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01:50 |
FavoritoHJS |
In singleplayer, is the server tickrate dependant on current FPS? |
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01:51 |
FavoritoHJS |
As it seems like the lagometer spikes to 0.20 when unfocused, which happens to match the frametime of my current unfocused fps (5) |
01:57 |
FavoritoHJS |
on the upside, this explains why the server isn't crashing with mesecons pistons: the mesecon itself seems to have some capacitance, taking 1 tick to turn on and about 3 (!) to turn off |
01:59 |
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02:00 |
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02:00 |
FavoritoHJS |
flicking mesecons this fast seems to create massive lag, turning the loopback piston on increases cpu usage from 5% to 50% |
02:01 |
FavoritoHJS |
this seems to be due to mesh generation, stand far enough back and look the other way, and the cpu usage goes down to normal |
02:01 |
FavoritoHJS |
look at it and it goes right back up |
02:02 |
FavoritoHJS |
there's absolutely no griefing potential here |
02:02 |
FavoritoHJS |
none at all... |
02:03 |
FavoritoHJS |
also Izaya your network seems very unstable, you seem to be logging in and out every couple of minutes |
02:03 |
MTDiscord |
<Warr1024> Apparently, in SP, the server timestep varies based on framerate, while dedicated_step affects the client step, which affects things like object:move_to() speed. |
02:03 |
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02:04 |
FavoritoHJS |
ahh, framerate dependant effects, my beloved |
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02:05 |
FavoritoHJS |
i'm betting that's a major headache on nodecore, considering per-timestep events (I think hinges, for example) are affected by framerate, but per-second ones (such as entity movement or spongwater decay) don't. |
02:05 |
FavoritoHJS |
(or rather, correct for the low tickrate) |
02:08 |
MTDiscord |
<Warr1024> Almost everything in nodecore is tied to realtime. As long as you can push at least 4 steps a second, things should run at a reasonable speed. If you can't, then you may have to back off the timing of some machines, but I've rarely seen serious problems with that. |
02:09 |
MTDiscord |
<Warr1024> Most games break down at some point. A pure creative building game might hold out up to 1 or 2 seconds per tick, but action/combat can get bad if it spikes above 0.05. |
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diceLibrarian |
but what if it breaks down at some weirdly specific number, like the reciprocal of the Golden Ratio |
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MinetestBot |
[git] alek13 -> minetest/minetest_game: Fix wall craft registrations (#3004) 792bc6f https://github.com/minetest/minetest_game/commit/792bc6f6e5946429365c561b6571e8760c57e768 (2022-12-02T18:54:46Z) |
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