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11:02 |
ROllerozxa |
Could I get page deletion permissions on the Minetest Wiki? I've been going through and done a large cleanup and updating effort of the wiki (removing obsolete content, linking to ContentDB instead of maintaining outdated and duplicate content, updating things to be more CURRENT_YEAR...), and it'd be useful if I could actually delete all the pages that have been proposed for deletion, and also go through the uploaded images as there are a lot |
11:02 |
ROllerozxa |
of images that are now unused |
11:02 |
ROllerozxa |
For reference, here's the category of delete proposed pages: https://wiki.minetest.net/Category:Proposed_for_deletion and list of unused files: https://wiki.minetest.net/index.php?title=Special:UnusedFiles&limit=500&offset=0 |
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20:36 |
kilbith |
x2048' octablock-ssaa: https://i.imgur.com/xDwEnMg.png |
20:36 |
kilbith |
which improves the long distance terrain look |
20:37 |
sfan5 |
that screenshot looks 100% like terasology |
20:40 |
kilbith |
https://i.imgur.com/34lD0mR.png |
20:41 |
kilbith |
it is *minetest* https://i.imgur.com/XT4U7ln.png |
20:41 |
Krock |
it's definitely Minetest because there's aliasing effects in the water |
20:42 |
kilbith |
and you better be reviewing and no more delaying x2048' PR |
20:42 |
sfan5 |
I can add extra delay if you want |
20:43 |
kilbith |
if you want we can just go ahead |
20:43 |
kilbith |
what it is shitty mentality |
20:44 |
MTDiscord |
<ROllerozxa> hot damn, proper antialiasing? |
20:50 |
celeron55 |
talking about looks, have you seen this water trick apercy posted on the forums? https://forum.minetest.net/viewtopic.php?p=420342#p420342 |
20:51 |
kilbith |
x2048 could simply decide to fork MT and tear the community in two |
20:51 |
kilbith |
he has the power to do it so |
20:51 |
kilbith |
so let's be nice and reactive with him |
21:05 |
celeron55 |
13133 is a bit slower for me on my intel integrated gpu, in my latest hilly test scenario that i happened to load into, where more occlusion culling was possible before |
21:07 |
celeron55 |
it's a rather obvious effect on hardware limited more by vertices than drawcalls. not sure how much anyone cares |
21:08 |
kilbith |
can you leave some solid data comparison on the PR |
21:09 |
celeron55 |
don't have time now, have to sleep. but i don't expect it to be fixed with any reasonable amount of effort, and i also don't expect the PR to be discarded |
21:09 |
celeron55 |
so i won't waste my time |
21:09 |
celeron55 |
i just hope people are aware of this |
21:16 |
celeron55 |
the difference was very slight though and the test was very haphazard, so don't put any value on that for now. i'll try to dig up some actual problems for a minute and then go |
21:18 |
celeron55 |
the diffeerence is very small for me even on my dedicated gpu so it's not easy to have much opinions about this |
21:19 |
kilbith |
I wonder how less drawcalls can induce less performances |
21:29 |
celeron55 |
this test scene with 400 range, on my nvidia gpu, renders at drawtime=60ms with upstream/master and at drawtime=57ms with 13133. so, tiny difference. that's with medium shadows. disabling shadows doubles the performance for both but that's not what i happened to have set up |
21:30 |
celeron55 |
i was more concerned about weird things happening at very small view ranges but don't see anything of concern |
21:31 |
celeron55 |
so i'm going to be neutral about this |
21:35 |
celeron55 |
i'm more interested about your opinions about the screenshot link i posted |
22:23 |
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