| Time |
Nick |
Message |
| 00:43 |
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| 00:55 |
iqualfragile |
Fresh_meat_: minetest is more of a cpu and less of a gpu benchmark |
| 01:31 |
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ShadowNinja |
~tell sapier Your android build sends all chat twice. |
| 07:46 |
ShadowBot |
ShadowNinja: O.K. |
| 08:13 |
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| 08:42 |
RealBadAngel |
hi |
| 08:42 |
RealBadAngel |
ShadowNinja, have you tested shaders commit? |
| 08:43 |
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| 08:43 |
ShadowNinja |
RealBadAngel: Nope. And heading off to bed now. I might nor have a chance to until the weekend. |
| 08:45 |
RealBadAngel |
i do have next commit almost ready but for that i need previous part merged |
| 08:46 |
RealBadAngel |
i have rebuilt shader.cpp and prepared it for various kind of shaders, including postprocessing |
| 08:48 |
RealBadAngel |
you have saw the code i was interested in, i have mixed it with ours |
| 09:05 |
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| 10:49 |
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| 11:10 |
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| 11:14 |
RealBadAngel |
well, with modifications to mapblock_mesh.cpp and shader.cpp i think ive gained 15-20fps on my box |
| 11:15 |
RealBadAngel |
im hitting all the time 60fps, while a few weeks ago i was having 25fps |
| 11:15 |
RealBadAngel |
and this is with all the shader effects enabled |
| 11:16 |
RealBadAngel |
and 256x textures ofc |
| 11:24 |
celeron55 |
what kind of modifications |
| 11:25 |
RealBadAngel |
shaders are no longer created in mesh collector, theyre prepared on startup |
| 11:26 |
RealBadAngel |
each material can have own shader |
| 11:26 |
RealBadAngel |
it is possible now to send variables to shaders per node |
| 11:27 |
RealBadAngel |
before shaders were instantly rebuild or fetched from cache |
| 11:27 |
celeron55 |
so it works now closer to the speed of when no shaders are used |
| 11:27 |
RealBadAngel |
its significantly faster |
| 11:27 |
celeron55 |
well that depends on the GPU |
| 11:28 |
RealBadAngel |
ofc, but i havent changed my gpu for 2 yrs |
| 11:28 |
RealBadAngel |
and got double fps now |
| 11:29 |
celeron55 |
if you can ever make anything that uses shaders that runs faster on my old laptop (950GM) or my desktop computer (i3 integrated), you're... ehm, getting false results |
| 11:29 |
celeron55 |
but i guess on more high-end things that might be true |
| 11:30 |
RealBadAngel |
i cannot make everything faster but i can move some things from runtime to startup |
| 11:30 |
celeron55 |
in my book 2 years is very new |
| 11:30 |
RealBadAngel |
take a closer look at meshcollector, there are lotsa things that should be done just once |
| 11:31 |
RealBadAngel |
not on every refresh |
| 11:31 |
celeron55 |
why are you trying to re-explain what you already said |
| 11:31 |
celeron55 |
you always do this |
| 11:31 |
RealBadAngel |
uh, ok ;) |
| 11:31 |
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| 11:32 |
RealBadAngel |
btw, with those changes ive managed to return to single shader for terrain |
| 11:32 |
celeron55 |
how many were there before? |
| 11:32 |
RealBadAngel |
5 |
| 11:32 |
RealBadAngel |
mostly copy pasted |
| 11:33 |
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| 11:34 |
RealBadAngel |
now i can have more shaders but just one for nodes, another for sky, water surface etc |
| 11:36 |
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| 17:35 |
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| 17:36 |
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| 17:49 |
tomasbrod |
The windows client lags a lot on my machine even if renderdistance=5, while other 3D openGL games are OK. |
| 17:49 |
tomasbrod |
I will try to diagnise it. |
| 18:02 |
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| 18:16 |
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| 18:28 |
VanessaE |
tomasbrod: lag != low fps |
| 18:28 |
VanessaE |
please do not mix the two up. |
| 18:31 |
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| 18:32 |
proller |
mt have both |
| 18:40 |
VanessaE |
it can, yes |
| 18:40 |
VanessaE |
but the two are not the same and happen independently of one another |
| 18:40 |
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| 18:40 |
VanessaE |
especially if the server and client are running a separate processes |
| 18:42 |
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| 18:44 |
celeron55 |
tomasbrod: what GPU |
| 18:44 |
celeron55 |
you're likely hitting the choppines caused on some GPUs by the dynamic loading of new meshes |
| 18:44 |
celeron55 |
in minecraft it's even more visible |
| 18:46 |
celeron55 |
we're quite limited in what we can do to counter it when doing stuff with irrlicht |
| 18:48 |
celeron55 |
(without irrlicht there might be some kind of options using more advanced opengl) |
| 18:49 |
celeron55 |
actually, i'm not 100% sure it's that |
| 18:49 |
celeron55 |
it hasn't been throughly diagnosed and could be due to something else, or could be due to a number of different things |
| 18:56 |
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| 19:09 |
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| 21:19 |
tomasbrod |
Sorry for no answer. I was bussy and forgot to logout. |
| 21:19 |
tomasbrod |
By the lagging I mean low fps when turning around. |
| 21:19 |
tomasbrod |
When moving camera slowly, fps is high even on view range 40, but if I turn around spf (secon per frame) is about 5. |
| 21:19 |
tomasbrod |
I will post more details tomorrow. |
| 21:21 |
proller |
because draw list rebuild |
| 21:22 |
tomasbrod |
Yes. |
| 21:23 |
tomasbrod |
Next thing. If I the window looses focus while joining game, the game freezes and when I kill the process then system hangs and beeps. |
| 21:24 |
tomasbrod |
No problems on older versions (i have to test which), however. |
| 21:30 |
VanessaE |
system hang+beep is your OS being busted,. |
| 21:30 |
VanessaE |
the window losing focus and crashing the game is a known bug though |
| 21:31 |
VanessaE |
(but that it causes an OS crash is your OS's fault) |
| 21:31 |
VanessaE |
the FPS sagging while you turn around is a known issue also. one way to help it is to lower your maximum view distance to something like 60 to 80, something that'll always be sure to render at a reasonable speed |
| 21:33 |
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| 21:34 |
tomasbrod |
Thnks |
| 21:35 |
tomasbrod |
However, I do not seek help. I just letting you know :) |
| 21:35 |
tomasbrod |
am |
| 21:35 |
proller |
also you can get stable 60 fps with 0 view distance! |
| 21:36 |
proller |
i like play with 1000 |
| 21:38 |
tomasbrod |
proller: 60? There is a fps limit? Oh, I see something in config. |
| 21:49 |
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| 23:03 |
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| 23:04 |
Fresh_meat_ |
sfan5 : sorry, I didn't have anytime to look at the patch you made, I hope I can do it tomorrow, anyway, I sent your work to Michael (the guy behind the phoronix test suite) |
| 23:08 |
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