Time Nick Message 20:36 insertnamehere hello :) 20:40 insertnamehere what is the oldest thing you have run minetest at a playable framerate on? 20:56 SwissalpS playable is relative. It depends what kind of game, what one is used to and how one plays. 20:57 SwissalpS I used to think that under 26fps it was 'unplayable' but here I am with correct settings I can play quite well at 12fps and less, even on a bad internet connection. 20:58 ireallyhateirc I get up to 30 FPS with severe undersampling on Thinkpad T60 20:59 SwissalpS For games like capture the flag, races and duels, you need a very good connection and as high framerate as possible. But for building and using quarries and automation, both aren't that important. 20:59 ireallyhateirc but that would most likely only run games with braindead mapgen and no ABMs 21:00 SwissalpS I mostly play on a setup for pandorabox.io https://github.com/pandorabox-io/pandorabox-mods 21:01 MTDiscord Dell Studio 1535 with a Core 2 Duo from 2010. I don't think MT actually existed before that laptop did. I've never purposely tried to find crappier stuff to test it on though. 21:01 SwissalpS Spacing out technic setups etc. makes a big difference. 21:02 specing they left ages ago... 21:02 SwissalpS yes, they did specing. They could be reading the history later or watching on another linked system :D 21:53 MTDiscord Dell Latitude D520 from 2006 with a Core Duo T2300 21:56 MTDiscord Actually thats not the oldest, I got Minetest to run on a Celeron D with 256MB RAM 22:26 SwissalpS I've "run" MT on RasPi 1a and 2. At the time I didn't feel like it was fun though. 22:31 cheapie I'm not sure about oldest, but I think the weakest that I've seen a playable frame rate from was an HP t420 "thin client" - has an AMD GX-209JA in it, nothing stopping regular Linux (or even Windows) from running on it aside from the only storage interface being USB. 22:31 cheapie ...or with the right adapters you can make one of a few very specific NVMe SSDs work in it... 22:32 cheapie There was also the experimentation with a JH7110 + RX 550, I think that CPU is weaker but the GPU is a *lot* faster. 22:34 MTDiscord I had a Samsung Galaxy Tab 2 10.1 that got some 8 fps, and 15 with a bit of tuning. The fps wasn't what made it feel unplayable though, it was the input controls. 22:34 cheapie If the goal is just "unplayable" then that's cheating, it's basically unplayable with touch on /anything/ :P 22:35 ireallyhateirc playing on touchscreen devices sounds like masochism 22:35 ireallyhateirc but some Exile players manage to do that and not die on our server 22:36 MTDiscord Playing on touchscreen is indeed quite a bother, but then again, so is sitting up, so sometimes it's a wash. 22:38 cheapie I probably should try to make celevator a /bit/ more tolerant of touch controls sometime... right now the call buttons (the variant for the intermediate landings, with both up and down buttons) are a bit... odd to use that way as it's possible to look in one direction while interacting in a different one. 22:40 cheapie It works great with normal controls (if you right-click the top part of the node it presses the up button, if you right-click the bottom part it presses the down button) but if you try it with touch controls it ends up basing it off the direction you're looking and often triggering the wrong direction or none at all. 22:42 cheapie It appears to be possible to query if a player is using touch controls or not in 5.9+, so I might just pop up a formspec asking them to pick a direction if they are. Older versions are kind of screwed if they're using touch, but *shrug* 22:43 cheapie The inspection controls on the car top box have the same problem, but worse because there are three of them (inspect/run switch, up button, down button)... and the latter two are constant-pressure controls, I'm not sure those work at all with touch. 22:53 MTDiscord The legacy "punch where you touch" controls probably don't work well with about half the stuff out there: like anything with any real complexity. The new "true crosshair" option is probably much more compatible. 22:59 cheapie I suppose I probably shouldn't worry too much about the car top inspection controls anyway... most of the tablet users (OK, most of the players in general) seem satisfied with "it goes up and down" and don't realize that there are controls up there, let alone that they actually do something instead of just being decoration. 23:01 ireallyhateirc My use case would be: player presses a button and the elevator usually gets where they asked but with a random chance to go to the basement/hell under the city 23:01 cheapie There are mesecons and digilines I/O modules for it, you can script things like that 23:03 ireallyhateirc I'm an evil person so a player who will try escaping a monster will get lured into a cursed elevator 23:04 cheapie You can set the mesecons outputs to activate when a car call is registered for a specific floor, just stick one of those next to a mesecons input module set to trigger alternate fire recall, with the alternate recall floor set to wherever you want it to actually take them. 23:04 ireallyhateirc the game is going to be about "infinite" surreal maze city 23:05 ireallyhateirc and elevators are nightmare fuel :D 23:17 specing ireallyhateirc: I still have image of ours with floodwater in the open shaft :) 23:17 ireallyhateirc sounds cool 23:18 specing it was 23:18 ireallyhateirc getting submerged in murky water while in elevator unlocked another level of elevator fear