Time |
Nick |
Message |
00:03 |
sapier |
hopefully those toolcaps do make any sense as of damage perspective as of digging times I don't actually understand why it's done that strange |
00:04 |
sapier |
for what I understand we specify a time for each group and level |
00:04 |
sapier |
and if there's a time we look at the difference between maximum level of the tool and the node |
00:04 |
sapier |
if it's nonzero we divide the time we just specified for this level by the upper leveldifference |
00:05 |
sapier |
so why not just specify a smaller time for that level instead of doing this strange division? |
00:12 |
celeron55 |
that is one of the new designs i had to come up for early 0.4; it's designed to minimize issues in making a certain kind of level progression |
00:18 |
sapier |
well but it's quite hard to understand what the result is ... and doc in lua_api doesn't help (at least not help me) |
00:19 |
Fixer |
shader performance problems, interested? ----> https://forum.minetest.net/viewtopic.php?f=6&t=13763 |
00:19 |
Fixer |
test results |
00:20 |
VanessaE |
Fixer: your tests are invalid unless you're viewing precisely the same scene in all cases. |
00:20 |
Fixer |
VanessaE, it is the same scene |
00:20 |
VanessaE |
can't be. one is on LinuxGaming, the other on just test? |
00:20 |
Fixer |
yes |
00:20 |
VanessaE |
with different MT versions yet. |
00:21 |
VanessaE |
you need to test all possible combinations and chart them all |
00:21 |
Fixer |
same scene for each servers |
00:21 |
VanessaE |
otherwise your results are misleading |
00:22 |
Fixer |
sorry for 0.4.12 j-t, client was 0.4.13-dev from 15 dec 2015 |
00:22 |
Fixer |
linuxgaming2 is 0.4.13-dev |
00:22 |
Fixer |
VanessaE, big performance boost is evident in singleplayer too |
00:23 |
est31 |
Fixer, what's the point precisely? |
00:23 |
est31 |
you complain that the default settings of minetest should be more on performance |
00:23 |
est31 |
? |
00:23 |
Fixer |
est31, default is shaders enabled, it is much slower |
00:23 |
VanessaE |
you still need to re-test. if you have precisely, node-for-node, the same scene on both, the server's combination of mods can also cause differences in performance on the client (i.e. entities, machines/etc changing metadata just out of your view, etc) |
00:23 |
Fixer |
yeah |
00:23 |
est31 |
yeah, so you want it to be disabled? |
00:23 |
Fixer |
more on performance |
00:23 |
est31 |
but whats gained by that |
00:23 |
Fixer |
est31, that is just my opinion |
00:23 |
VanessaE |
now all of that said, having shaders enabled for me is also a little slower |
00:23 |
est31 |
yes, fps is higher and viewing range is larger |
00:23 |
VanessaE |
maybe 5% difference. |
00:24 |
Fixer |
est31, much better fps and you can have larger view :} |
00:24 |
VanessaE |
Xorg compositor also affects fps. |
00:24 |
sapier |
we could disable textures too so noone needs to wait for them do be downloaded ;-) |
00:24 |
est31 |
but still, idk, shaders make scene look better, no? |
00:24 |
sapier |
just joking of course |
00:24 |
est31 |
so its just a trade-off |
00:24 |
Fixer |
yes |
00:24 |
Fixer |
but having 50fps instead of 24 fps is a BIG difference on my setup |
00:25 |
Fixer |
VanessaE, if you have some time, please test on your PC, you can try the same spots :}, i will edit post to add more configs |
00:26 |
sapier |
as you say "on your setup" ... it's quite subjective and obviously you're capable to change the settings yourself |
00:29 |
Fixer |
i would prefer 50 fps with shaders off :} If you are interested, you can try testing on your systems and compare |
00:30 |
sapier |
well right now I'm more interested how "hand" can dig dirt ... as of groupcaps it shouldn't be able to |
00:30 |
sapier |
wait misinterpreted |
00:31 |
Fixer |
from reading the forum it feels like people complain about performance, so lets give them performance first, shaders off has no big impact on picture and you have BIG BOOST of fps |
00:32 |
Fixer |
at least on AMD/ATI + Windows, not sure about Linux + ATI/nvidia/intel or whatever |
00:32 |
sapier |
you have to read carefull "performance" ain't performance e.g. if someone complains about lag in inventory boosting frames to 100fps wont help anything |
00:33 |
Fixer |
that is separate, yes |
00:33 |
Fixer |
for example I have good fps without shaders, but bad stuttering is still there |
00:33 |
Fixer |
don't get me started on crazy inventory lag on some servers |
00:34 |
Fixer |
it is sadistic |
00:42 |
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00:46 |
sapier |
strange according to digtime a dirt node should be digged by hand in 0.7 seconds but I need about 3 seconds |
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01:11 |
RealBadAngel |
Fixer, even without any effects enabled shaders are handling light calculculations for whole scene. thx to that changing light level is immediate - without shaders you can see checkerboard and see light updated block by block |
01:16 |
RealBadAngel |
also, they do fog too |
02:19 |
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Topic for #minetest-dev is now Minetest core development and maintenance. Last release: 0.4.13, Aug 20 2015. Chit-chat goes to #minetest. Consider this instead of /msg celeron55. http://irc.minetest.ru/minetest-dev/ http://dev.minetest.net/ |
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20:29 |
Gael-de-Sailly |
Could it be possible to add a lacunarity parameter in minetest.get_perlinN |
20:29 |
Gael-de-Sailly |
*? |
20:34 |
Gael-de-Sailly |
https://github.com/minetest/minetest/issues/3477 |
20:46 |
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20:46 |
Gael-de-Sailly |
Hi Paramat |
20:46 |
paramat |
^ hmmmm |
20:47 |
paramat |
hi, yes that needs fixing |
20:55 |
paramat |
actually looking at the code lacunarity should already work with 'get2d()' and 'get3d()' |
20:59 |
Gael-de-Sailly |
https://github.com/minetest/minetest/blob/c2b5da735ea0c961d4f6521df9d96142c7143eee/src/script/lua_api/l_env.cpp#L682 ? |
21:06 |
paramat |
i might test to try and reproduce your bug |
21:24 |
Gael-de-Sailly |
no, that was my code that were broken |
21:25 |
Gael-de-Sailly |
sorry |
21:26 |
Gael-de-Sailly |
paramat? |
21:27 |
Gael-de-Sailly |
^ |
21:27 |
paramat |
oh cool |
21:28 |
paramat |
relief =) |
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22:01 |
paramat |
( hmmmm ) i have a plan for spawn search. the current single method cannot cope with the new variety of mapgens (for example mgflat with ground level > 16 will cause a failure) so each mapgen needs its own dedicated spawn search method and function. i'll keep the method unchanged for mgv5/6/7 |
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22:03 |
Gael-de-Sailly |
interesting |
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