Time |
Nick |
Message |
00:11 |
|
est31 joined #minetest-dev |
01:30 |
|
ThomasMonroe joined #minetest-dev |
01:55 |
|
turtleman joined #minetest-dev |
02:56 |
|
EinChan joined #minetest-dev |
03:29 |
|
KaadmY joined #minetest-dev |
04:55 |
|
YuGiOhJCJ joined #minetest-dev |
05:12 |
|
YuGiOhJCJ joined #minetest-dev |
06:09 |
|
Hunterz joined #minetest-dev |
06:29 |
|
ssieb joined #minetest-dev |
07:03 |
|
nore joined #minetest-dev |
08:07 |
|
Darcidride joined #minetest-dev |
08:22 |
|
EinChan joined #minetest-dev |
09:00 |
|
twoelk|2 joined #minetest-dev |
09:07 |
|
proller joined #minetest-dev |
09:53 |
|
jin_xi joined #minetest-dev |
09:54 |
jin_xi |
sofar: check how single rotating inventory cube is rendered... uses the exact same code as rendering an entire mapblock for every node. idk if this is really wasteful but it sure looks that way |
10:02 |
|
loggingbot_ joined #minetest-dev |
10:02 |
|
Topic for #minetest-dev is now Minetest core development and maintenance. Minetest 0.4.16 released! Chit-chat goes to #minetest. http://irc.minetest.net/minetest-dev/ http://dev.minetest.net/ |
10:08 |
|
Sockbat joined #minetest-dev |
10:09 |
|
thePalindrome joined #minetest-dev |
10:20 |
|
asl97 joined #minetest-dev |
10:37 |
|
Darcidride joined #minetest-dev |
10:44 |
|
jin_xi joined #minetest-dev |
10:47 |
|
proller joined #minetest-dev |
11:58 |
|
Fixer joined #minetest-dev |
12:07 |
|
Sailor6249 joined #minetest-dev |
12:10 |
Sailor6249 |
Hello there! I'm planing to organize a meeting where could learn how to translate a software. I'm from South France so I speak Occitan. I'm here to ask if it would be possible to add the Occitan language to the list. Grà cias ! |
12:15 |
|
Sailor6249_ joined #minetest-dev |
12:30 |
|
Sailor6249_ joined #minetest-dev |
12:32 |
twoelk |
Sailor6249_: of course :) just provide content |
12:34 |
Sailor6249_ |
Sure! I was asking so that it could be added to weblate :) Then we will make our cooking :) |
12:51 |
|
RobbieF joined #minetest-dev |
12:51 |
|
RobbieF left #minetest-dev |
12:52 |
|
CalebDavis joined #minetest-dev |
12:59 |
|
jin_xi joined #minetest-dev |
13:10 |
|
Sailor6249 joined #minetest-dev |
13:11 |
Sailor6249 |
twoelk: Sure! I was asking so that it could be added to weblate :) Then we will make our cooking :) |
13:24 |
|
ThomasMonroe joined #minetest-dev |
13:28 |
|
Sailor6249 joined #minetest-dev |
13:37 |
|
antims joined #minetest-dev |
13:44 |
|
Wuzzy joined #minetest-dev |
14:10 |
|
proller joined #minetest-dev |
15:06 |
|
Sailor6249 joined #minetest-dev |
15:19 |
|
Sailor6249 joined #minetest-dev |
15:22 |
|
proller joined #minetest-dev |
15:28 |
|
nerzhul joined #minetest-dev |
15:36 |
|
jin_xi joined #minetest-dev |
15:50 |
|
est31 joined #minetest-dev |
15:52 |
|
numzero joined #minetest-dev |
15:59 |
|
est31 joined #minetest-dev |
15:59 |
|
numzero joined #minetest-dev |
16:59 |
|
Sailor155 joined #minetest-dev |
17:17 |
|
Hunterz joined #minetest-dev |
17:30 |
|
Krock joined #minetest-dev |
17:41 |
|
ThomasMonroe joined #minetest-dev |
17:43 |
|
proller joined #minetest-dev |
18:11 |
|
ssieb joined #minetest-dev |
18:22 |
nerzhul |
hi, merging #6253 in ~ 5 mins |
18:22 |
ShadowBot |
https://github.com/minetest/minetest/issues/6253 -- Rewrite rendering engine by numberZero |
18:23 |
sofar |
nice |
18:23 |
nerzhul |
sofar, yeah |
18:23 |
sofar |
nerzhul: did you see my comments yesterday on frameretrace? |
18:23 |
sofar |
maybe numberzero is interested in playing with that as well |
18:24 |
nerzhul |
sofar, no i was at the hospital to release a new children version |
18:24 |
sofar |
so, a colleague of mine has been working on an extension of apitrace |
18:24 |
sofar |
apitrace allows you to collect all openGL calls an application makes |
18:25 |
sofar |
the new extension called frameretrace allows you to virtually step through, and profile, every openGL call |
18:25 |
sofar |
so you can see which ones are expensive |
18:25 |
sofar |
turns out I think the inventory meshes are likely really expensive |
18:25 |
sofar |
I posted some links, too |
18:26 |
sofar |
https://i.imgur.com/1QlqclU.gif |
18:27 |
sofar |
that's a gif of the render steps (the expensive steps) |
18:27 |
ThomasMonroe |
that would make sense, the inv meshes |
18:27 |
nerzhul |
sofar, as we are using irrlicht not opengl directly i don't see why we should use it for MT |
18:27 |
nerzhul |
the lag is due to rendering on client event loop |
18:28 |
sofar |
this has nothing to do with lag |
18:28 |
sofar |
this has to do with spending a lot of time rendering stuff that shouldn't be rendered every frame |
18:29 |
sofar |
we could just render the entire inventory hud to a texture if it doesn't change, and reuse it |
18:29 |
sofar |
I'm sure there are smart ways of doing that |
18:30 |
rubenwardy |
that's essentially what the older code did |
18:30 |
rubenwardy |
before RBA's changes |
18:30 |
sofar |
as for irrlicht, it's a really thin API |
18:30 |
sofar |
rubenwardy: yeah, I realize that, too |
18:31 |
rubenwardy |
he seemed to think - and assert - that rendering the meshes was less expensive than rendering to the texture, then rendering those textures (which would be mapped to a polygon to be drawn) |
18:31 |
rubenwardy |
but there was no benchmarking at all |
18:32 |
sofar |
this tool essentially gives everyone the tool to benchmark it |
18:32 |
rubenwardy |
nice |
18:32 |
rubenwardy |
how does it compare to rendering the world? |
18:32 |
sofar |
you can replay an entire minetest session that you previously have recorded |
18:32 |
sofar |
and it measures the FPS/time needed to render |
18:33 |
sofar |
so you can create a specialized scene if you need (e.g. with transparency) |
18:33 |
sofar |
and then run `apitrace trace minetest --go --wordname demo` etc |
18:33 |
sofar |
run it for a few seconds, alt-f4 |
18:33 |
rubenwardy |
that gif looks odd - it seems to be rendering internal faces with the cube drawtype |
18:33 |
sofar |
then load the trace in frameretrace |
18:34 |
sofar |
the gif doesn't show the bottom of the frame unfortunately |
18:34 |
sofar |
but yes it renders stuff that's not visible in the first frame |
18:34 |
sofar |
occlusion culling not entirely effective |
18:36 |
sofar |
anyway, maybe if I have some time I'll profile the before/after effect of the inventory mesh patch |
18:36 |
rubenwardy |
I've not really looked into Minetest's rendering yet. I do know that generally the bottleneck tends to be opengl calls rather than vertices on better GPUs, which could explain why a few item stacks takes more than the mapblocks. Unless I'm reading it wrong |
18:37 |
rubenwardy |
sounds good |
18:37 |
sofar |
I get the idea that the mapblocks take the same time as inventory meshes |
18:37 |
sofar |
but there's only like 4-5 mapblocks rendered and 3 inventory meshes with 3 faces each |
18:37 |
sofar |
so we end up with 12-14 expensive render steps instead of 4-5 |
18:38 |
sofar |
that's a total waste, of course |
18:38 |
sofar |
but, like I said, need more data |
18:38 |
sofar |
maybe we can make a single mesh for all the inventory items or something |
18:39 |
rubenwardy |
yeah. Batch the calls |
18:56 |
basicer` |
I had been using BuGLe to debug minetest rendering, worked fairly well. |
19:00 |
|
proller joined #minetest-dev |
19:14 |
Fixer |
sofar: can you look into minimap rendering? It is slow as hell on my hardware compared to minecraft beta minimap from year 2011 |
19:20 |
|
numzero joined #minetest-dev |
19:21 |
|
QwertyDragon joined #minetest-dev |
19:22 |
Fixer |
sofar: also, that tool may be useful for implemeting alpha textures z-sorting of some sort |
20:10 |
|
troller joined #minetest-dev |
20:18 |
|
Fixer_ joined #minetest-dev |
20:28 |
|
troller joined #minetest-dev |
20:45 |
|
troller joined #minetest-dev |
20:51 |
|
Fixer joined #minetest-dev |
21:45 |
|
nerzhul joined #minetest-dev |
21:56 |
|
paramat joined #minetest-dev |
22:00 |
paramat |
sofar i suspect the inventory rendering may be intensive to support to the unnecessary rotating selected item feature, better to remove that feature to have better performance i feel |
22:01 |
VanessaE |
um, no. |
22:01 |
|
numzero joined #minetest-dev |
22:01 |
VanessaE |
removing the feature just avoids fixing the real problem. |
22:02 |
VanessaE |
(why is everyone so against eye candy? it's a game engine for crying out loud) |
22:06 |
nerzhul |
the item rotation in inventory is very lightweight |
22:09 |
|
YuGiOhJCJ joined #minetest-dev |
22:18 |
sofar |
I need to redo the profile and confirm that it's not something else |
22:18 |
sofar |
until then, nobody knows anything of value |
22:18 |
sofar |
(except there's this cool tool that gives you reliable and concrete data!) |
22:19 |
paramat |
yeah hopefully it is lightweight, i just mentioned it in case it requires an implementation that is intensive, in which case the feature would be the real problem |
22:20 |
paramat |
also, there is a lot of support for eye candy in MT, i'm in a small minority so don't worry =) |
22:26 |
|
numzero1 joined #minetest-dev |
22:27 |
Fixer |
when i tested it last time I had literally same fps |
22:27 |
Fixer |
except rotating thing |
22:27 |
Fixer |
it is not even enabled by default |
22:29 |
Fixer |
*did not test rotating thing, but did test new inventory at the time* |
22:57 |
numzero1 |
er? inventory meshes? they *are* expensive. perhaps due to using *a lot* of materials |
23:01 |
numzero1 |
or... believe it or not, it seems to clear Z-buffer for each stack drawn |
23:05 |
|
YuGiOhJCJ joined #minetest-dev |
23:07 |
numzero1 |
> profile, every openGL call |
23:07 |
Fixer |
it was ok at least on my ATI card, experience may vary |
23:07 |
numzero1 |
is it really possible? OpenGL calls often defer actions |
23:10 |
numzero1 |
well, I feel I missed something. reading the chat log now |
23:11 |
sofar |
numzero1: did you see my comments on the FrameRetrace tool? |
23:12 |
numzero1 |
the comments you mentioned today? no |
23:12 |
sofar |
numzero1: http://irc.minetest.ru/minetest-dev/2017-10-30#i_5123833 |
23:18 |
|
Tmanyo joined #minetest-dev |
23:19 |
* numzero1 |
installs apitrace |
23:19 |
sofar |
numzero1: you want this fork and build qapitrace as well |
23:20 |
sofar |
sec finding url |
23:20 |
sofar |
https://github.com/janesma/apitrace |
23:20 |
sofar |
branch frameretrace |
23:22 |
numzero1 |
okay |
23:23 |
numzero1 |
thanks |
23:25 |
numzero1 |
actually compiling MT right now |
23:34 |
|
proller joined #minetest-dev |
23:35 |
numzero1 |
well, after commenting out hud.cpp:655 (clearZBuffer), inventory works considerably faster |
23:36 |
numzero1 |
I don't even notice any glitches; perhaps it was cleared somewhere else |
23:40 |
paramat |
interesting |