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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 |
| 13:34 |
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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 |
| 13:36 |
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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? |
| 13:47 |
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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 |
| 15:28 |
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| 17:10 |
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| 17:12 |
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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) |
| 18:42 |
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