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IRC log for #minetest, 2024-11-10

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Time Nick Message
00:00 MTDiscord <mistere_123> lagash, please note that I re-implemented the game as a mod a couple years after the game was published
00:00 MTDiscord <mistere_123> because I want it on my minigame server
00:01 MTDiscord <mistere_123> if you design your game well reimplementation is easy
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12:23 MinetestBot [git] SmallJoker -> minetest/minetest: Revert "Fix collisions with long dtime, in particular with bouncing" … 4bb9c8c https://github.com/minetest/minetest/commit/4bb9c8c61b36b16720ead745d920d4a6ea5afe0e (2024-11-10T12:20:30Z)
12:23 MinetestBot [git] sfan5 -> minetest/minetest: Re-fix CAO mesh lighting with shaders disabled 122b2d7 https://github.com/minetest/minetest/commit/122b2d70d94bdd070bcb840e89d3b936f376f5ac (2024-11-10T12:21:19Z)
12:25 MinetestBot [git] sfan5 -> minetest/minetest: Update credits for 5.10.0 7557a28 https://github.com/minetest/minetest/commit/7557a287e53a796e61c2287fda9c72a5ac1f32c6 (2024-11-10T12:23:16Z)
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16:17 erle_mobile luatic, i am impressed and delighted by you figuring it out https://github.com/minetest/minetest/pull/15402/
16:18 erle_mobile if this goes in the release, i'd be very happy. if it does not … how could i detect in a mod/game if servers and (WAY more important) clients have a version that fucks up the texture channels?
16:19 erle_mobile on a server it might not matter too much, but i'd probably want to send a message to a client to either down- or up-grade (once it is merged) for such a serious regression.
16:21 erle_mobile (i am looking at the logs, so feel free to respond once i quit)
16:22 erle_mobile luatic alternatively i'd take a lesson from you and just kick clients that do not conform lol
16:23 erle_mobile (i remember a patch from you that just handled the old dynamic media by kicking players … because otherwise the code might stall forever, right?)
16:27 MTDiscord <luatic> erle_mobile: iirc the point about kicking players was that i wanted them to rejoin (or to update their minetest) to get the new media that way :P
16:27 erle_mobile oh
16:27 sfan5 it will not go in the release and you will be able to check the protocol version
16:28 erle_mobile well it is a regression that i found in the rc and it has a fix, but i don't think anything i do is going to change anything when people tell me that
16:31 erle_mobile so protocol version = client version?
16:33 specing erle on mobile? What happened, firefox ate all your T60's RAM?
16:33 erle_mobile at this point i want to point out that the changelog is incomplete
16:33 erle_mobile specing travelign
16:33 erle_mobile > (basic) shaders will eventually become a requirement. A warning is shown if they are disabled.
16:33 specing anyone wanna pitch in to buy erle a newer ancient thinkpad??
16:33 erle_mobile “shaders are a requirement for the main menu, the game will crash with default settings if shaders are activated”
16:34 erle_mobile “edit minetest.conf to start it regardless”
16:35 erle_mobile (i want to point out that this was changed without a deprecation notice, but i am already aware that deprecation periods only ever mean something when you want them to mean something)
16:36 erle_mobile “will crash […] if your hardware does not support opengl 2.x”
16:36 sfan5 deprecation periods only apply to the API but nice try
16:38 [ why would you make shaders a requirement? shaders are slow
16:38 erle_mobile [ on your hardware
16:39 erle_mobile you evidently have way worse hardware than the devs
16:39 erle_mobile (like me)
16:40 [ 35 FPS with shaders compared to 41 FPS without shaders displaying exactly the same thing
16:42 erle_mobile haha, i have <16 fps with shaders (unplayable) and >=30 fps without on the best x86 hardware i own
16:42 erle_mobile [ face it, it literally does not matter for people who have gamer GPUs
16:43 sfan5 it's funny how you keep equating (decent) shader support with gaming hardware, because it's not
16:44 erle_mobile anyway, you can take “The priority is fixing the issues, performance, and general correctness.” out of the mission statement by now.
16:44 specing sfan5: GL version is hardware API
16:44 sfan5 it's not incorrect. you have just fallen out of the target audience.
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16:46 MinetestBot [git] sfan5 -> minetest/minetest: Work around Intel driver bug on Win 8.1 and older 8b27340 https://github.com/minetest/minetest/commit/8b27340b2eb30cd4efdbf50803af8b03170b22bd (2024-11-10T16:44:45Z)
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16:47 erle_mobile target audience true is true
16:47 erle_mobile “general correctness” thing is evidently not important if “color channels are messed up in the rc, and a fix exists, but it will not be merged” is true.
16:48 sfan5 that just means dev's priorities are not the same as yours
16:48 erle_mobile yes, which is why i say the mission statement should be changed
16:49 sfan5 and add ", as decided by the development team."?
16:49 Desour new mission statement: always please erle, and make them our dictator
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16:49 erle_mobile actually, yes. it's a long-standing observation that at least some devs are much more likely to work on e.g. netcode or fancy effects than on correctness
16:49 erle_mobile or performance
16:50 sfan5 that's pointless because it's implied
16:50 erle_mobile and that both correctness and performance fall aside in refactorings
16:50 erle_mobile (which is not true for A LOT of other projects, that e.g. reject refactorings or revert stuff without discussions if it causes regressions not previously agreed upon)
16:52 erle_mobile well, if you say it's pointless, it's pointless to try and convince you. i remember the discussion about liskov substitutability, some people think a lot of stuff is implied, others don't.
16:52 erle_mobile i think explicit is better than implicit, but that's something else
16:53 erle_mobile regarding technical stuff: if i make a client where the rendering bug is fixed, how do i detect that server-side?
16:53 erle_mobile do i just change the protocol number?
16:53 erle_mobile or anything else?
16:53 erle_mobile like, how is the protocol thing fork-friendly?
16:53 sfan5 it's not and will never be
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16:54 erle_mobile so is there another mechanism i am not aware of, like a feature table for clients or so?
16:54 sfan5 no
16:54 erle_mobile so when is the next release after 5.10?
16:54 erle_mobile (broadly?)
16:55 sfan5 Feburary 2025
16:58 erle_mobile btw, when you do further 2d filtering changes in the future, try to test with unifont again. i figured out that all the other fonts i tried only look slightly blurry (difficult to notice on hidpi display), but unifont was the only one that generated really bad artifacts, probably because some glyphs go right to the edge.
17:00 erle_mobile will the fix go in the next version then?
17:00 sfan5 likely
17:01 erle_mobile so what kind of regression that is found in an rc is fixed? does this boil down to “whatever the devs care about”? and why is there not another rc?
17:01 erle_mobile the way i know it, people keep releasing rcs until one is declared a release
17:02 erle_mobile and fix all regressions that are found
17:02 erle_mobile but obviously you are not doing that, so what was the purpose of it?
17:02 sfan5 to fix regressions we care about
17:02 sfan5 I think your tga thing isn't even recent, several major releases old even
17:03 cheapie I think it's also used by... one mod? Two if you count the test nodes?
17:03 erle_mobile see that's *exactly* why i offered to maintain that part of the engine none of you care about (this was generally not responded to)
17:04 sfan5 PRs are welcome and as you can see from the previous fix that has worked just fine, but it's still at our descretion how to prioritize things
17:04 erle_mobile i know. i just wanted to know if you had *some* principles i can appeal to and evidently i can not.
17:05 erle_mobile “not important enough” is not something that can be discussed away
17:05 sfan5 yes it can, cheapie just gave an example of why we did not prioritize it
17:06 cheapie AFAIK the one mod that uses it is so it can generate its own textures, which it really should be using the PNG encoder for anyway.
17:06 erle_mobile btw, i think a much better way than making the main menu crash on old hardware would be to simply not show the clouds when no shaders.
17:06 erle_mobile cheapie not this shit again
17:06 sfan5 but personally I know from previous discussions we will not ever get to a consensus
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17:19 erle_mobile cheapie FYI the original reason why tga_encoder exists was mcl_maps (in mineclone2/mineclonia/mineclone5), in which it is used to generate in-game maps that are stored on each server, so they can not easily be upgraded. making these items takes a lot of-ingame time, they are a top-down snap-shot view of a 128×128 area. if you end up generating
17:19 erle_mobile textures there are various reasons why you might want to use it, that come down mainly to: compat with minetest pre-5.5 (this mattered more in the past than now obv.), precise control over color format and features like colormap, filesize (depending on texture size), wanting textures that are easier to debug/edit. that last thing is the most
17:19 erle_mobile important to me.
17:21 erle_mobile if minetest.encode_png() had a similar API, i'd be in favor of it, but given the API it currently has and the general “this is one step better than the simplest thing that works” vibe i got from the code, i doubt it will have stuff like precise control over PNG features in a similar manner, ever. someone would need to care about that.
17:21 erle_mobile and the tiny group of people who do is using something else, so …
17:23 cheapie You can write a PNG file from the output of core.encode_png() AFAIK, conversion is just a case of using some TGA decoder to get the pixel data back and then feeding it to the encoder, so the only bit I can really see being different there is "precise control over color format and features like colormap" and I'm not really sure why this matters.
17:23 erle_mobile see, this is why i wrote “not this shit again“
17:24 erle_mobile i don't have time for this right now. try to write a mod that uses a colormap or one that needs precise control about what textures it writes to load them later and argue then.
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17:25 Blockhead256 ROllerozxa: would you be interested in adding some settings menus to your dynamic shadows mod?
17:26 Blockhead256 since (as I just realised) it was moved to server-lua-side instead of client https://forum.luanti.org/viewtopic.php?p=440488&amp;sid=d63cc839e55f5b392b5d324b8f6fad78#p440488
17:26 Blockhead256 or if I were to send a PR, would you merge it?
17:27 erle_mobile cheapie if you do not care about the things i wrote, then you are, evidently, not the target group. not in a “i do not wish to support your use case” way, but in a “i have spent a lot of time to arrive at a solution that fits my (and some other people's) use cases, and for *some* reason everyone arguing against it has neither that same use
17:27 erle_mobile cases nor a better solution at hand”.
17:28 cheapie It sounds to me like the use case is "save a 128x128 image to show to the user later" - if it's more complex than that then I must be missing something here.
17:28 erle_mobile yes
17:30 Blockhead256 ROlleroxza: also I have no idea how you can send forum reports
17:30 ROllerozxa Blockhead256: I must have missed something, what new shadow knobs have been added to the API? There's already a setting for shadow strength and the sibling mod volumetric_lighting can do the same for that graphical effect
17:30 erle_mobile cheapie there are a bunch of topics where this tends to happen in software btw. – i see this often when people argue about build systems or font rendering or whatever is currently trending on hacker news that *looks* like it has a simple and obvious solution.
17:31 ROllerozxa Blockhead256: The only thing that's broken about the report system is the form URL, if you fix it with inspect element then you can fix it and properly submit the form
17:31 ROllerozxa one could make a userscript to do it but I have not done that yet
17:32 cheapie Quite often it happens when there's some additional requirement imposed on the software that wasn't mentioned or wasn't obvious. I'm still waiting to find out what that is in this case.
17:32 ROllerozxa duplicate /app.php/app.php/ or something iirc
17:34 ROllerozxa it should really be fixed at the source but I like to be chaotic and report spam posts with it anyways 8)
17:35 ROllerozxa hmm okay I see, it's about the bloom settings
17:35 ROllerozxa (the forum link you sent just began loading for me haha)
17:36 MTDiscord <theidealist> “ strikes again
17:37 ROllerozxa previously I have done separate mods for each effect (shadows, saturation, volumetric lighting) but with each new thing that gets added I feel like it's unmaintainable to have it all in separate mods when you'd probably just want one mod that "gives you all the cool effects and stuff" (let's call it optifine hehe)
17:37 ROllerozxa but I don't know. maybe I'll make a new mod for bloom settings but it might be getting a bit ridiculous at this point
17:38 cheapie At this point I wish the engine just had an "I don't care if the game doesn't say it looks good, let me use X" setting for each of these.
17:38 MTDiscord <theidealist> optifinetest
17:38 erle_mobile cheapie for other “this looks obvious, but it might not be”, just look at every “i replaced all zlib code with zstd and it got worse” bug report, e.g. https://github.com/facebook/zstd/issues/2832 – this is absolutely normal.
17:38 erle_mobile (generally, zstd is better, but in some scenarios it is not … if you hold it wrong, it is also not better obv.)
17:39 cheapie Even uncompressed a 128*128 24bpp image is... what, 50kB?
17:40 cheapie I guess it might be problematic if you're hosting a server over dialup (....OK, now I want to try that)
17:41 erle_mobile ask me about this another time *once you have a use case*
17:42 cheapie A use case for what, the PNG encoder? digiscreen has been using that for some time now, works great
17:43 erle_mobile no, a use case for stuff like colormaps of various color formats, or maybe you think “i want to update this one pixel in this image, without re-encoding the entire thing”
17:43 cheapie Yes, I'm still waiting to hear what your use cases are for these, as I can't think of any
17:43 erle_mobile i am lucky, the xmaps code uses colormaps, but no alpha channel
17:44 erle_mobile (so the mod is not broken by the regression)
17:49 Blockhead256 @theidealist: *optifineuanti
17:49 MinetestBot [git] Methro -> minetest/minetest: Translated using Weblate (Spanish) 62bee9f https://github.com/minetest/minetest/commit/62bee9f502aeca59daa960b16873341450b0b1ff (2024-11-10T17:15:44Z)
17:49 MinetestBot [git] fran-carro@hotmail.es -> minetest/minetest: Translated using Weblate (Spanish) 31c50c4 https://github.com/minetest/minetest/commit/31c50c470c9e39b7854c101db2152618476e0fa5 (2024-11-10T17:15:44Z)
17:49 MinetestBot [git] Methro -> minetest/minetest: Translated using Weblate (Spanish) 0c61461 https://github.com/minetest/minetest/commit/0c61461b07d128a8723bd9ba56b42ef3b82fba8d (2024-11-10T17:15:44Z)
17:49 MinetestBot [git] fran-carro@hotmail.es -> minetest/minetest: Translated using Weblate (Spanish) aaf4877 https://github.com/minetest/minetest/commit/aaf487773093fcc5a5c763273591ff4774348d5a (2024-11-10T17:15:44Z)
17:49 MinetestBot [git] (16 newer commits not shown)
17:50 specing does Luanti support gimp .xcfs?
17:50 erle_mobile cheapie please go read the code of some of the mods i wrote that generate bitmaps. i think it is much easier to understand that way why someone would want it. but as i said, it if YOU do not want it, you are simply not the target group.
17:50 Blockhead256 accepted formats docs: https://github.com/minetest/minetest/blob/master/doc/lua_api.md#textures-sounds-media-models-locale
17:51 sfan5 specing: no
17:51 specing sfan5: sucks, pleasefix
17:51 specing erle_mobile:^
17:51 erle_mobile ?
17:51 specing erle_mobile: add xcf support pls
17:51 erle_mobile specing why?
17:52 Blockhead256 why? because you're too lazy to export?
17:52 erle_mobile specing also how much are you paying?
17:52 specing Blockhead256: :P
17:52 specing (no, Im making fun of erle_mobile's TGA arguing)
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17:52 Desour cheapie: btw., would you like to post https://irc.minetest.net/minetest/2024-11-07#i_6214928 in the "post your videos" forum topic? I really enjoyed it!
17:53 Blockhead256 ROllerozxa: thanks for considering it. Yes, so many options, so little end-user choice!
17:53 Blockhead256 It's just not Minetest!
17:53 cheapie Desour: There's a topic for that (on the five minutes per week the forum is up)?
17:53 Desour yes!
17:54 Desour and I wanted to give you a link to it, but the forum slowness is hindering me
17:54 sfan5 specing: irrlicht actually used to support .psd in some form
17:54 Blockhead256 firefox history tells me the videos thread is https://forum.luanti.org/viewtopic.php?t=8499&amp;view=unread#unread
17:54 cheapie Maybe I should put https://www.youtube.com/watch?v=oKm2epe0AzU there, then
17:54 erle_mobile specing google CImageLoaderXCF and bribe both the author and the dev team with enough monies
17:55 erle_mobile why is BMP still there btw given i attempted to the best of my ability to prove that it was not used historically?
17:55 Desour finally: https://forum.minetest.net/viewtopic.php?t=8499&amp;start=1125
17:56 Desour cheapie: yes, post all of them! :D
17:56 grorp Blockhead25, cheapie: for shadows that problem was solved by adding a "shadow strength gamma" setting that's applied on top of the game-specified value iirc
17:56 cheapie Or https://www.youtube.com/watch?v=3feqBJBonv4 but I don't think anyone really wants to watch an 83-minute video on one mod
17:56 grorp perhaps one could do a similar thing for bloom
17:56 sfan5 erle_mobile: #15413
17:56 ShadowBot https://github.com/minetest/minetest/issues/15413 -- Remove BMP support
17:56 erle_mobile grorp did you notice that the texture filtering thing fixed the font issues?
17:56 grorp but in general fully server-controlled is at least preferable over fully client-controlled
17:56 erle_mobile sfan5 thx
17:56 Blockhead256 wow 1h23m of pure unadultered elevators? I'd expect to have to pay for that!
17:58 Desour cheapie: it's nice ASMR
17:58 Blockhead256 grorp: It's just kind of annoying shoving all of it into Lua and basically pushing it onto mod authors to give people the "DIY custom graphics" capabilities when it used to come standard.
17:58 cheapie It was inspired by this video from The Other Game In Which You Mine And Craft™ https://www.youtube.com/watch?v=jSKjYJnBQkI
17:58 Blockhead256 But understandable if you lean heavily into the "engine" mindset
17:59 grorp erle_mobile: okay, that's nice I guess. though as appguru noted in https://github.com/minetest/minetest/pull/15385#issuecomment-2463416132, the texture filtering shouldn't cause that bug in the first place.
18:06 MinetestBot [git] sfence -> minetest/minetest: Support generation of working Xcode project for signature purposes on… e55ba9c https://github.com/minetest/minetest/commit/e55ba9c390c845c6c60bcdcbaf05b17ed541eb61 (2024-11-10T18:06:52Z)
18:07 erle_mobile grorp well, last time i debugged and annoyed people about entirely unnecessary filtering fuckups (i.e. reading the relevant standard or testing anything on an intel GPU would have prevented it), i was banned (though not necessarily for that reason). this makes me glad someone else fixes it, though i can't say i am happy about how the regression got
18:07 erle_mobile introduced (“doesn't have any downsides”, ha-ha).
18:08 erle_mobile anyways, font is readable again. you can see this in the two screenshots on https://github.com/minetest/minetest/pull/15402/
18:09 grorp !tell erle indeed that sentence is funny
18:09 MinetestBot grorp: I'll pass that on when erle is around
18:09 MinetestBot [git] rollerozxa -> minetest/minetest: Add Fastlane metadata for F-Droid (#15411) a983b72 https://github.com/minetest/minetest/commit/a983b72713ef4ca66394a374ddd9ec9acbc50e53 (2024-11-10T18:08:08Z)
18:14 grorp !tell erle however I found your communication style on these issues very unpleasant and I'm glad you were banned for a while
18:14 MinetestBot grorp: I'll pass that on when erle is around
18:15 specing erle is an excellent QA person
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18:19 grorp maybe "unpleasant" is the wrong word in this context, more like "unhelpful" or "rude"
18:24 specing if you don't want erle, I'll gladly have them do QA on my projects :)
18:26 MTDiscord <jordan4ibanez> And he won't give us back the lost meme
18:34 MinetestBot [git] sfan5 -> minetest/minetest: Bump version to 5.10.0 568f7a8 https://github.com/minetest/minetest/commit/568f7a8e8fb457c7b7bcfd3211c7f3f0481ed2e7 (2024-11-10T18:17:53Z)
18:34 MinetestBot [git] sfan5 -> minetest/minetest: Continue with 5.11.0-dev 8503d8d https://github.com/minetest/minetest/commit/8503d8de5ec536f3d6a0cbc7eca24bcc36b21ef3 (2024-11-10T18:17:56Z)
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18:51 MTDiscord <zmv7> stable-5 branch update when? 👉👈
18:53 sfan5 after proper release
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19:52 MTDiscord <jordan4ibanez> Google at the moment with this project
19:52 MTDiscord <jordan4ibanez> https://tenor.com/view/127hater-spongebob-gif-24427141
19:57 MinetestBot [git] sfan5 -> minetest/minetest: Revert "Disable SDL2 for 5.10.0 (#15284)" a5e3fca https://github.com/minetest/minetest/commit/a5e3fca40c8feb74c91cafca1aef1423e5375bb6 (2024-11-10T19:56:09Z)
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20:01 MinetestBot erle: Nov-10 18:09 UTC <grorp> indeed that sentence is funny
20:01 MinetestBot erle: Nov-10 18:14 UTC <grorp> however I found your communication style on these issues very unpleasant and I'm glad you were banned for a while
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20:13 erle !tell grorp i'll take “unpleasant” or “rude”. but what did you consider “unhelpful”? i found a regression, identified the commit(s), the reason (wrong assumptions about filtering) and managed to convince people that they were wrong. what more could i have done?
20:13 MinetestBot erle: I'll pass that on when grorp is around
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21:16 MTDiscord <_devsh_> I might have a nugget of information that may upset you.  If you have a GPU produced within the last 15 years, whatever you think is fixed function in your GL 2.1 implementation is actually a shader in the driver.  This is why I don't buy simpleton profiling like this, you're measuring something but you don't know what you're measuring. The perf diff is probably the uniform setting in irrlicht
21:17 MTDiscord <_devsh_> Use vTune or any other actual profiler that gives a flame graph and it will show up
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21:22 erle _devsh_ why should this be upsetting?
21:27 MTDiscord <_devsh_> Because the mantra of this person seems to be "shaders == slow"
21:29 erle they kinda are, if your hardware is old/weak enough. mesa even chose to expose only opengl 1.4 instead of opengl 2.1 on some intel embedded cards, IIRC because advertising higher support made chrome take a slower code path.
21:29 MTDiscord <_devsh_> https://knowyourmeme.com/memes/wait-its-all-ohio-always-has-been
21:29 erle _devsh_ so how can i tell the thing to be *faster*?
21:30 MTDiscord <_devsh_> VTune
21:30 MTDiscord <_devsh_> You're probably spending a lot of time in glUniform or glGetUniformLocation
21:30 cheapie The more I hear about this stuff the more inclined I am to start experimenting with older graphics APIs and maybe eventually work my way up to building an alternative Luanti client that uses like D3D6 or something.
21:31 cheapie It's sounded like a fun project for quite a while now, it's just still way over my head at the moment :P
21:31 MTDiscord <_devsh_> I'd be surprised if you get your hands on the d3d6 docs in complete form
21:31 cheapie Doesn't have to be that exact API, just "something like that"
21:32 MTDiscord <_devsh_> If you wanna do something painful and retro looking do a software rasterizer
21:32 erle cheapie regarding these things, i was once told by some GPU-adjacent hacker that a future-proof way to make stuff would be to target the oldest opengl standard you want to support, them use libraries (which ones?) for higher standards to support it, because some of those libs do the job better than the driver thingy.
21:33 MTDiscord <_devsh_> You have to understand that d3d6-11 doesn't existed anymore
21:33 MTDiscord <_devsh_> It's all layers upon layers of emulation in the new APIs
21:33 erle jwz once ported xscreensaver to the iphone. xscreensaver was written against opengl 1.3 – but the iphone does not support that.
21:33 cheapie The target platform would be something like Windows 98. I don't care about it working well on newer stuff, those can just use the normal Luanti client.
21:34 erle so what jwz did was implement most of the opengl 1.3 API in terms of opengl ES 1.1
21:34 erle https://www.jwz.org/blog/2012/06/i-have-ported-xscreensaver-to-the-iphone/
21:34 erle haha
21:34 erle he is definitely more capable and more rude than i ever could be
21:34 erle >  I wrote this because you are all idiots.
21:34 erle :D
21:34 MTDiscord <_devsh_> Samsung phones don't have a native gles driver anymore, it's just ANGPe
21:35 MTDiscord <_devsh_> ANGLE
21:35 sfan5 via vulkan?
21:35 MTDiscord <_devsh_> Meaning GLEs implemented in Vulkan
21:35 sfan5 I see
21:35 MTDiscord <exe_virus> Right, GPUs are a cluster. Hence why I believe we're targeting 3.3?
21:36 MTDiscord <_devsh_> You should target gles 3.0
21:36 cheapie FWIW ClassiCube does the same sort of block-building game thing, and when I tried it it ran great on Windows 98SE with a K6-IIIE+ and Radeon 7200... so if that's apparently doable then something capable of connecting to a Luanti server should be too, even if it would be quite limited.
21:36 MTDiscord <_devsh_> Let me copy paste what I wrote to rubenwardy so irc people see
21:36 MTDiscord <exe_virus> All android friendos support gles 3.0?
21:37 cheapie To be clear I'm not saying that someone should go try to get Win9x support merged, but rather I think doing it /as a separate project/ would be doable.
21:37 MTDiscord <_devsh_> my take is that GL->Vk is a waste of effort unless its accompanied by a paradigm shift in the architecture to get the benefits if you want Vulkan for the sake of Vulkan (Renderdoc, Nsight, debuggable shaders, Vulkan Middleware interop), take your GL renderer, cross-grade it to GLES 3.0 then launder it through ANGLE and you get Vulkan, even Vulkan you can interop with.
21:37 MTDiscord <_devsh_> https://discord.com/channels/369122544273588224/1262173865610711040/1305204427711578173
21:37 erle cheapie IIRC the irrlicht author still tested some stuff on windows 98 WAY past its lifetime so probably all you would have to do is fix the software renderer
21:38 MTDiscord <_devsh_> not to mention that if you constrain yourself to GLES 3.0, this makes you easily work with WebGL 2.0
21:38 MTDiscord <_devsh_> so you can cover Win32, Linux, Android, iOS, Mac, and Web (safari, firefox, chromium) with just one Graphics API, one renderer, one set of shaders, and leave all the compatibility and heavy lifting of targetting multiple APIs to ANGLE
21:38 cheapie erle: It wouldn't necessarily have to use Irrlicht but that would probably make it easier
21:38 erle yeah and drops support for even more hardware
21:38 erle or am i understanding this wrong?
21:38 MTDiscord <_devsh_> furthermore the thing is actually debuggable (with Renderdoc, Nsight, PIX, Xcode Metal, AMD tooling) on all platforms
21:39 erle _devsh_ have a demo app?
21:39 erle “angle” is not very google-able
21:39 MTDiscord <_devsh_> You could actually use tools like civilized people  https://www.youtube.com/watch?v=Fja4lT508cA
21:39 erle https://github.com/google/angle this one?
21:39 MTDiscord <_devsh_> Yes that one
21:39 MTDiscord <_devsh_> You compile it and you get a fake gles 3.0 lib
21:40 erle oh that must be the thing that the person mentioned
21:40 erle or one of those things
21:40 erle the one i talked to
21:40 MTDiscord <_devsh_> if you're feeling extra adventurous / long term, I'd recommend WebGPU instead of WebGL because then you can at least use Compute Shaders, and possibly descriptor indexing in the near future
21:41 sfan5 @exe_virus if you're curious here are stats over all people who use the android app https://0x0.st/XDCy.png
21:41 sfan5 (*installed from play store, because it collects these stats for us)
21:41 MTDiscord <_devsh_> If they don't have vulkan 1.3 they're not longer getting android updates
21:41 MTDiscord <_devsh_> But yes everyone has gles 3.0 at least
21:41 MTDiscord <_devsh_> Except the 1%
21:41 sfan5 in my experience anything never than vulkan 1.1 is hit or miss on android
21:42 MTDiscord <_devsh_> Yes vulkan android drivers not fun
21:42 MTDiscord <_devsh_> Android drivers not fun period
21:42 MTDiscord <_devsh_> Btw at least renderdoc also works on android
21:42 sfan5 https://0x0.st/XDCv.png same table for vk
21:43 MTDiscord <_devsh_> With gles 3.0 you can renderdoc an app running on android over usb/WiFi
21:44 MTDiscord <_devsh_> Btw gles 3.0 kinda compiles straight to WebGL 2.0 with Emscripten
21:44 MTDiscord <_devsh_> And sdl2 has a wasm version
21:44 MTDiscord <_devsh_> https://github.com/Devsh-Graphics-Programming/GPU-With-C-Sharp-Angular-WASM
21:45 MTDiscord <_devsh_> If you manage to compile all your 3rdparty libs to WASM, you can have a web client
21:45 sfan5 someone already did that actually
21:45 MTDiscord <_devsh_> All on the same stack
21:45 MTDiscord <_devsh_> One version of gles to rule them all
21:46 MTDiscord <_devsh_> One set of pipelines, one set of shaders
21:46 erle cheapie if you want to create an old-school cool client, make it a roguelike
21:46 MTDiscord <_devsh_> Btw you can renderdoc WebGL running in chrome 😄
21:46 erle nodecore rogue when? :D
21:49 MTDiscord <_devsh_> Also for the love of God, if you're profiling something use milliseconds and if you're profiling anything on the GPU use time elapsed queries
21:51 MTDiscord <_devsh_> https://www.khronos.org/opengl/wiki/Query_Object
21:51 MTDiscord <_devsh_> https://registry.khronos.org/OpenGL/extensions/EXT/EXT_disjoint_timer_query.txt
21:51 MTDiscord <_devsh_> https://developer.mozilla.org/en-US/docs/Web/API/WebGLQuery
21:52 MTDiscord <_devsh_> Also plug in your charge and lock your clocks (MHz) if you have the abily to do so
21:52 MTDiscord <exe_virus> Good to know, 481 devices affected is not the end of the world. And by the time we get around to it, the number would be lower.
21:53 MTDiscord <_devsh_> Do you even have the data about when they installed it and last time they played?
21:53 MTDiscord <exe_virus> Gles 3.0 does look to be acceptable if we were to go that route
21:53 MTDiscord <exe_virus> No, assume like we're worried about 3 persons.
21:53 MTDiscord <exe_virus> Maybe 12
21:53 MTDiscord <_devsh_> Gles 3.0 is literally dx10
21:53 MTDiscord <_devsh_> 2009 feature levels
21:53 MTDiscord <exe_virus> That's not that old haha, but that's just me
21:54 MTDiscord <exe_virus> And I'm under 30
21:54 MTDiscord <_devsh_> If this is the reason you have decision paralysis then you deserve to get whatever is coming
21:54 MTDiscord <_devsh_> 2008/2007 is when I started using irrlicht
21:55 MTDiscord <_devsh_> I would encourage you to jump to webgpu though
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21:58 MTDiscord <_devsh_> By ditching another 3% you get to gles 3.1 which Iirc is the minimum level required for GLES to be a full webgpu backend
22:00 MTDiscord <_devsh_> Because compute shaders go brrrrrr
22:01 MTDiscord <_devsh_> Quick overview why gles 3.1 >>>>>>>>>>>>>>>>>> gles 3.0 https://discord.com/channels/369122544273588224/369137254641303560/1305221882559070352
22:02 MTDiscord <luatic> devsh: note that the IRC people can't see that
22:02 MTDiscord <_devsh_> I know but I'm on phone and copy pasting all that is infeasible
22:03 MTDiscord <luatic> sure, but maybe write a quick summary for the IRC people or something
22:03 MTDiscord <_devsh_> Btw you asked me about bindless textures, webgpu is the only way. Gles will not get a version 3.3, and neither will get a 4.7
22:03 MTDiscord <luatic> aw
22:03 MTDiscord <_devsh_> My thumbs will fall off, if you at PC you can be a star and copy paste
22:04 MTDiscord <luatic> in a "normal person API" you do this with a bunch of back-to-back compute shaders that use atomic integer operations to build append and consume buffers in SSBOs (or just BDA in Vulkan) then a DrawIndirect at the end in "lets use an obsolete API equivalent of feature set offered by DirectX 15 years ago in 2009" world, you do unholy abuse
22:05 MTDiscord <luatic> (i will spare the IRC users the gory details of said abuse)
22:06 MTDiscord <luatic> (context of the above comments by devsh (which in hindsight i should have quoted): compute shaders let you do batching with the help of the GPU)
22:08 MTDiscord <_devsh_> At the end of the day it doesn't matter whether you go gles or webgpu, what's important is that you'll be running over Vulkan
22:08 MTDiscord <_devsh_> The biggest advantage is that whenever someone complains about a graphics bug you can adopt a "renderdoc capture/gfxreconstruct frame trace or I'm closing the issue" policy on GH, reproducible rendering
22:09 MTDiscord <_devsh_> You can even CI that shit properly (renderdoc has a python API)
22:10 MTDiscord <_devsh_> "batching" is a misnomer but yes doom eternal and dragon age inquisition (on console) draw everything with one drawcall
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22:38 MTDiscord <exe_virus> Okay, our visiting expert recommendedation:  At least gles 3.0 For benefit of profiling with ANGLE  At least gles 3.1 if we want some features that would give rendering performance improvements.   Per sfan: 3.0 looses 1% (481) android devices.   3.1 looses 4% total, another 1,101 devices.   Depending on timelines, both can make sense as potential targets for the next 10-15 year graphics pipeline.
22:41 MTDiscord <_devsh_> What's the meaning of the 10-15 years?
22:42 MTDiscord <exe_virus> We likely will invest a lot into a gles 3.0 or 3.1 shader setup. Based on our dev timelines, the next time we get around to upgrading and enough hardware has been obsoleted.... That's the next time we'll be working on a full graphics pipeline rework and upgrade to new feature sets
22:43 MTDiscord <exe_virus> Ironically you said gles 3.0 is 2009. That's 15 years ago. Only make sense
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22:51 MTDiscord <_devsh_> Brush up your gles irrlicht backend
22:52 MTDiscord <_devsh_> Compile angle, and you can have renderdoc by the end of the month
22:52 MTDiscord <exe_virus> Yeah agree that's not bad at all
22:52 MTDiscord <_devsh_> You can have nsight
22:52 MTDiscord <_devsh_> That's a real profiler
22:53 MTDiscord <exe_virus> Is nsight better than renderdoc?
22:53 MTDiscord <exe_virus> Idk I don't do GPU yet, too overworked in CPU land in my day job
22:53 MTDiscord <_devsh_> Renderdoc is not a profilerz it's a debugger
22:54 MTDiscord <_devsh_> Nsight will actually show you the time taken
22:54 MTDiscord <_devsh_> And what's the bottleneck
22:55 MTDiscord <luatic> why can't i have renderdoc right now
22:56 MTDiscord <luatic> angle supports gles 2.0 fully
22:57 MTDiscord <_devsh_> Try it
22:57 MTDiscord <_devsh_> If you make it use the vulkan backend you'll also get source level debugging in shaders
22:58 MTDiscord <_devsh_> Mind you, you won't see gles calls, only the Vulkan ones
22:58 MTDiscord <_devsh_> So if you want to optimise you'll be optimising how to make angle generate vulkan more efficiently
22:58 MTDiscord <_devsh_> And first thing that will show up is uniforms
22:59 MTDiscord <_devsh_> And shader switching
23:00 MTDiscord <_devsh_> Anyway this is why I suggest WebGPU over gles
23:01 MTDiscord <_devsh_> Will make more sense long term
23:01 MTDiscord <_devsh_> Also gfx-rs/wgpu (one of the webgpu implementations) has a gles 3.0 backend for now
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23:46 MTDiscord <_devsh_> It's not conformant though, I think compute shaders, storage buffers and images are WebGPU baseline features so for that you need true gles 3.1
23:47 [ gles 3.0 does not work on my phone (pinephone)
23:47 [ if opengl 2.1 and gles 2.0 are both dropped then it won't run on my thinkpad x200 either
23:48 [ pinephone is only 4 years old
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23:50 MTDiscord <_devsh_> It should be a crime to put Mali-400 MP2 in a phone almost a decade after it was released
23:50 MTDiscord <_devsh_> What's the GPU in your x200?
23:51 [ GMA 4500 MHD
23:51 MTDiscord <_devsh_> My God
23:52 MTDiscord <_devsh_> iGPU from 16 years ago
23:54 MTDiscord <_devsh_> Do you take donations?
23:54 MTDiscord <_devsh_> I'm sure I have nicer hardware someone could just send you
23:55 ireallyhateirc Mali-400 GPUs have reverse-engineered firmware https://docs.mesa3d.org/drivers/lima.html
23:55 specing I also use GMA 4500 XHD (or MHD?)
23:56 ireallyhateirc there are probably some more recent chips that use Panfrost, but I don't really track that: https://docs.mesa3d.org/drivers/panfrost.html
23:57 ireallyhateirc so it may make sense from software freedom perspective
23:57 MTDiscord <_devsh_> AFAIK all intel and AMD GPUs have open source drivers
23:57 MTDiscord <_devsh_> On Linux that is
23:58 ireallyhateirc drivers is one thing, firmware is another
23:58 MTDiscord <luatic> why do you expect open source firmware to begin with?
23:58 MTDiscord <_devsh_> I have no clue, at this point buy a FPGA and write a software rasterizer in verilog

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