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IRC log for #luanti, 2025-11-09

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All times shown according to UTC.

Time Nick Message
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13:17 sfan5 VE-C: 4 office chairs - https://0x0.st/K9vW.png - >8000 vertices
13:19 sfan5 5 of these pumps? - https://0x0.st/K9vv.png - >53000 vertices
13:20 sfan5 checking the VE-C spawn area in renderdoc is like that one game where the toothbrush was ruining performance
13:20 [MatrxMT] <Blockhead256> yandere sim - only the highest quality
13:33 ireallyhateirc sfan5, 8K vertices? by looking at the wireframe it looks like max 2K
13:33 ireallyhateirc check for duplicated topology
13:34 ireallyhateirc also don't remind me about the pumps as I promised to redo them to low-poly and hasn't delivered yet
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13:35 sfan5 don't ask me where those vertices are. I am just reproducing the number renderdoc gave me
13:35 sfan5 you could probably run the pumps through meshoptimizer and get a decent result
13:36 ireallyhateirc sfan5, usually people who can't into Blender leave duplicated topology - e.g. the model or it's parts copied several times and overlapping
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13:37 ireallyhateirc for example this fish model I made has only 668 vertices: https://files.catbox.moe/mq9jik.png
13:38 [MatrxMT] <Blockhead256> sometimes there's two sides to a lot of faces to make sure backface culling doesn't get them
13:38 sfan5 that would be stupid because you can disable backface culling
13:39 [MatrxMT] <Blockhead256> there's always someone who knows "faces don't have backs if I don't duplicate it in Blender" but not "you can disable backface culling in Luanti"
13:39 ireallyhateirc sfan5, give me a link to the chair models, I want to check why they're so fat
13:39 [MatrxMT] <Blockhead256> anyway on some objects like trains it's not done for no reason but so the interior and exterior have different textures
13:42 sfan5 ireallyhateirc: homedecor:office_chair_basic
13:44 ireallyhateirc hmmm what, the basic one has just 300 vertices
13:45 ireallyhateirc the upscaled one has 600 vertices
13:46 ireallyhateirc sfan5, that would be 1200 verts for 4 basic chairs and 2400 for 4 PREMIUM chairs
13:46 ireallyhateirc where did you get 8000K from?
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13:48 sfan5 from the drawcall
13:49 sfan5 like so https://0x0.st/K9v6.png
13:49 sfan5 !c 12767/8
13:49 MinetestBot 1595.875
13:49 sfan5 maybe I misread it the first time
13:49 sfan5 dunno
13:49 ireallyhateirc how is that different from statistics I get in Blender?
13:50 sfan5 idk
13:50 ireallyhateirc 8000K would mean the chair became the main character of the anime
13:50 sfan5 I said 8000
13:50 sfan5 not 8000K
13:50 ireallyhateirc yeah, I added K by accident
13:50 ireallyhateirc 8M would be a scene from an AAA game
13:51 ireallyhateirc either way the chairs from homedecor have decent polycounts for what they are
13:52 ireallyhateirc the question is if they fit the artstyle of everything else in the game, probably not
13:52 sfan5 main reason I mentioned them because they made up like 100 pixels in the final scene (or where behind a wall? not sure)
13:52 sfan5 s/where/were/
13:52 [MatrxMT] <Blockhead256> an ÄÄÄ game
13:54 ireallyhateirc btw sice we are in the topic - IMO the default behavior for entity/meshnode LODs should be to autogenerate them (just like Godot does) with an option to ship custom LODs
13:54 ireallyhateirc I guess I'll leave this as a comment under the relevant issue
13:55 sfan5 #15172
13:55 ShadowBot https://github.com/luanti-org/luanti/issues/15172 -- Add LOD support for mesh drawtype nodes
13:55 ireallyhateirc because making LODs manually sounds like a waste of time and a big burden on modelers
13:55 ireallyhateirc and autogenerated LODs are probably good enough in 99% of cases
13:56 ireallyhateirc I imagine you'd want custom ones for stuff like characters or especially important items
13:57 sfan5 I was going to propose more control than just swapping the mesh. for example turning the texture opaque at a certain distance
13:57 sfan5 or controllign that it shouldn't get rendered at all
13:57 ireallyhateirc yeah sounds all good
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17:27 MinetestBot [git] sfan5 -> luanti-org/luanti: Don't generate more node shaders than needed 6205e21 https://github.com/luanti-org/luanti/commit/6205e213c7a07e3088004930907fa25ae049aecd (2025-11-09T17:26:17Z)
17:27 MinetestBot [git] sfan5 -> luanti-org/luanti: Refactor shadow map material override fad3a0f https://github.com/luanti-org/luanti/commit/fad3a0fa6d2e66ac34820f1eb191d6a5076d5ddf (2025-11-09T17:26:17Z)
17:27 MinetestBot [git] sfan5 -> luanti-org/luanti: Introduce EMT_INVALID as safe placeholder c3790dd https://github.com/luanti-org/luanti/commit/c3790dd7afd0b3b23c803a6a95ca576b3ca02842 (2025-11-09T17:26:17Z)
17:27 MinetestBot [git] sfan5 -> luanti-org/luanti: Support array textures in shadow renderer (the lazy way) 760b205 https://github.com/luanti-org/luanti/commit/760b20504f0574512f90e179f3ae763950a26d48 (2025-11-09T17:26:17Z)
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