Time Nick Message 05:10 MTDiscord Yes, i did some vtune analysis. I can make a more in deep pass and post the results in forums, GitHub, or whatever. But mostly the clientmap update and draw is the bottleneck. Also I did some renderdoc passes and it's the same, thousand of small drawcalls 05:14 MTDiscord But it doesn't mean the shadow shaders are ok and optimized. I'm not even close a GFX expert, this is just for fun. 05:36 MTDiscord Related to this. I have a question to celeron55. I saw you did a try to use texture atlas, but it was removed. I couldn't find the reason in GitHub. What were the reasons to remove it? 05:49 MTDiscord Forget about it, it was in 2013 and by other person. Sorry 06:08 celeron55 the texture atlas was buggy and other optimizations made it largely irrelevant back then, i suppose because overall less textures were used and rendering distances were smaller 06:13 celeron55 the tilespec and other classes should still be able to carry texture atlas information with them if some kind of atlasing is added 06:14 celeron55 the atlas back then was a global atlas generated at startup, a new atlas would probably be something more dynamic 06:14 celeron55 hecks suggested to have an atlas per mapblock 06:16 celeron55 those discussions were in 2020-12 if someone wants to browse the logs 06:38 MTDiscord Ok ,tnx! ? 06:39 MTDiscord Yes, I saw that discussion. and I feel something can be done ? 14:17 MTDiscord I should point out adding a depth buffer to Irrlicht would solve many problems 14:17 MTDiscord Because depth buffer shadowing is even cheaper 14:23 sfan5 Irrlicht has a depth buffer 14:43 MTDiscord which MT dont use 14:44 celeron55 of course it's used 14:45 celeron55 MT and irrlicht quite fully depend on it 15:01 MTDiscord it is used, but not in a second stage 15:13 MTDiscord things like reshade and render process hacks report that the z buffer reports the value of 1 of every pixel 15:22 MTDiscord I think jugde dredd is talking about depth pass, without color. And I'm not sure Irrlitch is capable to do it. All the examples I saw at forums use normal shaders 15:23 MTDiscord what i'm implying is that Minetest discards the depth buffer after the 3d frame is rasterized 15:26 MTDiscord Are you thinking about deferred rendering? 15:30 MTDiscord note: "judge dredd" is jordach (only the username is passed through the bridge to IRC, not the nickname) 15:30 celeron55 oh yeah it definitely isn't kept for anything else after the geometry drawcalls 15:31 MTDiscord if that was kept post 3d render it has utility in the fact that depth of field and other similar camera trickery are then possible 15:31 celeron55 if it's useful for something, then make it so 15:31 MTDiscord shadows like liso's PR can also be done with a depth buffer stencil 15:31 celeron55 now even irrlicht is modifiable to almost any extent so there are no excuses 15:31 MTDiscord basically