universe has that so they can objectively benchmark and test for performance and graphics regressions |
01:47 |
hmmmm |
i've been using that phase "just about every other game" a lot lately |
01:47 |
VanessaE |
yeah, that's kinda what I was thinking |
01:47 |
hmmmm |
minetest is so freaking subpar compared to others |
01:48 |
VanessaE |
well it's true really |
01:48 |
VanessaE |
"subpar" is maybe too strong a word here |
01:48 |
hmmmm |
because all of the development attention has been going toward modding and crap like that |
01:48 |
hmmmm |
we got distracted |
01:50 |
Brains |
It makes a really crappy floor wax too. |
01:50 |
hmmmm |
in any case i suppose something quick could be hacked together with AutoIT to send the same exact input on the same exact map at the same exact time |
01:51 |
VanessaE |
hmmmm: that's only a small part of the problem - the big part is commanding the engine to load up specifically the same set of blocks, also, out to some ridiculous distance (750-1000 nodes out, say) |
01:54 |
VanessaE |
that way you can be sure that in even the most extreme cases, the loaded map will be able to exceed the fog limit. |
01:59 |
VanessaE |
that's another thing that needs fixed, btw - mapblocks not always reaching the fog. |
02:00 |
VanessaE |
but that's an olllllllld glitch. been broken since 0.4.2 at least (I didn't go back further) |
02:09 |
gregorycu |
VanessaE: Making it faster |
02:09 |
VanessaE |
gregorycu: I don't suppose you're gonna decouple it into a separate thread/multiple threads also? :) |
02:09 |
gregorycu |
It's already its own thread |
02:10 |
gregorycu |
I'm hoping to make it so fast we don't need to consider multiple worker threads |
02:10 |
VanessaE |
hm, well I just mean how it always seems to hang the client for that split second it takes to generate new meshes |
02:10 |
VanessaE |
e.g. when loading terrain |
02:11 |
gregorycu |
Your client shouldn't be hanging |
02:12 |
VanessaE |
well, s/hang the client/sags the client's FPS/ |
02:13 |
VanessaE |
one thing I've always tried to make a point of is to not bother looking at the FPS gauge when taking a benchmark, until I'm sure all the available terrain in my view has been loaded,. |
02:13 |
gregorycu |
Some of that is unavoidable |
02:13 |
gregorycu |
And some of that may be a problem with the graphics card |
02:13 |
gregorycu |
Loading meshes |
02:14 |
gregorycu |
Like, actually loaded into the card |
02:14 |
chrisf |
gregorycu: how are you doing the upload? |
02:14 |
VanessaE |
three different cards, so more likely the driver would be at fault there if anything outside MT is |
02:14 |
gregorycu |
Which upload? |
02:14 |
chrisf |
gregorycu: of the VBO contents |
02:15 |
VanessaE |
what VBO contents? :P |
02:15 |
gregorycu |
I'm not sure that's happening |
02:15 |
gregorycu |
Wait |
02:15 |
VanessaE |
minetest doesn't support VBO |
02:15 |
gregorycu |
Are you the guy that works on graphics drivers? |
02:16 |
chrisf |
gregorycu: i am |
02:16 |
gregorycu |
Ok, I think we've had this discussion before |
02:16 |
chrisf |
gregorycu: what is it doing then if pre-vbo, display lists? |
02:16 |
gregorycu |
Or, you and celeron55 |
02:16 |
chrisf |
yeah ive talked to celeron55 about some ideas |
02:16 |
VanessaE |
gregorycu: RealBadAngel also does gfx stuff when he's around |
02:16 |
VanessaE |
(and has time) |
02:16 |
gregorycu |
I don't know that end of the equation, I'm looking at the thing that calculates the meshes |
02:17 |
gregorycu |
The mesh then gets pushed into a queue |
02:17 |
gregorycu |
I have no idea what happens in the main thread when it reaps that queue |
02:18 |
chrisf |
i suppose i should actually read minetest's code and find out :) |
02:21 |
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02:34 |
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02:47 |
chrisf |
gregorycu: oh, yikes -- mt leaves the placement hints as EHM_NEVER, so you're drawing from client memory constantly |
02:47 |
gregorycu |
Surely it's not that simple |
02:47 |
VanessaE |
ew? |
02:47 |
* chrisf |
is in the guts of irrlicht now |
02:47 |
gregorycu |
Maybe not so simple ;) |
02:48 |
gregorycu |
Yeah, I don't do graphics programming, so you're speaking french to me |
02:48 |
gregorycu |
I'll take it from your tone that it's bad |
02:48 |
chrisf |
this is terribad :) |
02:48 |
gregorycu |
These are the kind of optimisations that kick arse |
02:49 |
gregorycu |
Um... Is the fix easy? |
02:49 |
chrisf |
well, you can just set the hints, but there are comments in the mt source suggesting that it's leaky to do that |
02:50 |
gregorycu |
:/ |
02:50 |
gregorycu |
Tell me what to change, and I'll try it |
02:53 |
gregorycu |
I think I accidentially found it |
02:53 |
gregorycu |
m_mesh->setHardwareMappingHint(scene::EHM_STATIC); |
02:53 |
gregorycu |
(I literally wasn't looking for it, I was looking at something else) |
03:03 |
chrisf |
gregorycu: that's it, but apparently it has been tried before, and there were reasons why it didnt stick |
03:03 |
gregorycu |
Apart from the resource leakage? |
03:03 |
chrisf |
that ^ |
03:04 |
chrisf |
if it's actually leaky, either mt or irr is broken though |
03:06 |
gregorycu |
I'll check it out |
03:06 |
chrisf |
it looks like your meshes end up with tons of MeshBuffers attached though, too, which will make things worse. |
03:06 |
gregorycu |
Thanks for your help |
03:06 |
gregorycu |
Aren't they consolidated? |
03:06 |
chrisf |
each of them translates to two GL buffer objects (vertices + indices) |
03:07 |
chrisf |
if they are consolidated somewhere, ignore that, but i didnt see where it was happening in a brief look |
03:07 |
gregorycu |
ok |
03:08 |
chrisf |
i dont know what the irr support is like for sharing buffers, but you'd also be MUCH better off suballocating out of a smaller number of large buffer objects |
03:13 |
gregorycu |
I seem to recall that it doesn't support it |
03:19 |
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03:21 |
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03:22 |
VanessaE |
and there's the optimization export now :) |
03:23 |
gregorycu |
What? I was here the whole time... |
03:23 |
* VanessaE |
looks at Zeno` |
03:23 |
gregorycu |
Oh |
03:23 |
* gregorycu |
walks to the corner |
03:23 |
Zeno` |
oh oh |
03:23 |
VanessaE |
you're both experts :) |
03:23 |
Zeno` |
exports* |
03:24 |
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03:53 |
gregorycu |
That's very sweet VanessaE |
03:54 |
gregorycu |
I plan to fix everything, apart form the graphics being slow |
03:54 |
gregorycu |
I'm letting Zeno do that |
04:01 |
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04:03 |
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04:35 |
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04:43 |
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04:47 |
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05:27 |
Zeno` |
gregorycu, return ContextIgnoreNode; <--- that's not very safe |
05:27 |
Zeno` |
i.e. because the returned reference is not const |
05:28 |
gregorycu |
That's problematic... |
05:46 |
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05:50 |
paramat |
hi hmmmm, good progress with v7 recently, this is ready for review and/or merge #2161 |
05:50 |
ShadowBot |
https://github.com/minetest/minetest/issues/2161 -- Mgv7: Improve rivers and remove abysses. Speed optimise perlinmap calculations. by paramat |
05:50 |
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05:56 |
gregorycu |
Apparently I suck at multidimentional array calculations |
06:24 |
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06:25 |
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06:34 |
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07:11 |
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07:16 |
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07:34 |
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07:35 |
gregorycu |
It someone has fucked up these calculations, there will be hell to pay |
07:37 |
* VanessaE |
wonders if gregorycu is really another of the core devs in disguise or something :P |
07:37 |
gregorycu |
I haven't slept and I've spent 4 hours trying to find a bug in my calculations |
07:37 |
VanessaE |
oh heh |
07:38 |
gregorycu |
Assuming the bug is in my calculations |
07:38 |
gregorycu |
And not someone else's |
07:56 |
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08:03 |
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08:43 |
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10:09 |
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10:34 |
celeron55 |
chrisf: there's a patch around that enables actual usage of VBOs, but it only sometimes increases performance because the buffer objects are so small that the limiting factor ends up being the amount of them |
10:34 |
celeron55 |
and yes, there are issues in how irrlicht thinks meshes should be used and how MT wants to use them |
10:36 |
celeron55 |
i don't even remember anymore what the cause of the memory consumption in that thing is |
11:08 |
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11:51 |
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11:54 |
mrlinx |
Anyone here could help me out with Windows building? I'm fairly experienced with VS/C++ but so much with CMake. Right now, I'm getting a hard time with Cmake finding SQlite3. |
12:05 |
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12:12 |
mrlinx |
anyone? |
12:14 |
jin_xi |
there will be an answer but it might take some time. maybe try asking on #minetest too |
12:14 |
jin_xi |
i personally dont know about VS |
12:15 |
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12:18 |
kilbith |
mrlinx, come back later here and ask to ShadowNinja. |
12:18 |
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12:19 |
kilbith |
or sfan5 |
12:29 |
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12:30 |
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12:31 |
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12:31 |
Zeno` |
Any objections to #2153? |
12:32 |
ShadowBot |
https://github.com/minetest/minetest/issues/2153 -- Fix colorize using the color alpha literally and as the ratio to interpolate the colors with. by TriBlade9 |
12:33 |
Zeno` |
TriBlade9, you fixed the formatting of everything except for the added line 1704 and 1705 :p |
12:34 |
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12:44 |
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12:46 |
TriBlade9 |
Dam |
12:47 |
TriBlade9 |
Wait, Zeno`, What's wrong with 1704 and 1705? |
12:48 |
Zeno` |
i=0 |
12:48 |
Zeno` |
or whatever it is... should be i = - |
12:49 |
Zeno` |
or whatever it is... should be i = 0 |
12:49 |
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12:49 |
TriBlade9 |
Soo, a space between i and = and assignment? |
12:50 |
TriBlade9 |
That's gonna be a pain to fix in the whole file xL |
12:50 |
Zeno` |
well, yes. i.e. for (u32 y0 = 0; y0 < size.Y; y0++) |
12:50 |
Zeno` |
nah, just change it for the new code |
12:50 |
TriBlade9 |
Oke |
12:51 |
TriBlade9 |
'mitting |
12:52 |
Zeno` |
normally the reformatting effort is restricted to the function you're working on |
12:53 |
Zeno` |
unless it's a formatting-specific PR ;) |
12:53 |
Zeno` |
but that's ok |
12:53 |
TriBlade9 |
Having connection troubles -_- |
12:53 |
Zeno` |
(the function/functions and stuff nearby) |
12:54 |
Zeno` |
it makes parsing the diffs easier ;) |
12:55 |
TriBlade9 |
I apologize, I thought you said it was okay to format the whole file. |
12:55 |
TriBlade9 |
Committed and pushed. (force-update) |
12:57 |
SudoAptGetPlay |
Hi guys is there a lua event which returns the player object (or name) of the player u are pointing at ? |
12:57 |
Zeno` |
and pushed |
13:01 |
TriBlade9 |
Thanks Zeno`, I can now get back to work on a clothing mod :3 |
13:01 |
TriBlade9 |
For now gonna head to bed though, bye! |
13:07 |
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13:36 |
SudoAptGetPlay |
Can I use on_rightclick() on a player object ? |
14:15 |
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19:40 |
sfan5 |
any of the devs here? |
19:42 |
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19:43 |
ShadowNinja |
sfan5: No. |
19:44 |
sfan5 |
i see |
19:44 |
sfan5 |
ShadowNinja: can i merge this https://github.com/minetest/minetest/pull/2165 |
19:44 |
ShadowNinja |
sfan5: LGTM. |
19:45 |
sfan5 |
i guess that means yes |
19:45 |
rubenwardy |
why no video game keyword? |
19:45 |
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19:46 |
sfan5 |
Receiving objects: 15% (4519/29056), 6.88 MiB | 126.00 KiB/s |
19:46 |
sfan5 |
*sigh* |
19:47 |
ShadowNinja |
rubenwardy: Category=Game. |
19:47 |
rubenwardy |
Ah |
19:48 |
rubenwardy |
I see |
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23:12 |
VanessaE |
sfan5: can you make a new build? |
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