Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2018-04-06 00:00:00Z and 2018-04-07 00:00:00Z
[freenode] <nemo> Jupstar: does ddnet really have that many changes to text? I'm thinking in particular in context of games
14:24
[freenode] <nemo> Jupstar: we use pre-rendered textures for the time counter just for æsthetics, all other text is generated on the fly from the ttf, the most frequent text changes being either chat or % changes in some game attribute
14:24
[freenode] <nemo> and the latter is only a few characters once a second. big deal
14:25
[freenode] <nemo> in terms of web browsers, I'm not sure what they do. I bet it depends on circumstances.
14:25
[freenode] <nemo> there's all sorts of crazy things one has to support on a web page these days
14:25
[freenode] <nemo> I remember discussing w/ the mozilla guys why adding absolutely any animation to a web page spiked CPU - text was the main culprit
14:26
[freenode] <nemo> these days browser have gotten better about putting that into textures and offloading to GPU - in part because GPUs have gotten better too
14:26
[freenode] <nemo> but regardless, I don't see why the choice of font should have any significant impact at all
14:26
[freenode] <nemo> why not let players use whatever font they want?
the problem is that in the background is a highly refreshed game, so you cant just invalidate rects and render "a bit"
17:22
so you have to "render" the text textures to the framebuffer every frame anyway
17:22
and that is not necessaraily faster then compute the few vertices
17:23
but that depends on the GPU cache, i cant tell for what GPUs , but i assume modern GPUs just keep pretty much all textures near to the processors
17:23
ofc only bcs teeworlds doesnt use alot of textures
17:24
tripple A games are different level maybe it profits from rendering ready textures instead of swapping the font texture(with the game textures) always(edited)