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Message |
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04:00 |
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04:54 |
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05:45 |
MTDiscord |
<bastrabun> What's the license on this picture? I'd like to add it to our ingame exhibition |
08:14 |
sfan5 |
I'm not sure if the licenses of the original textures matter, but if you want my permission then: here you go, it's WTFPL |
10:17 |
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11:27 |
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12:21 |
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13:25 |
cheapie |
sfan5: I mentioned this on the PR, but FWIW I did more testing with #16574 and I'm seeing performance increases of quite possibly 10x or higher in some cases, not just 3x |
13:25 |
ShadowBot |
https://github.com/luanti-org/luanti/issues/16574 -- [no squash] Introduce array textures for node rendering by sfan5 |
13:25 |
cheapie |
The area in that screenshot is Central City, which tends to be even slower than Dannenport (current spawn) |
13:54 |
cheapie |
[08:51:15] <VanessaE> a view like that would be 5fps tops on my old R9 280X |
13:54 |
cheapie |
[08:51:58] <VanessaE> wow, 60 fps now?! |
14:02 |
[MatrxMT] |
<localhost> 60 fps? |
14:03 |
repetitivestrain |
it goes with reducing drawcall count, i suppose |
14:05 |
repetitivestrain |
a few weeks ago i was attempting to implement a webgl mapserver with LODs and the bottleneck was the number of drawcalls (~500-1000 per frame), which i ``mitigated'' by disabling transparency sorting and translucency in general and crudely merging LOD meshes |
14:06 |
repetitivestrain |
but i noticed that even with a finite viewing range and only the maximum level of detail, the atlasing i implemented reduced the number of drawcalls issued per frame to 1/5th or 1/6th of those issued by luanti in roughly identical scenes |
14:07 |
repetitivestrain |
alas, webgl 1 didn't appear to support texture arrays so i never did explore those |
16:12 |
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18:54 |
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18:54 |
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Topic for #luanti-dev is now Luanti (fka Minetest) core development and maintenance. Chit chat goes to #luanti. https://dev.luanti.org/ https://irc.luanti.org/ https://github.com/luanti-org |
22:32 |
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