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... |
00:30 |
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00:37 |
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00:57 |
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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 |
01:11 |
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01:52 |
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03:10 |
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04:17 |
MTDiscord |
<SaKeL> how do you make the screenshot so rounded ? |
05:00 |
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05:20 |
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05:54 |
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06:29 |
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08:02 |
nrz_ |
200000 mapblock is pretty huge, ok for desktop, but for mobiles and steamdeck, hmm |
08:41 |
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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 🙂 |
09:20 |
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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 |
11:16 |
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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 |
11:32 |
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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 |
13:35 |
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13:52 |
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14:26 |
sfan5 |
I will be importing weblate changes now |
14:55 |
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14:59 |
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15:23 |
sfan5 |
done |
15:45 |
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16:19 |
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17:05 |
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20:02 |
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20:44 |
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21:18 |
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22:47 |
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23:50 |
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23:50 |
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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 |
23:54 |
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