| Time |
Nick |
Message |
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| 06:23 |
Zeno` |
OK, I'm going to bisect this performance issue... somehow |
| 06:23 |
Zeno` |
in the hopes we can push 0.4.12 out the door |
| 06:26 |
est31 |
Zeno`: which one? |
| 06:26 |
Zeno` |
est31, there are several. The "multi-second delay" in singleplayer seems to be the main one (the others are probably related... fingers crossed) |
| 06:27 |
est31 |
k |
| 06:27 |
Zeno` |
Did you have another in mind? |
| 06:28 |
est31 |
there is #2210 |
| 06:28 |
ShadowBot |
https://github.com/minetest/minetest/issues/2210 -- getCraftRecipes implementation is very slow |
| 06:28 |
est31 |
thats no regression though |
| 06:28 |
Zeno` |
yeah, that was there in 0.4.11 though. |
| 06:28 |
Zeno` |
yep |
| 06:28 |
est31 |
so for after the release then |
| 06:30 |
hmmmm |
Zeno`: try changing the NoDataException thrown by Connection::Receive() to a return value |
| 06:33 |
Zeno` |
hmmmm, ok... noted. Right now I want to get some comparisons between 0.4.11 and HEAD though (because I've noticed that valgrind is much slower recently as well, although I don't know yet if this is a figment of my imagination). |
| 06:34 |
Zeno` |
hmmmm, did the NoDataException get added recently? |
| 06:37 |
hmmmm |
it actually hasn't |
| 06:37 |
hmmmm |
i just noticed it sucking up 25% of wayward's serverthread time |
| 06:37 |
hmmmm |
and another 38% was being sucked up by servicing ABMs |
| 06:38 |
hmmmm |
btw I have optimizing ABM cals on my todo list |
| 06:38 |
Zeno` |
ok |
| 06:38 |
hmmmm |
lol this is funny |
| 06:38 |
hmmmm |
i spend my entire day doing nothing but coding |
| 06:39 |
Zeno` |
*shrug* |
| 06:39 |
Zeno` |
nothing else to do :) |
| 06:39 |
hmmmm |
except nothing else is getting done |
| 06:40 |
hmmmm |
if I wasn't so ADD i would probably be able to make a healthy balance between work coding and minetest coding |
| 06:40 |
hmmmm |
yea i'm doing my day job work at 1:40 AM :( |
| 06:40 |
Zeno` |
hire a housemaid? :3 |
| 06:41 |
Zeno` |
she can do other stuff like make sure you bathe etc as well |
| 06:41 |
hmmmm |
haha |
| 06:41 |
hmmmm |
I have a gf who takes care of that sort of stuff (mostly) |
| 06:42 |
Zeno` |
lol. "hmmmm, c'mon get outa bed and have a shower! you haven't bathed in 6 weeks now" |
| 06:42 |
hmmmm |
more like 3 days |
| 06:43 |
hmmmm |
ironically i blow away a lot of time i'd otherwise have to make elaborate dinners for us |
| 06:47 |
Zeno` |
I shudder to think of a situation where that is "ironic" |
| 06:48 |
|
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| 06:50 |
Zeno` |
ok, I've narrowed the performance regression down to somewhere between HEAD and 3f83ca29d |
| 06:51 |
Zeno` |
and it's real |
| 06:51 |
Zeno` |
and huge |
| 06:52 |
est31 |
o_O |
| 06:52 |
hmmmm |
just curious how are you testing this |
| 06:52 |
Zeno` |
the most professional way possible |
| 06:53 |
Zeno` |
checkout, compile, run under valgrind, and eyeball it... lol |
| 06:53 |
hmmmm |
i'm so paranoid that this was caused by me |
| 06:53 |
Zeno` |
(looking a dtime) |
| 06:55 |
Zeno` |
see... very professional methodology |
| 06:55 |
Zeno` |
failsafe :3 |
| 07:00 |
Zeno` |
HEAD is (very roughly) half the speed of 0.4.11 |
| 07:01 |
Zeno` |
this is going to be a long afternoon |
| 07:01 |
hmmmm |
presumably you did the next bisection step... so? |
| 07:01 |
hmmmm |
I'm eager to hear this =] |
| 07:01 |
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| 07:01 |
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| 07:01 |
Zeno` |
nah, I just wanted to make sure my environment is exactly the same between runs first |
| 07:02 |
Zeno` |
dummy database, same location, same time of day, etc, etc, etc |
| 07:02 |
Zeno` |
then confirm there is a difference (there is) |
| 07:02 |
Zeno` |
and now I'll start the tedious bit |
| 07:03 |
Zeno` |
not that those previous steps were not tedious as well :D |
| 07:10 |
hmmmm |
ugh templates are the worst |
| 07:10 |
hmmmm |
i don't think i've ever seen a worse approach to generics |
| 07:11 |
hmmmm |
i feel completely dirty using them |
| 07:13 |
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| 07:14 |
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| 07:20 |
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| 07:25 |
Zeno` |
I just realised something. I hope I did my first step of the bisect correctly lol |
| 07:26 |
Zeno` |
maybe I should start again now while I'm not too far into it |
| 07:34 |
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| 07:35 |
Zeno` |
*@$(82$*) |
| 07:35 |
Zeno` |
I might have to start again: 7ad17a25f4dfc81427df54d5c855b40b4472d517 is the first bad commit |
| 07:35 |
Zeno` |
:( |
| 07:36 |
hmmmm |
how'd you mess it up? |
| 07:36 |
|
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| 07:36 |
Zeno` |
I think I forgot to call callgrind_control -i on on my first step. Modifying my script |
| 07:37 |
Zeno` |
Modifying my script now* |
| 07:37 |
Zeno` |
but that commit has a dtime of 100 or so |
| 07:38 |
Zeno` |
and 0.4.11 has dtimes of 35 or so |
| 07:38 |
Zeno` |
so it's probably narrowed down a bit. I'll do it again from scratch though |
| 07:39 |
hmmmm |
:)! keep up the good work |
| 07:40 |
hmmmm |
templates are a steaming pile of shit. i honestly do not care what the C++ fanboys tell me. this is horrible. I get cleaner code by removing the templates entirely |
| 07:40 |
est31 |
did a bisect of openal last weekend, due to a crash I encountered with MT. some commits had build errors. |
| 07:40 |
hmmmm |
it's all this extra stuff that gets added and then the language tells me that I need to start writing things in a very specific manner |
| 07:40 |
est31 |
then I found out that these errors came from examples |
| 07:40 |
est31 |
but only after my 3rd failed try |
| 07:41 |
nrzkt |
hmmmm, if templates are misused yes, but when template replaced 20 common functions it's useful. |
| 07:44 |
Zeno` |
is there are way to compile all the commits between known good and bad automatically so I can go away and sleep for a while until that's done and then just do the bisect on each compiled target nice and quick when I wake up? (only half joking) |
| 07:45 |
hmmmm |
scripts? |
| 07:45 |
Zeno` |
I might write one |
| 07:45 |
Zeno` |
seems like the sort of thing I'd liek |
| 07:45 |
Zeno` |
heh |
| 07:45 |
est31 |
Zeno`: you can set up a bisect script |
| 07:45 |
hmmmm |
unless your processor is really crap that won't help much since it'd take just as long to write it |
| 07:45 |
est31 |
it only needs a return value in a specified way |
| 07:46 |
hmmmm |
builds take around 57 seconds for me |
| 07:46 |
Zeno` |
est31, I mean so I have, say, 90 pre-compiled executables |
| 07:46 |
est31 |
but most times the thing that hmmmmapplies |
| 07:46 |
est31 |
there were only 90 commits? |
| 07:46 |
Zeno` |
hmmmm, yeah they take about that for me I guess as well... towards the end of the bisects it's much faster |
| 07:46 |
hmmmm |
lol. if you're doing a bisect you should only need more like 7 compiles |
| 07:46 |
Zeno` |
90 was just a number plucked out of the air |
| 07:47 |
Zeno` |
90 commits doesn't take any longer than 7 usually |
| 07:47 |
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| 07:47 |
Zeno` |
oh.. compiles, yes |
| 07:47 |
* Zeno` |
shuts up so he doesn't stuff this up a second time |
| 07:50 |
|
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| 07:51 |
Zeno` |
hmmmm, my point was if I had executables of all 90 commits I wouldn't have to sit here distracting myself between builds |
| 07:51 |
Zeno` |
57 seconds is enough for me to get distracted |
| 07:52 |
est31 |
yea |
| 07:52 |
est31 |
know this:) |
| 07:52 |
Zeno` |
I could just do it(R)(TM)(C) |
| 07:52 |
est31 |
? |
| 07:52 |
est31 |
I see youre building right now |
| 07:52 |
Zeno` |
yes |
| 08:13 |
twoelk |
wouldn't a maybe semipublic repository of builds be usefull? |
| 08:15 |
hmmmm |
btw Zeno` did you have any comments on https://github.com/minetest/minetest/commit/0118c111e8f12602b03cee8deb4c86f9b9e28cf3 |
| 08:15 |
hmmmm |
oh nevermind that was sapier |
| 08:19 |
Zeno` |
This is insane |
| 08:21 |
Zeno` |
how can HEAD be twice as slow as 0.4.11 (and I can repeat this consistently) and none of the intermediate builds show much of a difference at all? There is no sudden jump at least |
| 08:22 |
Zeno` |
geez |
| 08:22 |
hmmmm |
erm |
| 08:22 |
hmmmm |
i guess the problem is quite recent? |
| 08:22 |
nrzkt |
compilation options ? |
| 08:22 |
Zeno` |
nah, compilation options are the same |
| 08:23 |
Zeno` |
I guess there could be more than one commit that's the problem |
| 08:23 |
Zeno` |
and that's what's confusing my bisect results |
| 08:27 |
Zeno` |
I guess I'll do it the hard way then :( |
| 08:28 |
Zeno` |
first time bisect has let me down. We should abandon git. (haha j/k) |
| 08:31 |
hmmmm |
maybe your testing methodology sux |
| 08:32 |
Krock |
Zeno`, build fails exist |
| 08:33 |
Zeno` |
hmmmm, it does to a certain extent. I need to rule out more variables |
| 08:33 |
Zeno` |
Krock ? |
| 08:34 |
Zeno` |
hmmmm, it's good for most things though. Trying to tighten it up some more now |
| 08:34 |
Krock |
when I had problems with compiling, it just required a build from scratch but I think you do that everytime |
| 08:34 |
hmmmm |
I suppose |
| 08:34 |
hmmmm |
there must be a reason for this, it's only logic |
| 08:34 |
Zeno` |
hmmmm, of course |
| 08:35 |
Zeno` |
hmmmm, I am just wondering if it's two commits that are causing the issue. I'll eliminate all other variables (that I can) before exploring that hypothesis further though |
| 08:35 |
hmmmm |
oh you mean like it got temporarily fixed by an earlier commit and then got re-broken in a later one? |
| 08:35 |
hmmmm |
yeah.. |
| 08:36 |
twoelk |
I mean that building for bisecting does take up much time, so if all builds made for such a purpose where saved to a common archive, that could get more detailed over time. I guess the only problem would be to have a standardised enviroZeno`: related to this ? https://forum.minetest.net/viewtopic.php?p=169313 |
| 08:37 |
twoelk |
gah that text was deleted, sorry was in cache |
| 08:37 |
twoelk |
only wanted to send the link |
| 08:38 |
* twoelk |
runs and hides |
| 08:38 |
hmmmm |
fwiw I gave bisecting the problem a half-assed attempt |
| 08:38 |
hmmmm |
I quit after like 3 builds though |
| 08:39 |
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| 08:41 |
twoelk |
btw, are the irc logs down? |
| 08:42 |
est31 |
?? |
| 08:43 |
est31 |
http://irc.minetest.ru/minetest-dev/2015-02-03#i_4140666 |
| 08:43 |
Zeno` |
Once I eliminate every single variable I can think of (and I'm struggling to think of any more) I'll probably do some quick "hand bisecting" targeting commits that look like they could be potential offenders... not a very good way of doing things but maybe I can narrow it/them down a bit more at least. I'm kind of annoyed that performance is (apparently) back to where it was before all the crap I went through pre 0.4.11 though heh |
| 08:43 |
Zeno` |
Note also that I profile using minimal_game, so... |
| 08:43 |
hmmmm |
could it be the liquid transform 'fixes'? |
| 08:43 |
Zeno` |
how minetest_game performs I have not idea |
| 08:44 |
hmmmm |
that honestly looks like the only commits that could have such an effect |
| 08:44 |
Zeno` |
which fixes to liquid transform? |
| 08:44 |
* Zeno` |
looks |
| 08:44 |
hmmmm |
the ones gregorycu was doing |
| 08:44 |
hmmmm |
again... they only LOOK like they could have such an effect |
| 08:44 |
Zeno` |
yeah "potential" |
| 08:44 |
hmmmm |
relative to all the other things |
| 08:45 |
Zeno` |
oh those commits |
| 08:45 |
Zeno` |
yeah, they're in my list of candidates |
| 08:45 |
Zeno` |
so are some of mine |
| 08:45 |
Zeno` |
and some of yours :p |
| 08:45 |
|
Krock joined #minetest-dev |
| 08:46 |
hmmmm |
I know but we're really grasping at straws |
| 08:46 |
Zeno` |
I'll be happy if it's just narrowed down a bit more |
| 08:46 |
hmmmm |
which commits of mine? |
| 08:46 |
Zeno` |
I agree we're grasping at straws... but I'm running out of ideas :) |
| 08:47 |
Zeno` |
oh they're not yours... I apologise |
| 08:48 |
Krock |
How can I reduce the data amount which is sent by the server? I've set max_packets_per_iteration = 40 and dedicated_server_step = 0.3 but my wireless network still crashes after some minutes playing on a local server |
| 08:48 |
|
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| 08:48 |
Krock |
Funny thing is, there are no heavy mods activated |
| 08:48 |
Zeno` |
I just noticed that in both of my failed bisects that something completely unrelated (I would have thought) caused slight slow downs. I attributed these as anomalies and re-ran the test before marking them as good |
| 08:49 |
Zeno` |
(stuff related to gui and font scaling) |
| 08:49 |
|
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| 08:50 |
Zeno` |
Doing "statistical averaging" and significance by watching d_time is not exactly reliable (hheh) which is why I erred on the side of caution when marking things good/bad |
| 08:51 |
hmmmm |
so do you actually feel the difference in performance between good and bad commits? |
| 08:51 |
Zeno` |
yeah I can see it |
| 08:52 |
Zeno` |
as in "jerkiness" |
| 08:52 |
hmmmm |
personally, I can't |
| 08:52 |
Zeno` |
I can't in a normal build |
| 08:52 |
Zeno` |
but running under valgrind it's obvious |
| 08:52 |
hmmmm |
it's like minetest has always been 'jerky' for me probably because of some odd interaction between my OS and drivers |
| 08:52 |
hmmmm |
more like my drivers |
| 08:52 |
hmmmm |
freaking nvidia |
| 08:52 |
Zeno` |
I use nvidia |
| 08:53 |
Zeno` |
under valgrind for 0.4.11 and can almost play the game |
| 08:53 |
Zeno` |
maybe 10 fps |
| 08:53 |
Zeno` |
HEAD is about 2-3 fps |
| 08:53 |
Zeno` |
s/and can/I can |
| 08:53 |
Zeno` |
I noticed this first about a week ago but kind of thought I was imagining it for some reason |
| 08:54 |
Zeno` |
but I'm not. I've tested that about 8 times today |
| 08:54 |
hmmmm |
i have to run it under valgrind |
| 08:54 |
hmmmm |
even with -O0 it's too fast for me to see the effects |
| 08:54 |
Zeno` |
I have to as well otherwise I just get 60FPS heh |
| 08:54 |
Zeno` |
same |
| 08:54 |
Zeno` |
which is why I'm using valgrind... to slow it down in (what I hope is) a kind of consistent way |
| 08:54 |
Zeno` |
adding a sleep won't work |
| 08:54 |
hmmmm |
problem is I get incorrect path_user when I run under valgrind |
| 08:54 |
Zeno` |
(obviously) |
| 08:55 |
hmmmm |
I added that freebsd code too :( |
| 08:55 |
Zeno` |
wonder why |
| 08:55 |
hmmmm |
how does Valgrind lie to the application about its executable path? |
| 08:55 |
Zeno` |
can I PM? |
| 08:55 |
hmmmm |
sure |
| 08:58 |
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| 09:00 |
twoelk |
Zeno`: In the link I messed up sending, TenPlus1 says turning the hud on and off with F1 makes a great difference fps-wise |
| 09:01 |
Zeno` |
twoelk, I saw that |
| 09:01 |
Zeno` |
and it makes .... |
| 09:02 |
Zeno` |
<Zeno`> I just noticed that in both of my failed bisects that something completely unrelated (I would have thought) caused slight slow downs. I attributed these as anomalies and re-ran the test before marking them as good |
| 09:02 |
Zeno` |
more plausible ;) |
| 09:02 |
Zeno` |
because both of the commits I noticed affect the HUD |
| 09:02 |
Zeno` |
bbiab |
| 09:03 |
Zeno` |
I'll ask 10+1 for some more info later, most likely |
| 09:03 |
kilbith |
can't reproduce that issue |
| 09:10 |
Zeno` |
neither can I, so maybe just a coincidence but I'm trying to keep an open mind atm |
| 09:10 |
Zeno` |
because I'm running out of ideas :) |
| 09:11 |
kilbith |
some people are full of weird issues |
| 09:11 |
kilbith |
murphy's law or so |
| 09:11 |
Zeno` |
I have the performance issue... just that hud or hud seems to make no difference for me |
| 09:11 |
kilbith |
ditto |
| 09:11 |
Zeno` |
I don't think.. It might, I have to add more to my tests |
| 09:12 |
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| 09:12 |
kilbith |
F1 on/off is strictly FPS constant |
| 09:13 |
Zeno` |
it does add about 30ms to d_time |
| 09:13 |
Zeno` |
wouldn't think that'd make a difference, but maybe it does in some configs |
| 09:14 |
Zeno` |
you're not going to see 30ms make a difference under normal circumstances though, of course ;) |
| 09:15 |
kilbith |
it'd be not negligable in a FPS game... not here |
| 09:18 |
rubenwardy |
Would be hilarious to see average FPS against commit number. |
| 09:18 |
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| 09:33 |
Zeno` |
kilbith, I mean you would not normally notice it, not that it's negligible ;) |
| 09:34 |
Zeno` |
rubenwardy, profile 0.4.10 and 0.4.11 :D |
| 09:35 |
Zeno` |
kilbith, you know me better than that :p |
| 09:35 |
Zeno` |
I didn't increase avg fps from 20 to 60 just for the heck of it heh |
| 09:36 |
Zeno` |
anyway, test environment is as "clean" as I can get it now |
| 09:36 |
Zeno` |
trying to bisect again |
| 09:36 |
kilbith |
i was not implying that you thought it was negligible |
| 09:37 |
kilbith |
just said that 30ms of diff. is derisory on a voxel game |
| 09:38 |
Zeno` |
you are, of course, 110% correct :D |
| 09:38 |
Zeno` |
I just realised there may be an easier way to track this down |
| 09:38 |
kilbith |
and that'd make sense only on furious FPS game |
| 09:38 |
Zeno` |
30ms is a HUGE amount of time btw |
| 09:40 |
Zeno` |
dunno why I didn't think of this alternative way before instead of wasting time bisecting |
| 09:40 |
rubenwardy |
Running at 60fps would give 17ms, so 30 is a lot. |
| 09:40 |
Zeno` |
rubenwardy, yep |
| 09:42 |
Zeno` |
but this 30ms is in, hmmm, "altered conditions" (so I can actually see things happening). Under "real" it's a 25% slowdown on a function that's very fast to begin with, but 25% is 25% |
| 09:42 |
Zeno` |
not 25% overall slowdown |
| 09:42 |
Zeno` |
although it could be... it's complex :( |
| 09:43 |
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| 09:43 |
Zeno` |
whatever the case it's not acceptable or desirable |
| 09:45 |
Zeno` |
this also could be a side-effect of things being faster in general |
| 09:45 |
Zeno` |
which was the source of another hard to find "bug" |
| 09:45 |
rubenwardy |
Slow downs because it is faster? O_o |
| 09:46 |
Zeno` |
rubenwardy, in the other case it was a mem-leak that really never showed up until things were faster |
| 09:46 |
Zeno` |
but yeah... that "auto ranging thing".... |
| 09:47 |
rubenwardy |
Well, good luck. |
| 09:47 |
Zeno` |
maybe it's misbehaving now |
| 09:47 |
Zeno` |
I think we'll need it because atm this is causing people to tear their hear out :D |
| 09:47 |
Zeno` |
hair |
| 09:47 |
rubenwardy |
If Minetest was an iceberg, I've barely even got a milimetre into it from the top, let alone underneath the water. |
| 09:50 |
Zeno` |
when I disallow the game changing v_range with it's ... not sure what to call it... auto optimise view range? ... things are a lot less different between 0.4.11 and head |
| 10:07 |
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| 10:15 |
twoelk |
maybe a fixed viewrange frees the engine of having to decide what to display. Like when it flickers between showing and not showing |
| 10:44 |
Zeno` |
well, it does... |
| 10:44 |
rubenwardy |
Solution: |
| 10:45 |
Zeno` |
I'm becoming more convinced that the "auto range" thing is the actual issue |
| 10:45 |
rubenwardy |
OPTIMISE!!! |
| 10:45 |
Zeno` |
but what "auto range" does is always increase the v_range until the game loop cannot cope and then slowly decreases until it can again |
| 10:45 |
Zeno` |
and then off it goes again |
| 10:46 |
rubenwardy |
Lol |
| 10:47 |
rubenwardy |
What would a better solution be? |
| 10:51 |
Zeno` |
I'm not really sure |
| 11:15 |
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| 11:29 |
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| 12:05 |
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| 12:05 |
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| 12:08 |
gregorycu |
Is it just me, or are there a lot of new bugs out of nowhere |
| 12:17 |
gregorycu |
http://irc.minetest.ru/minetest-dev/2014-12-22#i_4073950 |
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| 13:06 |
Zeno` |
this is quite mind boggling |
| 13:09 |
celeron55 |
the range adjuster is intentionally as responsive as possible; it was causing problems when it was too unresponsive |
| 13:10 |
celeron55 |
i guess it could be tuned to be not that responsive now that we have the mesh loading slowness problem; altough it's only a problem with dedicated GPUs |
| 13:13 |
celeron55 |
someone with the issue could see whether it's best solved by tweaking min_time_per_range or the wanted_range_change dampening multiplier in camera.cpp |
| 13:14 |
Zeno` |
no, no |
| 13:14 |
Zeno` |
it's not that at all |
| 13:14 |
celeron55 |
altough now that i think of it, both of those are actually unsuitable |
| 13:15 |
celeron55 |
there should be a measurement window of a couple of frames from which always the fastest frame is taken |
| 13:15 |
Zeno` |
yeah, that needs tweaking and stuff but this is not the source of the performance regression |
| 13:15 |
Zeno` |
and I need to compile and test for a 5th time to make sure I'm not imagining things |
| 13:15 |
Zeno` |
because the issue is quite... crazy |
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| 13:15 |
celeron55 |
the issue with the range adjuster is that it always masks issues for people new to minetest |
| 13:16 |
celeron55 |
and then they waste time thinking about it instead of their real problem |
| 13:19 |
Zeno` |
well, the only reason I brought it up was because... I can't remember why I brought it up |
| 13:19 |
Zeno` |
but it's not the issue |
| 13:23 |
Zeno` |
ok, I am certain of the commit |
| 13:24 |
Zeno` |
I've checked it 4 times now |
| 13:24 |
Zeno` |
I even reverted it on top of HEAD instead of checking it out to be quadruple sure |
| 13:24 |
Zeno` |
https://github.com/minetest/minetest/commit/38bd9e93a252cb2dd5ace6b0132514edff38b504 |
| 13:24 |
Zeno` |
but... |
| 13:25 |
Zeno` |
why? |
| 13:25 |
Zeno` |
it *seems* to be related to src/clientmap.cpp line 193 being commented out |
| 13:26 |
Zeno` |
I wonder if that being in a lock even if it's unused changes something |
| 13:26 |
Zeno` |
I'm truly at a loss :( |
| 13:26 |
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| 13:27 |
Zeno` |
that commit, for a reason that I cannot work out, adds 11% work to the update/draw/render loop |
| 13:27 |
Zeno` |
(for the client) |
| 13:32 |
SudoAptGetPlay |
Quick question : can we still register new nodes after all mods are loaded ? |
| 13:33 |
SudoAptGetPlay |
nvm I will try a different approach |
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| 13:40 |
Zeno` |
https://www.dropbox.com/s/5wj5xqbvnm52stw/perf_reg.tar.gz?dl=0 |
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| 13:41 |
* Zeno` |
panics |
| 13:43 |
Zeno` |
8 hours of bisecting, checking valgrind logs, stablising my test env, reverting, checking, double checking, and I end up with a commit that's the cause and I cannot understand why |
| 13:43 |
Zeno` |
this is is tragedy |
| 13:43 |
* Zeno` |
might need to have a shower or something else just as drastic |
| 13:43 |
nrzkt |
bisect the commit himself ? |
| 13:43 |
nrzkt |
itself* |
| 13:45 |
Zeno` |
my head hurts. /me wanders off in search of a painkiller |
| 13:47 |
Zeno` |
HUD is not being drawn twice is it? |
| 13:48 |
Zeno` |
hmm, no |
| 13:49 |
Zeno` |
anyway, look at the profiles... the only apparently relevant file (for this) is clientmap.cpp |
| 13:50 |
Zeno` |
and sfa has changed :/ |
| 13:50 |
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| 14:16 |
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| 14:16 |
alket |
hi |
| 14:16 |
alket |
can anyone help me setup a minetest server ? , I will give you ssh access |
| 14:16 |
alket |
I already installed 0.4.10 through PPA |
| 14:16 |
kilbith |
all the documentation on wiki / forum already |
| 14:17 |
SudoAptGetPlay |
4.10 is quite outdated |
| 14:17 |
alket |
yes but it doesnt work for me |
| 14:17 |
kilbith |
ask on #minetest please |
| 14:30 |
Zeno` |
Wayward_One, can you do a test for me? |
| 14:31 |
Zeno` |
Wayward_One, can you compile this https://github.com/Zeno-/minetest/commit/02d7efefdb852b256fb2a349b95b629df03f9a49 and see if it affects your performance issues? |
| 14:31 |
Wayward_One |
sure, one sec, finishing a callgrind session |
| 14:32 |
Zeno` |
you're ok with getting and applying the patch? |
| 14:32 |
Wayward_One |
yep :) |
| 14:32 |
Zeno` |
good, I can pass out then |
| 14:34 |
Wayward_One |
lol |
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| 17:46 |
Niebieski |
Hey guys, I want to contribute, is there something I can do ? |
| 17:49 |
sfan5 |
Niebieski: http://dev.minetest.net/How_to_start_contributing |
| 17:50 |
sfan5 |
that page is a little empty |
| 17:50 |
sfan5 |
so ask if you want to know more |
| 17:50 |
Niebieski |
Alright. |
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acerspyro |
You could develop that page ^.^ |
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Niebieski |
I've read the page, and decided to take a look at main.cpp and I can't understand most of things. |
| 18:45 |
Niebieski |
Like why we need many time getters. |
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| 18:59 |
est31 |
what are the blocking issues for 0.4.12 now. can I help |
| 19:00 |
luizrpgluiz |
0.4.12? That fast, which will be the new? |
| 19:02 |
rubenwardy |
The main blocker is drop in FPS. |
| 19:02 |
rubenwardy |
Probably due to the algorithm which adjusts the view range |
| 19:02 |
rubenwardy |
It's being worked lon |
| 19:02 |
est31 |
by Zeno |
| 19:03 |
rubenwardy |
Yes |
| 19:03 |
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| 19:04 |
VanessaE |
there are other bugs that really need to be fixed before 0.4.12 goes out, imho |
| 19:04 |
VanessaE |
anything that was a blocker for 0.4.10 or 0.4.11, but which got unmarked as such and was never fixed |
| 19:04 |
VanessaE |
and anything marked as "high priority" |
| 19:08 |
est31 |
luizrpgluiz: https://github.com/minetest/minetest/compare/3f83ca2...master |
| 19:08 |
est31 |
for a detailed list |
| 19:09 |
Calinou |
rubenwardy, we could try disabling range tuner entirely |
| 19:09 |
Calinou |
we could have a setting for this (detects min/max range, if they are equal, disable range tuner) |
| 19:09 |
Calinou |
to see if it causes FPS losses/drops |
| 19:09 |
Calinou |
VanessaE, there is a bug with wield item rendering on Windows, still present |
| 19:10 |
rubenwardy |
It is not a vital feature, although it is good. |
| 19:10 |
Calinou |
yeah, we could do without it, let users tweak view range in GUI instead |
| 19:10 |
Calinou |
the default would be 60 or so |
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luizrpgluiz |
will leave the faster engine? |
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est31 |
Tesseract: do you already have something I can rebase onto? |
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