Time Nick Message 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] 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 13:35 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 13:37 ireallyhateirc for example this fish model I made has only 668 vertices: https://files.catbox.moe/mq9jik.png 13:38 [MatrxMT] 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] 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] 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? 13:48 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] 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 17:27 MinetestBot 02[git] 04sfan5 -> 03luanti-org/luanti: Don't generate more node shaders than needed 136205e21 https://github.com/luanti-org/luanti/commit/6205e213c7a07e3088004930907fa25ae049aecd (152025-11-09T17:26:17Z) 17:27 MinetestBot 02[git] 04sfan5 -> 03luanti-org/luanti: Refactor shadow map material override 13fad3a0f https://github.com/luanti-org/luanti/commit/fad3a0fa6d2e66ac34820f1eb191d6a5076d5ddf (152025-11-09T17:26:17Z) 17:27 MinetestBot 02[git] 04sfan5 -> 03luanti-org/luanti: Introduce EMT_INVALID as safe placeholder 13c3790dd https://github.com/luanti-org/luanti/commit/c3790dd7afd0b3b23c803a6a95ca576b3ca02842 (152025-11-09T17:26:17Z) 17:27 MinetestBot 02[git] 04sfan5 -> 03luanti-org/luanti: Support array textures in shadow renderer (the lazy way) 13760b205 https://github.com/luanti-org/luanti/commit/760b20504f0574512f90e179f3ae763950a26d48 (152025-11-09T17:26:17Z)