| Time |
Nick |
Message |
| 00:11 |
|
bi0hazard joined #minetest-dev |
| 00:32 |
paradust |
Did it gradually become this way, or all of a sudden? |
| 00:33 |
paradust |
When looking up or down, the FPS goes back up to full. Decreasing the viewing range (using - key) also increases the FPS |
| 00:35 |
AliasStillTaken |
We do not have exact measurements. On the testserver, we tried to remove stuff to see if it gets better, but didn't come to a single conclusion |
| 00:36 |
paradust |
If your spawn area been getting more complex/expanding, this could be a general performance problem. Minetest's occlusion culling may not be working well enough for your case |
| 00:37 |
paradust |
I'll keep poking around and see if I can find anything specific, but it is looking more like there is just too much being rendered simultaneously. |
| 00:38 |
AliasStillTaken |
Teh interesting part is taht other cities seem to not have the same problem |
| 00:38 |
AliasStillTaken |
They're not less complex though |
| 00:45 |
AliasStillTaken |
The testingdl account is yours? |
| 00:45 |
paradust |
yea |
| 00:46 |
paradust |
it might be a specific feature... I'll see if I can break down the rendering time per block |
| 00:47 |
AliasStillTaken |
Is there any way I can help you? On the testserver we can remove mapblocks, copy them or whatever you deem necessary |
| 00:50 |
paradust |
Have to figure out what to remove first. I'm adding logging to the code, recompiling, and rejoining the server. |
| 00:50 |
paradust |
I might be able to narrow it down that way |
| 00:55 |
Sokomine |
that would be great. walking along the main road leads to the client freezing for a second or so - at least for me. things got worse over time but neither gradually nor was there any moment i could pinpoint when it went haywire |
| 00:59 |
AliasStillTaken |
Sokomine I need go go for a bit, if paradust joins the testserver, you can give him all privs necessry and show him around. You have all privs there, too |
| 01:18 |
fluxionary |
oh, the 1-2 second lag while running down the main road is due to the bazillion entities in the area loading all at once |
| 01:19 |
fluxionary |
and by bazillion, i mean 1485-ish |
| 01:21 |
fluxionary |
i'm not even sure the issue is even trying to render them in 3d; it's just trying to *initialize* them all |
| 01:26 |
MTDiscord |
<Jonathon> do some of them have terrible on_activate functions? |
| 01:26 |
fluxionary |
it's mostly signs and smartshops |
| 01:27 |
fluxionary |
i think signs have to re-initialize the sign text image every time they load? |
| 01:27 |
fluxionary |
minetest could really do w/ some actual font support.. but i'm not volunteering to implement that |
| 01:34 |
paradust |
Here's the time spent rendering each block: |
| 01:34 |
paradust |
https://minetest.dustlabs.io/blocktimes.txt |
| 01:35 |
paradust |
unfortunately the tall glass building seems to be taking up most of the time |
| 01:36 |
paradust |
two buildings down there's a house with maps. I'm not sure why, but that also seems to be taking a lot of time |
| 01:43 |
fluxionary |
the pet shop, with a lot of signs with *tons* of text, seems to be #1? |
| 01:43 |
ShadowBot |
https://github.com/minetest/minetest/issues/1 -- GlowStone code by anonymousAwesome |
| 01:44 |
fluxionary |
also half the map building |
| 01:44 |
Pexin |
tall glass building you say? #11696 |
| 01:44 |
ShadowBot |
https://github.com/minetest/minetest/issues/11696 -- Depth sorting for node faces by x2048 |
| 01:45 |
fluxionary |
tall glass building involving a lot of nodebox drawtypes |
| 01:47 |
Pexin |
what I'd be tempted to do is temporarily change all the glass blocks to opaque, reboot server, and see how it performs. but that's me. |
| 01:48 |
fluxionary |
unfortunately only Alias has the required access for something like that |
| 01:48 |
AliasStillTaken |
Can be done on the testserver. Or we could remove and see how we fare FPS wise |
| 01:51 |
AliasStillTaken |
use_texture_alpha = true -> use_texture_alpha = "opaque" ? |
| 01:53 |
paradust |
I've noticed poor performance on other servers in places with lots of glass. I'll have to do more digging to see what's going on. (I have a suspicion) |
| 01:55 |
fluxionary |
Alias: probably the easiest way would be to dirty "builtin/game/register.lua" and change the definitions in `core.register_node` |
| 01:56 |
AliasStillTaken |
We can do any of that. Which shall it be? |
| 01:57 |
fluxionary |
turning off transparency entirely seems like an interesting experiment. what's the other option? |
| 01:58 |
Sokomine |
oh. sorry. i will join the test server and then we can do the changes |
| 01:58 |
paradust |
could delete those blocks on the test server |
| 01:58 |
AliasStillTaken |
deleting should have an immediate effect. Plus we can paste in again to see if it starts lagging |
| 01:59 |
fluxionary |
deleting isn't scientific |
| 01:59 |
fluxionary |
we should change just 1 variable at a time. who knows what else goes if we delete the nodes. |
| 01:59 |
AliasStillTaken |
1. remove glass building, see if Sokomine lags less 2. replace use_texture_alpha = true -> use_texture_alpha = "opaque" 3. change builtin/game/register.lua to ??? |
| 01:59 |
Sokomine |
change them on the test server to opaque blocks |
| 01:59 |
fluxionary |
Alias: do you want to apply 2. to *every* node for *every* mod? |
| 02:00 |
fluxionary |
3. is a very quick way of doing 2., and i don't think 1. tells us anything interesting |
| 02:00 |
paradust |
for the sake of core devs, perhaps let's move this conversation to #minetest |
| 02:00 |
AliasStillTaken |
+1 |
| 02:00 |
fluxionary |
+1 |
| 02:00 |
Sokomine |
i can imagine that glass leads to problems. i wouldn't expect such catastrophic lags from it |
| 04:00 |
|
MTDiscord joined #minetest-dev |
| 05:52 |
|
calcul0n joined #minetest-dev |
| 06:14 |
MTDiscord |
<FatalError> are there any chances of this issue getting a PR |
| 06:14 |
MTDiscord |
<FatalError> https://github.com/minetest/minetest/issues/12294 |
| 06:19 |
Pexin |
#10705 um? also maybe release_bone_position is a better name.. |
| 06:19 |
ShadowBot |
https://github.com/minetest/minetest/issues/10705 -- unset_bone_position by theviper121 |
| 06:20 |
MTDiscord |
<FatalError> This PR is dead though |
| 06:20 |
MTDiscord |
<FatalError> its TWO YEARS OLD |
| 06:21 |
Pexin |
¯\_(ツ)_/¯ |
| 06:22 |
MTDiscord |
<FatalError> "um aktually 10705" well, maybe if you like- oh I don't know, looked past the name you'd realize that this PR will literally never happen because it's 2 years old and is for an outdated version of MT and therefor would more than likely have to be entirely restarted in the first place |
| 06:23 |
MTDiscord |
<ROllerozxa> well why won't you try rebasing it yourself |
| 06:23 |
MTDiscord |
<FatalError> because I'm not a game dev |
| 06:23 |
MTDiscord |
<ROllerozxa> yes but can you be an engine dev? |
| 06:24 |
MTDiscord |
<FatalError> I swear to god if you don't shut up... |
| 06:25 |
Pexin |
maybe someone needs a sandwich and a nap! :D |
| 06:26 |
MTDiscord |
<LinoTastic> me!’ |
| 06:26 |
MTDiscord |
<FatalError> says the man who linked a 2 year old PR... |
| 06:26 |
MTDiscord |
<LinoTastic> i love sandwishes |
| 06:27 |
MTDiscord |
<LinoTastic> fatalerror was friendly before now hes a madness of a man |
| 06:27 |
MTDiscord |
<FatalError> life is grating |
| 06:28 |
MTDiscord |
<FatalError> I need more copium |
| 06:28 |
MTDiscord |
<ROllerozxa> FatalError: Install Linux, learn how to compile, look at the diffs on the old PR and apply it to the master branch source code. |
| 06:28 |
MTDiscord |
<LinoTastic> copium? |
| 06:28 |
MTDiscord |
<ROllerozxa> otherwise you probably should get out of minetest-dev |
| 06:28 |
Pexin |
true facts: git is harder than coding |
| 06:29 |
MTDiscord |
<FatalError> either way it pisses me off that this has been an issue for YEARS and hasn't been resolved- it's such a simple thing to implement and it's almost useless without its counterpart |
| 06:29 |
MTDiscord |
<FatalError> well |
| 06:29 |
MTDiscord |
<FatalError> maybe not simple to implement |
| 06:29 |
MTDiscord |
<LinoTastic> does fatal use windows? |
| 06:29 |
MTDiscord |
<ROllerozxa> LinoTastic: yeah |
| 06:29 |
MTDiscord |
<FatalError> because I don't have the time to learn how to use a whole new OS |
| 06:29 |
MTDiscord |
<FatalError> at least it's not mac. |
| 06:30 |
MTDiscord |
<LinoTastic> https://tenor.com/view/linux-you-proprietary-bitch-proprietary-open-source-foss-gif-21858113 |
| 06:30 |
MTDiscord |
<FatalError> I haven't had any freedom lost |
| 06:30 |
MTDiscord |
<FatalError> in fact, with all of the things linux cant have |
| 06:30 |
MTDiscord |
<FatalError> I've gained some things |
| 06:30 |
MTDiscord |
<LinoTastic> "gained" |
| 06:30 |
MTDiscord |
<FatalError> using linux was painful |
| 06:31 |
MTDiscord |
<LinoTastic> "painful" |
| 06:31 |
MTDiscord |
<FatalError> Its a skill, and I don't like learning new ones. |
| 06:31 |
MTDiscord |
<LinoTastic> linux is kernel |
| 06:31 |
MTDiscord |
<LinoTastic> linux is not a os, a gruel in taxes are a os |
| 06:31 |
MTDiscord |
<FatalError> wow, congratulations, here's this badge: |
| 06:31 |
MTDiscord |
<ROllerozxa> "oh I don't like cooking, I'd rather eat unhealthy precooked meals until I die" |
| 06:32 |
MTDiscord |
<FatalError> it says "professional smartass" |
| 06:32 |
MTDiscord |
<ROllerozxa> (btw you discord kids really need to understand IRC, neither replies or edits show up on the other side) |
| 06:32 |
MTDiscord |
<FatalError> how is this even similar to this situation |
| 06:32 |
MTDiscord |
<LinoTastic> minetest-dev-irc |
| 06:32 |
MTDiscord |
<LinoTastic> are you blind?? |
| 06:33 |
MTDiscord |
<FatalError> I like how every time I talk axzorell turns it into a "REEEE YOU DON'T USE LINUX AND YOU HAVE YOUR OWN LIFE THAT ISN'T LIVED JUST LIKE MY OWN REEEEE YOU'RE ENTIRE LIFE IS NULL AND INVALID REEEEEE" |
| 06:33 |
celeron55 |
this seems off topic |
| 06:33 |
MTDiscord |
<FatalError> yes. |
| 06:33 |
MTDiscord |
<FatalError> exactly |
| 06:33 |
celeron55 |
so, go elsewhere, now |
| 06:34 |
MTDiscord |
<LinoTastic> okay |
| 06:34 |
MTDiscord |
<FatalError> back to my original topic, what are the chances that anything will be done about this issue |
| 06:34 |
MTDiscord |
<FatalError> are there any plans for this |
| 06:35 |
MTDiscord |
<FatalError> or is it just entirely dead and never going to be fixed |
| 06:35 |
MTDiscord |
<FatalError> because this is an outstanding problem with the engine |
| 06:38 |
celeron55 |
it seems the implementation doesn't take much code |
| 06:38 |
celeron55 |
so doing something about it should be possible |
| 06:42 |
MTDiscord |
<FatalError> why the fuck did #10704 get closed |
| 06:42 |
ShadowBot |
https://github.com/minetest/minetest/issues/10704 -- Extend bone override capabilities by appgurueu |
| 06:42 |
MTDiscord |
<FatalError> oh |
| 06:42 |
MTDiscord |
<FatalError> no progress... |
| 06:42 |
MTDiscord |
<FatalError> oh right it's app, makes sense. |
| 06:43 |
celeron55 |
well, it has a "to do" that's not done |
| 06:44 |
celeron55 |
anyway i think 10705 is short and simple. it probably does need a discussion about api design and compatibility |
| 06:45 |
MTDiscord |
<FatalError> and if that's done later it may take another 2 years is the problem |
| 06:45 |
MTDiscord |
<FatalError> at this rate anyway. |
| 06:46 |
celeron55 |
well, it just needs a person who can code C++ and needs this for their game |
| 06:47 |
MTDiscord |
<FatalError> I can't imagine somebody going through all the trouble of making a PR, waiting years and hoping for a merge, when they can just use broken hacky solutions |
| 06:47 |
MTDiscord |
<FatalError> if they have the patience to wait a year, they could just make their own engine/game |
| 06:48 |
Pexin |
oh funny joke time! |
| 06:48 |
MTDiscord |
<FatalError> what |
| 06:49 |
MTDiscord |
<FatalError> you shouldn't be so rude to the developers, this system isn't a joke, it's just... challenged |
| 06:49 |
MTDiscord |
<FatalError> kek |
| 06:49 |
Pexin |
making a full game in a year |
| 06:49 |
celeron55 |
there are better and worse times in PR handling |
| 06:50 |
MTDiscord |
<FatalError> Pexin, if they're making a minetest game, they probably aren't trying to make anything super high quality. So I can see that happening quite easily |
| 06:55 |
celeron55 |
i guess you could currently argue that unset_bone_position falls within the current medium term roadmap https://github.com/minetest/minetest/blob/master/doc/direction.md in which case it should go through fairly easily if a PR is opened now |
| 06:55 |
celeron55 |
as we have "2.4 Object and entity improvements" in there |
| 06:56 |
celeron55 |
but also someone could say it doesn't |
| 06:56 |
MTDiscord |
<FatalError> This is why we need somebody actually in charge of the project |
| 06:57 |
MTDiscord |
<FatalError> or like a board of select people in charge |
| 06:57 |
MTDiscord |
<FatalError> that way decisions like this can actually be made |
| 06:57 |
celeron55 |
eh |
| 06:58 |
celeron55 |
any coredev can decide to review and merge the PR |
| 06:58 |
celeron55 |
if it was even fewer people, then even less would happen |
| 06:59 |
celeron55 |
and if you're arguing the board of select people wouldn't be C++ programmers then no |
| 07:00 |
celeron55 |
anyway if you want something to happen, the most straightforward way to do it is to do it yourself |
| 07:03 |
celeron55 |
anyway, 10705 should probably be added to the agenda of the next dev meeting |
| 07:04 |
celeron55 |
the only valid argument against it in my opinion is if someone has greater goals regarding to bones and doesn't want to have a partway solution includeed |
| 07:04 |
celeron55 |
-e |
| 07:04 |
celeron55 |
(and that could be what happened previously) |
| 07:06 |
MTDiscord |
<FatalError> I mean, it beats nothing |
| 07:06 |
MTDiscord |
<FatalError> I dont think there's any issues with it, but id especially like to see scaling in set_bone_pos personally |
| 07:07 |
MTDiscord |
<FatalError> Thats a seperate issue though |
| 07:08 |
celeron55 |
if its design doesn't impede future improvements, again, i don't see why it's left hanging in there |
| 07:09 |
MTDiscord |
<FatalError> Indeed |
| 07:13 |
sfan5 |
<Pexin> tall glass building you say? #11696 |
| 07:13 |
ShadowBot |
https://github.com/minetest/minetest/issues/11696 -- Depth sorting for node faces by x2048 |
| 07:13 |
sfan5 |
you could disable that and see if it's better |
| 07:14 |
sfan5 |
<Pexin> what I'd be tempted to do is temporarily change all the glass blocks to opaque, reboot server, and see how it performs. but that's me. |
| 07:15 |
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| 07:16 |
sfan5 |
you can do that by modifying the client code too, but if you don't do it properly you risk having glass that is opaque but still has the performance problem |
| 07:16 |
sfan5 |
so I guess changing the nodedef is a better test |
| 07:17 |
MTDiscord |
<FatalError> Wait did the bot break |
| 07:17 |
MTDiscord |
<FatalError> Its saying you're sfan lol |
| 07:21 |
celeron55 |
sfan5 is quoting Pexin, you silly discord kids |
| 07:23 |
MTDiscord |
<FatalError> Uhm |
| 07:23 |
MTDiscord |
<FatalError> Uh |
| 07:23 |
MTDiscord |
<FatalError> Im not stupid... just speshal |
| 07:45 |
Zughy[m] |
10705 will have been closed by tonight with an "Adoption needed" label |
| 08:23 |
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| 09:31 |
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| 09:44 |
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| 09:56 |
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| 10:35 |
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| 10:54 |
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| 11:37 |
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| 12:25 |
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| 13:03 |
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| 13:17 |
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| 13:34 |
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| 13:39 |
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| 13:51 |
MTDiscord |
<luatic> celeron55: you can add #12388 too |
| 13:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/12388 -- Extend bone override capabilities by appgurueu |
| 13:51 |
MTDiscord |
<luatic> @FatalError app is back in town |
| 14:53 |
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| 15:11 |
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| 15:52 |
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| 18:37 |
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| 18:38 |
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| 19:08 |
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| 19:14 |
MTDiscord |
<FatalError> Halo monk chanting |
| 19:41 |
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| 19:52 |
x2048 |
Sokomine: did you manage to solve the problem with the spawn and the tall glass building on your-land? |
| 19:54 |
x2048 |
For transparency sorting there is a setting `transparency_sorting_distance`, changing it to 0 disables any sorting during rendering and impact on the FPS |
| 20:14 |
Sokomine |
x2048: sadly not yet. after a lot was changed - glass no longer transparent (didn't change much), entities removed and metadata erased, it got better and at least the 1-2 seconds freeze went away. fps still were pretty low |
| 20:16 |
Sokomine |
i still suspect that it might be similar to the technic gold chests with the petz on tunneler's abyss: something sending the same blocks again and again without any real change and my machine struggling to decompress and update. but i am not sure |
| 20:16 |
Sokomine |
others with weaker devices have similar problems |
| 21:20 |
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| 21:23 |
erle |
sfan5, you are right about https://github.com/minetest/minetest/pull/12389 that creating a vector with the specified values does nothing – but IIRC putting it on a stack for a function does something, namely, crash the game. |
| 21:26 |
erle |
IMO this is still a typing error in the end, positions that take or emit player positions do not exactly agree what a position looks like. |
| 21:27 |
erle |
i.e. once those are *exactly* aligned, there should be no crash (according to my understanding of the code) |
| 21:28 |
erle |
well, not for player positions only, for vectors in general. |
| 22:16 |
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| 22:33 |
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| 22:34 |
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| 22:55 |
Zughy[m] |
Ladies and gentlemen, I hereby inform you that Minetest has now reached less than 100 PRs, after a very very long time. 90 to be precise |
| 22:56 |
Zughy[m] |
LET'S GO, PEOPLE |
| 22:56 |
* Zughy[m] |
uploaded an image: (10KiB) < https://libera.ems.host/_matrix/media/r0/download/matrix.org/TZCUvrdQoUQgLMarPxWfgUtb/image.png > |
| 23:01 |
MTDiscord |
<FatalError> this could either be a very bad thing or a very good thing |
| 23:04 |
Zughy[m] |
See you in about 10 days for hopefully <1000 issues |
| 23:16 |
MTDiscord |
<FatalError> oh god |
| 23:16 |
MTDiscord |
<FatalError> please dont tell me you're purging everything |
| 23:17 |
MTDiscord |
<FatalError> "too many issues, lets just get rid of them and pretend they dont exist" |
| 23:23 |
Zughy[m] |
I'm not purging anything, just filter for "Possible close" and see how there are 30+ of them, against 1020 issues |
| 23:28 |
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