Time |
Nick |
Message |
00:01 |
RealBadAngel |
est31, here? |
00:06 |
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00:07 |
RealBadAngel |
est31, ? |
00:08 |
est31 |
I've compiled godot, and opened a web site the same time |
00:08 |
est31 |
too much for my 8 gb RAM |
00:08 |
est31 |
system froze |
00:08 |
est31 |
had to reboot |
00:08 |
RealBadAngel |
i think i manage to make something way more nicer than i expected to |
00:08 |
RealBadAngel |
https://imgrush.com/LCf8h8L6otDY.png |
00:09 |
RealBadAngel |
https://imgrush.com/VXTTEprbkzMl.png |
00:09 |
est31 |
cool |
00:09 |
RealBadAngel |
lava is absolutely amazing |
00:09 |
RealBadAngel |
it is animated |
00:10 |
est31 |
but somehow its not right |
00:10 |
RealBadAngel |
you should see it animated |
00:10 |
est31 |
on the left, the difference is very large, on the right the difference is very small |
00:11 |
RealBadAngel |
those are shadows |
00:13 |
RealBadAngel |
need to fine tune it anyway |
00:14 |
RealBadAngel |
but still as for effect generated on the fly, basing only on 16px textures? |
00:14 |
RealBadAngel |
i think thats more just cool :) |
00:14 |
est31 |
yes |
00:14 |
est31 |
really cool |
00:21 |
RealBadAngel |
i think i will make this an option that will replace "generate normalmaps" |
00:21 |
RealBadAngel |
with addition of parallax it looks more complete |
00:55 |
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01:01 |
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02:02 |
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02:55 |
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05:16 |
* cheapie |
peeks in |
05:17 |
cheapie |
Any progress on the server-randomly-dropping-clients thing that's been happening for... ehh, what was it now... over a year? |
05:17 |
cheapie |
(VanessaE's creative server has it worst, but I've seen it elsewhere) |
05:17 |
est31 |
The problem: how to reproduce locally |
05:17 |
est31 |
show me, then the bug is almost fixed |
05:18 |
cheapie |
Try downloading VanessaE's creative server world, and you may be able to. |
05:18 |
cheapie |
Let me grab the link. |
05:18 |
cheapie |
Map: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/worlds/Creative_World.tar.bz2 |
05:18 |
hmmmm |
obviously not. |
05:18 |
hmmmm |
that has nothing to do with network connections |
05:18 |
cheapie |
Game: https://github.com/VanessaE/dreambuilder_game |
05:19 |
cheapie |
As far as I can tell, this is bug #1425. |
05:19 |
est31 |
no free disk space |
05:21 |
cheapie |
It seems like maybe players that are in the process of connecting *are* being deleted, but ones that are already fully joined and working fine are *not*. |
05:55 |
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06:00 |
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06:58 |
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07:08 |
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07:11 |
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07:36 |
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07:40 |
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08:01 |
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08:03 |
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08:11 |
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08:14 |
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08:22 |
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08:28 |
* VanessaE |
peeks in for a minute |
08:28 |
VanessaE |
hmmmm: no, you're right that the disconnect/delete isn't network-related (I believe it's related to that playersao rewrite ShadowNinja did a while back). |
08:29 |
VanessaE |
but the ghost entities bug is what precipitates it. THAT bug should be reproducible locally, but the disconnect bug is kinda hard to reproduce without at least some significant network latency (to force players to take "too long" to connect - long enough to get "deleted") |
08:30 |
* VanessaE |
peeks out and goes to bed |
08:34 |
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08:45 |
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09:33 |
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09:45 |
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09:55 |
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10:14 |
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10:15 |
Calinou |
-- Deprecated ore generation code |
10:15 |
Calinou |
it's 2015, should we remove this code? (mapgen.lua) |
10:15 |
Calinou |
it's been deprecated for 2.5 years now |
10:15 |
Calinou |
it'll break mods that rely on it but I don't know any that does |
10:16 |
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10:23 |
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10:26 |
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10:36 |
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10:53 |
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10:57 |
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11:09 |
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11:13 |
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11:30 |
Megaf_ |
If deprecated it should be removed yes |
11:38 |
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11:39 |
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11:58 |
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12:00 |
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12:33 |
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12:33 |
est31 |
Calinou, thats a reasonable long amount of time to wait until remov |
12:33 |
est31 |
e |
12:33 |
est31 |
reasonably* |
12:41 |
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12:46 |
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12:48 |
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12:52 |
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13:10 |
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13:27 |
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13:32 |
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14:02 |
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14:28 |
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14:31 |
Calinou |
I'll go make a pull request |
14:37 |
Calinou |
https://github.com/minetest/minetest_game/pull/527 |
14:49 |
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15:04 |
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15:08 |
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15:17 |
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15:50 |
VanessaE |
https://forum.minetest.net/viewtopic.php?p=180777#p180777 |
15:51 |
VanessaE |
I thought there was supposed to be a patch to stop shit like this? |
15:55 |
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16:18 |
VanessaE |
sfan5: *poke* |
16:19 |
kahrl |
VanessaE: SN proposed one, but apparently it was never merged |
16:19 |
kahrl |
http://ix.io/aIH |
16:20 |
VanessaE |
sfan5: possible bug in minetestmapper: I supplied an empty colors.txt with the intent of tricking it into giving me a listing of every node used in the world. 40000 x 40000 image size, but I routed the image output via -o to /dev/null. The mapper ran for about two hours (as opposed to 30 minutes or so) and produced no node listing. |
16:21 |
VanessaE |
the command line was: ./minetestmapper -i /backups/minetest/worlds-wednesday/Creative_World/ -o /dev/null --backend leveldb --noshading --geometry "-20000:-20000+40000+40000" > /home/minetest/creative-node-list.txt |
16:21 |
VanessaE |
kahrl: right. that's what I thought. I think we now have a legit case to merge it :P |
16:22 |
RealBadAngel |
kahrl, your opinion on #2755? |
16:23 |
VanessaE |
(that guy's spam issue is MUCH worse than what prompted my suggestion originally) |
16:23 |
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16:23 |
RealBadAngel |
hmmmm, i think i cleaned everything already |
16:24 |
kahrl |
VanessaE: I think it would be better to not drop the message, instead just shorten it in the receiving client (and only for the recent-chat buffer, not the chat console) |
16:25 |
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16:25 |
kahrl |
c55 seems to agree with that http://irc.minetest.ru/minetest-dev/2014-02-20#i_3591236 |
16:26 |
VanessaE |
kahrl: I dunno - see, that won't help old clients |
16:26 |
VanessaE |
it needs to be done server-side |
16:26 |
VanessaE |
dropping the too-long message on the other hand, I agree is a bad idea |
16:27 |
VanessaE |
it should be truncated and a warning echoed back to the sender |
16:27 |
rubenwardy |
truncated is better than dropping. |
16:28 |
sfan5 |
VanessaE: I'll look at that later |
16:28 |
kahrl |
people won't use old clients for that long, and if they do, it's their fault |
16:28 |
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16:28 |
VanessaE |
kahrl: believe me they WILL |
16:28 |
VanessaE |
especially mobile users |
16:29 |
kahrl |
doesn't mobile have auto update that you can't disable? |
16:29 |
VanessaE |
nope |
16:29 |
VanessaE |
rather, they often don't update *at all* |
16:30 |
VanessaE |
we got stuck in the 0.4.7 era for a LONG time when those clones first came out, now 0.4.10 has stuck around well past its expiration date. |
16:30 |
VanessaE |
that is, the vendors of the clones don't update often |
16:31 |
rubenwardy |
s/clones/forks :P |
16:31 |
kahrl |
I wouldn't worry about the well-being of people who use crappy clones |
16:31 |
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16:31 |
rubenwardy |
or ports? The server list statistics are surprising. |
16:32 |
VanessaE |
kahrl: I am very concerned with them because they make up like 60 or 70 percent of our userbase now. |
16:32 |
VanessaE |
rubenwardy: I suppose "ports" is the most accurate term, |
16:33 |
kahrl |
when they complain about it, you could take that as an opportunity to inform them about more well-maintained apps |
16:33 |
kahrl |
(or you could add an on_chat_message handler that drops long messages) |
16:43 |
RealBadAngel |
kahrl, so can you vote my pr? |
16:43 |
VanessaE |
kahrl: well, IRC servers routinely truncate messages for similar reasons |
16:44 |
VanessaE |
so I don't see why we shouldn't do the same. |
16:44 |
VanessaE |
you simply can't rely on client users, |
16:44 |
VanessaE |
to update to newer versions of their clients (which, for mobiles, seems to often require a whole new app install). |
16:44 |
RealBadAngel |
kahrl, btw : https://imgrush.com/LCf8h8L6otDY.png https://imgrush.com/VXTTEprbkzMl.png https://imgrush.com/br08SqViTF2k.png |
16:45 |
RealBadAngel |
^^ thats is effect generated on the fly |
16:45 |
VanessaE |
and if fix it on one server (and the server operator updates), you fix dozens of clients in the process. |
16:46 |
kahrl |
well, tbh I never liked that (imho) misfeature of IRC |
16:46 |
VanessaE |
neither do I |
16:46 |
VanessaE |
but that feature isn't there for intelligent people like us. |
16:46 |
kahrl |
you type a long message, then if you are lucky minutes later someone tells you that your message got truncated, and then begins the fun of splitting the message (unless you are lucky enough to have a client that splits automatically) |
16:46 |
VanessaE |
"this is why we can't have nice things" |
16:47 |
VanessaE |
in any case, this needs two fixes. |
16:47 |
RealBadAngel |
does shadowbot have the code to handle messages? |
16:47 |
RealBadAngel |
it could be ported propably |
16:47 |
VanessaE |
one on the server to truncate the message and warn the sender, and on the client there needs to be a fix to prevent the FPS loss that comes with long messages |
16:48 |
VanessaE |
(I just tried @6b7fb59 and the FPS loss is still a problem) |
16:48 |
kahrl |
RealBadAngel: how much does it cost in performance to change the vertex type to vertex with tangents? |
16:48 |
RealBadAngel |
nothing |
16:48 |
kahrl |
are you sure? |
16:48 |
RealBadAngel |
yes, VanessaE stress tested it |
16:48 |
kahrl |
I thought mesh uploads were a bottleneck on some cards |
16:49 |
VanessaE |
kahrl: yeah, I ran some benchmarks: http://pastebin.com/8jYr2tMi |
16:49 |
RealBadAngel |
vertices are object without a type, kind of vertex inside doesnt matter rly when creating it |
16:50 |
kahrl |
so it does cost a little bit |
16:50 |
kahrl |
1fps might be devastating on old hardware |
16:50 |
VanessaE |
kahrl: that's probably statistical noise - I only ran one test with each mode. |
16:51 |
kahrl |
yeah, it could be |
16:51 |
VanessaE |
and in each case, fps tended to vacillate by 1 fps |
16:51 |
RealBadAngel |
also theres no way to have different kind of vertices at the same time |
16:51 |
kahrl |
but it's consistent enough (in the table) that it might not be |
16:51 |
RealBadAngel |
all have to be of one kind |
16:51 |
VanessaE |
so I took what seemed like the "nominal" value |
16:52 |
RealBadAngel |
kahrl, no, she made test with parallax not considering one thing |
16:52 |
kahrl |
RealBadAngel: would that be needed? multiple vertex types? |
16:52 |
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16:52 |
RealBadAngel |
before parallax has no iterations, just one step |
16:52 |
RealBadAngel |
now its iterated with default 5 steps (so 4 extra reads from sampler) |
16:53 |
RealBadAngel |
with setting iterations to 1, she gained 10fps |
16:53 |
RealBadAngel |
about vertex types, no. i need them consistent |
16:53 |
RealBadAngel |
and whole mapblock mesh need to have tangents |
16:54 |
RealBadAngel |
in the future all meshes will have it |
16:54 |
RealBadAngel |
everything whats a bit more advanced than simple bumpmapping requires tangent space |
16:54 |
kahrl |
why? what's the use if shaders are disabled (or just basic shaders are enabled)? |
16:55 |
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16:55 |
RealBadAngel |
without shaders it wont be just used. and in this case theres no difference in performance |
16:55 |
RealBadAngel |
but it will be if we put there code to switch types runtime |
16:56 |
kahrl |
are you saying that recalculating tangent takes 0 time? |
16:56 |
kahrl |
vertex tangents* |
16:56 |
RealBadAngel |
ofc not |
16:56 |
RealBadAngel |
but its done only when shaders enabled |
16:56 |
RealBadAngel |
and thats a) done in thread |
16:57 |
kahrl |
in that case, why send uninitialized data to the video card? |
16:57 |
kahrl |
(and unused) |
16:57 |
VanessaE |
there's another thing to consider: repeating the shader+bump+para+iter=1 test, minetest is sitting there eating 92% of one core |
16:57 |
VanessaE |
so this is clearly CPU-bound still |
16:57 |
VanessaE |
(27 fps, 94m view at present) |
16:58 |
kahrl |
yeah, meshes are made in a thread, but it's still one of the slowest parts of loading mapblocks |
16:58 |
RealBadAngel |
if you insist i can make vertex types dependent on shaders on/off |
16:58 |
RealBadAngel |
but it will cost creation time, it will be slower thx to conditions |
16:58 |
RealBadAngel |
atm theres no difference in performace with shaders off |
16:59 |
kahrl |
well, yuo already added a condition for that in scaleMesh and translateMesh :P |
16:59 |
kahrl |
you* |
16:59 |
RealBadAngel |
ofc |
16:59 |
VanessaE |
kahrl: I don't think this is mesh creation - I'm looking at landscape that's fully loaded up, and there's no active node changes happening, so there's nothing to create |
16:59 |
RealBadAngel |
such conditions are everywhere in the engine, dozens of times |
17:00 |
RealBadAngel |
also without any templates like hmmm suggested |
17:00 |
RealBadAngel |
i tried to use them but its rather not worth it and hard to make |
17:01 |
RealBadAngel |
vertices doesnt have a type at all, theyre void * |
17:01 |
kahrl |
looking at those, I see an obvious thing that could be optimized |
17:01 |
rubenwardy |
It would be interesting to see the statistics on user's computers, and their support of shaders |
17:01 |
RealBadAngel |
so flag have to be tested no matter what |
17:01 |
kahrl |
don't recalculate the bounding box from scratch, instead translate/scale it by the given factor |
17:02 |
kahrl |
that might be enough to outweigh the performance downside of the vertex type switch :P |
17:02 |
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17:02 |
RealBadAngel |
kahrl, that code was the copy of irrlicht one |
17:03 |
RealBadAngel |
just stripped down to one vertex type |
17:03 |
kahrl |
irrlicht code isn't optimized 100% |
17:03 |
RealBadAngel |
everythin in irrlicht has such code and thats not a problem |
17:03 |
RealBadAngel |
propably not :) |
17:04 |
VanessaE |
here's a screenshot of that test, with the debug graphs visible: http://digitalaudioconcepts.com/vanessa/hobbies/minetest/screenshots/random/Screenshot%20-%2006042015%20-%2001%3a03%3a58%20PM.png |
17:04 |
kahrl |
you're making it sound like a problem if you're worrying about microoptimizing switches that are called maybe twice per mapblock mesh |
17:05 |
RealBadAngel |
kahrl, i can make it, after a thought it can be done easily |
17:05 |
RealBadAngel |
i will just make a copy of mesh collector using old type |
17:05 |
RealBadAngel |
without switches |
17:06 |
RealBadAngel |
my point was, why to complicate code if theres no difference in performance |
17:06 |
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17:07 |
kahrl |
this is one of the things that would have to measured on a lot of different hardware |
17:07 |
VanessaE |
anyone want to write a benchtest program for the purpose? |
17:07 |
VanessaE |
:) |
17:08 |
kahrl |
meshes have to be uploaded from the main thread, so if a card is slow at that, it will cause framerate to drop |
17:08 |
RealBadAngel |
ok, so without shaders i will fall back to video::EVT_STANDARD |
17:09 |
RealBadAngel |
with shaders enabled every mesh out there will be using video::EVT_TANGENTS |
17:09 |
RealBadAngel |
for starters only mapblock mesh |
17:10 |
RealBadAngel |
when migrated all of them, we can eliminate then switches from scaleMesh etc |
17:10 |
RealBadAngel |
so detecting the type will be only on shaders enabled or not |
17:10 |
* VanessaE |
turns on mipmap+aniso alongside the shaders+bumps+para+iter=1, just to see how it performs... |
17:11 |
RealBadAngel |
you tried that already, 10fps for ya |
17:11 |
kahrl |
don't you still need the switches for the case of disabled shaders? |
17:12 |
RealBadAngel |
that could be made easier i think |
17:13 |
VanessaE |
holy crap, that combination is a FPS killer. 17 fps @ 35m, 12 GB RAM usage, 89% of one CPU core. |
17:13 |
RealBadAngel |
whole set of functions could be selected to be used depending on shaders state |
17:14 |
VanessaE |
I have a feeling that if the RAM usage discussion from yesterday were put into practice, it would boost FPS as well by giving the engine less texture data to chew on at one time. |
17:14 |
kahrl |
RealBadAngel: feels like something that could blow up easily |
17:14 |
kahrl |
RealBadAngel: what if there's a mesh that came from somewhere you don't control, say from a file |
17:15 |
kahrl |
and it has a different vertex type than the function expects |
17:15 |
RealBadAngel |
that doesnt contain vertex types |
17:15 |
VanessaE |
oh and if I rotate my view around to a part of the map that has a lot of (default tree) leaves, it drops down to just 9 to 12 FPS |
17:15 |
RealBadAngel |
thats irrlicht feature only, not the files |
17:15 |
RealBadAngel |
VanessaE, stop using 512x, its way too much for mt |
17:16 |
VanessaE |
RealBadAngel: the sliding textures problem still exists btw. |
17:16 |
VanessaE |
RealBadAngel: I don't normally use HDX at all, I usually just use default textures -- for exactly this reason :P |
17:16 |
RealBadAngel |
256x is good enough, with it and slower hardware i get steady 60fps |
17:16 |
RealBadAngel |
and i do have 4gb of ram :P |
17:16 |
VanessaE |
"slower hardware".. meanwhile this is an AMD R9 280X. that's NOT slow hardware by any stretch |
17:17 |
VanessaE |
besides, this is HDX512 for these tests because it's the heaviest load I could think to put minetest under. |
17:18 |
RealBadAngel |
you propably put more swap to test (and ram usage) |
17:18 |
VanessaE |
nope. |
17:18 |
VanessaE |
the whole thing *just* fits into my available RAM. |
17:18 |
VanessaE |
(I have 16 GB) |
17:19 |
kahrl |
RealBadAngel: well we don't control what vertex type comes out of a ISceneManager::getMesh call (or similar), and the docs don't specify it so we can't rely on anything there |
17:19 |
RealBadAngel |
out of irrlicht mesh we can know |
17:19 |
kahrl |
it might only return S3DVertex today but what if the next version adds support for formats with tangents? |
17:20 |
RealBadAngel |
thats what we do check in scaleMesh for example |
17:20 |
RealBadAngel |
those enums are irrlicht ones |
17:20 |
kahrl |
yeah, and I think that's still needed |
17:20 |
RealBadAngel |
that doesnt hurt that much imho |
17:21 |
kahrl |
you could probably shorten the code using getVertexPitchFromType (or an equivalent lookup table), at the expense of adding casts |
17:21 |
* VanessaE |
turns off all shaders and leaves mipmap+aniso on.... 30 FPS, 114m view range, 8.3GB RAM usage, 100 percent CPU usage on one core plus another 1-5 percent on another. |
17:23 |
RealBadAngel |
kahrl, i dont think so. |
17:24 |
RealBadAngel |
as i said, vertices in meshbuffer are void * |
17:24 |
RealBadAngel |
only way to get its type is ->getVertexType(); |
17:24 |
kahrl |
ah right, there's lots of casts already |
17:26 |
kahrl |
so you could do: u8 *vertices = (u8*) buf->getVertices(); for (u16 i = 0; i < vertex_count; i++) { (S3DVertex*)(vertices + i*stride)->Pos += vec; } |
17:26 |
kahrl |
where stride is the result of getVertexPitchFromType |
17:27 |
RealBadAngel |
kahrl, getVertexPitchFromType parameter is a type you should get from mb->getVertex(type) |
17:28 |
RealBadAngel |
you just overcomplicated the code :) |
17:29 |
kahrl |
err add an additional parenthesis around (S3DVertex*)(vertices + i*stride), but yeah |
17:29 |
kahrl |
why would it be more complicated? to me, less branches means less complicated |
17:30 |
kahrl |
and it's less repetition |
17:30 |
RealBadAngel |
instead of one switch we do have addition, multiplication and call to get the stride |
17:31 |
RealBadAngel |
maybe less repetitive but that code will be slower for sure |
17:31 |
VanessaE |
here's an updated benchmark post with those two new tests added in: http://pastebin.com/2yYx1CuE |
17:32 |
VanessaE |
(also I hate how pastebin destroys my formatting) |
17:32 |
kahrl |
and doing "vertices[i].Pos" doesn't involve an addition and a multiplication? |
17:34 |
RealBadAngel |
vertices + i*stride |
17:35 |
RealBadAngel |
that will be recalculated for every step |
17:36 |
RealBadAngel |
oh, so it will be even worse, switch is one per meshbuffer, that is per every vertex in it |
17:37 |
kahrl |
vertices[i].Pos is just a shorthand for *(type*)((u8*)vertices + i * sizeof(*vertices) + offsetof(type,Pos)) |
17:37 |
kahrl |
have you coded any assembly? |
17:38 |
rubenwardy |
Are you suggesting he optimises it by writing it in assembly? |
17:38 |
RealBadAngel |
yes, a lot |
17:38 |
RealBadAngel |
but it was long time ago |
17:38 |
RealBadAngel |
long before c++ |
17:39 |
RealBadAngel |
kahrl, ok i will test your idea |
17:40 |
RealBadAngel |
VanessaE, why from benchmark theres missing comparision that was showing that current shaders code is faster? |
17:40 |
kahrl |
you can get rid of the multiplication by incrementing vertices by stride every iteration |
17:40 |
kahrl |
but I'm pretty sure the compiler would optimize that to the same code |
17:41 |
RealBadAngel |
everything related to tangent space is about 30% faster |
17:41 |
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17:41 |
kahrl |
brb |
17:41 |
RealBadAngel |
ok |
17:42 |
VanessaE |
RealBadAngel: because testing with your patch requires recompiling is all. |
17:42 |
RealBadAngel |
atm all you can read from the benchmarks is that new code is slower |
17:42 |
RealBadAngel |
which is absolutely false |
17:42 |
VanessaE |
I'll do that now. |
17:42 |
RealBadAngel |
:) |
17:43 |
RealBadAngel |
also, using shaders in general should be faster |
17:44 |
RealBadAngel |
because from vertex shader is missing calculating tangent space |
17:51 |
VanessaE |
RealBadAngel: http://pastebin.com/Avs3S9VK |
17:52 |
VanessaE |
wait, I put that result in the wrong column |
17:53 |
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17:54 |
* VanessaE |
runs another test and corrects the columns... |
17:58 |
VanessaE |
RealBadAngel: http://pastebin.com/z66FC6YL |
17:58 |
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17:59 |
VanessaE |
your new shaders code is definitely faster. |
18:00 |
VanessaE |
roughly +10 fps (if you compare upstream line 21 with your code line 46) |
18:01 |
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18:01 |
VanessaE |
(and +14 fps if just looking at line 21 by itself) |
18:06 |
RealBadAngel |
good :) |
18:06 |
RealBadAngel |
kahrl, ok that works |
18:07 |
RealBadAngel |
i will replace the switches in other functions |
18:07 |
VanessaE |
however, it still has to be noted that the view range was somewhat variable, so figure a 10% margin of error |
18:08 |
RealBadAngel |
i can see improvemnt here too |
18:08 |
RealBadAngel |
with all the stuff enabled and 256x i get always 60fps |
18:08 |
VanessaE |
sure you get 60fps but what about the view range? |
18:08 |
RealBadAngel |
with 100 iterations for parallax fps has dropped for me to 30fps |
18:11 |
RealBadAngel |
with 16px textures but with parallax and bumpmapping on the fly it starts to drop below 60 with 325 distance |
18:11 |
RealBadAngel |
parallax + bumpmapping on the fly is way more costly than regular ones |
18:12 |
RealBadAngel |
normals on the fly means 8 extra reads from sampler, parallax 20 extra reads |
18:12 |
RealBadAngel |
comparing to 2 reads if maps are supported |
18:23 |
RealBadAngel |
kahrl, well replacing the switches with stride thingy caused 50% fps drop |
18:23 |
RealBadAngel |
also enormous lags, many mapblocks stay long time without visible surfaces |
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18:30 |
RealBadAngel |
kahrl, hold on, that was something different i think, rebuilding again |
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20:14 |
RealBadAngel |
2015-06-04 22:13:29: ACTION[main]: Server for gameid="minetest" listening on 0.0.0.0:65401 |
20:14 |
RealBadAngel |
huh? |
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20:36 |
RealBadAngel |
btw, an idea, when setting fancy trees to false, previously transparent areas on leaves are black, thats a bit ugly |
20:36 |
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20:37 |
RealBadAngel |
https://imgrush.com/YYGVhlYGtQo3.png |
20:38 |
RealBadAngel |
having green under transparent pixels looks a bit better |
20:40 |
RealBadAngel |
https://imgrush.com/9HayohkVyMsk.png |
20:40 |
RealBadAngel |
^^^ thats modyfied default_leaves.png |
20:42 |
Wayward_Tab |
I agree, that looks much better |
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20:44 |
RealBadAngel |
also it doesnt have to be single color, texture can be made to have full pattern, only apply the transparent mask to it |
20:46 |
RealBadAngel |
with that black areas, trees get way too dark |
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