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IRC log for #minetest-dev, 2023-03-09

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All times shown according to UTC.

Time Nick Message
00:02 Wuzzy ok 60 fps with 250 view range ... after that fps go down... impressive
00:06 Wuzzy the rotated selectionboxes seem to work nicely in devtest. havent tested in a real game yet
00:07 Wuzzy i think i found a regression. it seems models are no longer shaded by default. not 100% sure tho
00:08 Wuzzy oh nvm it was a wrong setting lol
00:10 lhofhansl Need to increase client_mapblock_limit, otherwise the blocks are unloaded. Default is 7500. I have it set to 200000.
00:11 lhofhansl And max_block_send_distance is just enough for viewing_range of 500. I have that set to 63, i.e. ceil(1000/16)
00:13 lhofhansl (Ah, I see you mentioned client_mapblock_limit... Never mind that part.
00:13 rubenwardy I moved around a bit to load the full 1000
00:14 lhofhansl It's pretty cool now isn't it? We've never been able to have such distances at reasonable FPS.
00:16 lhofhansl Blocks are unloaded after 10 minutes at the client by default. client_unload_unused_data_timeout defaults to 600
00:18 lhofhansl Seems we have consensus on 13250. Can you (rubenwardy or sfan) mark the PR as such. I'll for a day or two for x2048 to merge, and then I'll merge it and rebase 13225.
00:18 lhofhansl I'll wait...
00:20 rubenwardy With a mesh chunk of 1, the deck's GPU utilisation is 30%. With 4, it's 50%
00:20 lhofhansl For 1000 or more I'd recommend client_mesh_chunk set to 8 (if you have a dedicated graphics card).
00:20 rubenwardy So still lots of power to use
00:21 rubenwardy Will give that a go tomorrow
00:21 lhofhansl But that without #13216 placing/digging blocks is very sluggish.
00:21 ShadowBot https://github.com/minetest/minetest/issues/13216 -- Remove fast faces by numberZero
00:21 lhofhansl But note that...
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01:06 kilbith 2000 nodes render distance, bloom/shadows off, 4K:  https://i.imgur.com/2xXWLmY.png
01:06 kilbith @MisterE
01:07 kilbith https://i.imgur.com/ah6i9Kx.png
01:11 kilbith 5M vertices drawn
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04:17 MTDiscord <SaKeL> how do you make the screenshot so rounded ?
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08:02 nrz_ 200000 mapblock is pretty huge, ok for desktop, but for mobiles and steamdeck, hmm
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08:49 rubenwardy Steam deck packs a punch, comes with 16gb ram and a GPU. Renders much better than an iGPU but obviously not as much as top end gaming desktop
08:50 rubenwardy Much better than mobiles
08:56 nrz_ rubenwardy: nice to hear 🙂
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10:56 rubenwardy !tell lhofhansl @x2048: with client_mesh_chunk = 8, steam deck renders 1000 view range at 55 FPS
10:56 ShadowBot rubenwardy: OK.
10:56 rubenwardy map generation/loading needs to be made faster
10:58 rubenwardy GPU utilisation is now at 62%
11:03 rubenwardy A user with a dedicated GPU is reporting an FPS drop from 59-60 FPS to 35 FPS with default settings. It's upt to 60FPS again with client_mesh_chunk, but that much of a hit with default settings isn't good
11:12 rubenwardy oh nevermind, that 55FPS is at 750 view range
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11:17 rubenwardy yeah the limiting factor at this view range is actually being able to load the blocks
11:17 rubenwardy even with the limit set to infinite, blocks pop out of existence
11:17 rubenwardy not sure if the culler is broken
11:29 rubenwardy client_mapblock_limit is just called Mapblock limit in settings, great
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11:54 kilbith you're not getting a "true" 750 view range from what I've seen
11:54 kilbith you only load roughly ~400 nodes around despite having 750 view range
11:55 kilbith this isn't a "full" 750
11:56 kilbith when I show 2000 view range, I actually load *everything* within 2000 nodes around
11:57 rubenwardy I loaded everything as far as the fog
11:58 kilbith that: https://rwdy.uk/xCx6N.png  is definitely not a range up to 1000 nodes
11:58 rubenwardy https://cdn.discordapp.com/attachments/369137254641303560/1083342940937662504/7166855_20230309105429_1.png
11:58 kilbith it's 500 at best
12:02 proller when lod will be implemented?
12:05 rubenwardy is there another setting I'm missing for loading further out, because it still doesn't send that far and also start unloading after a while
12:07 kilbith client_mapblock_limit = -1
12:07 rubenwardy already have that
12:07 kilbith you will need a lot of RAM
12:07 rubenwardy have 16GB
12:12 rubenwardy how long does it take you to load the area and are you moving around?
12:16 kilbith for 2000 it took me a solid 15 min to move around
12:16 kilbith at EvidenceB I've implemented a "super-speed" mode when you fly + press special key
12:17 kilbith should probably backport that
12:18 Desour you can change fast speed and acceleration kilbith
12:18 Desour (movement_speed_fast and movement_acceleration_fast)
12:18 MTDiscord <ROllerozxa> having aux1 further increase the movement speed when flying with fast mode would be nice
12:18 celeron55_ i'm sorry for not finishing my PR. it is able to load and generate as far as you want, and the server and client are in perfect understanding about what to unload if anything
12:19 kilbith sure but there need to have a special condition when you fly, and that's only doable in the engine
12:19 celeron55_ you're having to re-think all of the problems i already fixed...
12:47 Desour tried chunksize 2, viewrange 1000 (haven't managed to load everything, blocks disappear), and used reproducible sceenes (<https://github.com/Desour/test_mapblock_drawcalls>): 51 fps https://0x0.st/Hicw.png/screenshot_2col.png, 19 fps https://0x0.st/Hicx.png/screenshot_16col.png, 3 fps https://0x0.st/Hic3.jpg/screenshot_256col.jpg, 1 fps https://0x0.st/HicY.jpg/screenshot_1024col.jpg
12:53 Desour in the 19 fps case I get around 8 fps (116ms drawtime) with chunksize 1, but without holes. the 51 fps one is not significantly different
12:55 nrz_ sounds like a discotheque
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14:26 sfan5 I will be importing weblate changes now
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15:23 sfan5 done
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23:50 Topic for #minetest-dev is now Minetest core development and maintenance. FEATURE FREEZE IN EFFECT SINCE 2023-03-05. Chit-chat goes to #minetest. https://dev.minetest.net/ https://irc.minetest.net/ https://github.com/minetest
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