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DDraceNetwork / general
This channel is for all Teeworlds/DDNet and related chat. Gameplay questions can be asked here as well rather than in #questions. Ingame screenshots and any other Teeworlds related media goes to #showroom.
Between 2019-01-25 00:00:00Z and 2019-01-26 00:00:00Z
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ddnet ger seems to work again lagg free for now atleast for me @archimede67 @ᶰ°Konͧsti
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ᶰ°Konͧsti 2019-01-25 10:28:09Z
I didnt try :O
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Nice
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anyone knows how to get nade ?
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tw physics 101
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explain me xd
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you have to jump through, on the edge. you have to press d at the right time. and you have to be on the left wall
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but its 2 tile wall
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it works, wai tthere is a video#
16:07
thx @Im 'corneum
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and again n9 with 14 minutes of trying gets a better r1 lmao
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@Rockus JAJAJAJA
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fuck you :C
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ᶰ°Konͧsti 2019-01-25 17:02:37Z
heinrich5991: omg fix the physics and then fix the map into the new physics without changing gameplay!!!
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Konsti: I use ddnet 9.7 cause new ht sucks
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Theres so much you can improve in maximum speed map
17:09
Also lot of fails
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that's not r1 @NeXus
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well than its clickbait
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what's a better client than ddnet's one?
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M-client
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M client is shit
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v-bot
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so when you do something that the tee you're playing with doesn't "understand" or wasn't ready for it
18:10
you are automatically dumb and retarted?
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idk
18:11
i unfrozen then wanted to hf but like i unfrozen and was on top of him so logically I was able to drive
18:11
but no he wanted to
18:11
then he said "wtf you are dumb"
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xd well a stupid ego as usual i guess
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yea :/
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ᶰ°Konͧsti 2019-01-25 18:28:56Z
@Brokecdx- ye vbot very gud
18:29
troll
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oof ddos ?
19:44
wait no
19:44
idk
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everytime i update ddnet client i regret it
20:24
fucking bugs and fps drops
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i never hav problems
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why
20:25
linux master race
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@Jesus Christ x2
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@Jesus Christ hav u got opengl enabled
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what is it
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enable it
20:26
and try
20:26
have u got a integrated gpu
20:26
or dedicated
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idk
20:26
but opengl didnt help
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idk about fps drops
20:27
what bugs
20:27
have u found
20:27
¿
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in this version nothing, but in recent there were a lot
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if people only says "full of bugs new release blabla" dont expect ppl to fix them
20:27
cuz simplythere is now way for us to know what the bug is about (edited)
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i also have noticeably lower fps in newer versions of ddnet and the dev didnt believe me either thonkery
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macos doesnt count onby
21:12
it only counts if the OS isnt the problem already xd
21:14
also i asked u to monitor things
21:14
so dont blame us 😃
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thats bs lol
21:27
u cant blame the user for having the wrong os
21:27
especially when an older version of ur client works just fine on the same computer
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no os is wrong os (edited)
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same here since the update after christmas i have slightly lower fps
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xD so mad, bcs of joke, doesn't change the fact u can simply profile it and we will know the reason
21:35
fact is, with macos SDL always strange bugs
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whos mad lol
21:42
he just responded
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@Deleted User If I use a completely empty image as a quad and spam it a lot of times the fps still drops (means empty pixels get rendered) Wouldn't omitting rendering empty pixels on quads be a big performance improvement on maps with many quads?
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@Ravie yes, there are alot of things to improve, generelly it's the question, why would somebody map empty quads? bad mapping or some reason behind it?
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Not empty quads but when you use quads to design there is usually a lot of empty pixels around the image
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u mean like, transparent pixels?
21:50
I don't know anything technical about rendering etc. but quads seem very poorly optimised
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mhh, the main problem is, that texturing happens in the fragment shader and that is the stage where these pixels are already created
21:50
basically the renderer can't know there is no pixel before (edited)
21:51
and even if you would drop the pixel (discard) after u cehck if the transparency is 0(zero opacity) it would need to load the memory
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well there are games with many more polygons than 100-200 quads that run fine on my pc, and aren't quads basically 2 triangles?
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true yes
21:52
maybe these games use directx and your driver is poor with opengl?
21:52
common thing for older GPUs under windows
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as I said I don't know much technicalities but I still think quads take much more of a toll on fps than they should
21:53
maybe it's not noticeable on most decent pc's idk
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the most expensive thing is rasterazation -> fragment shader and that is the same for 2D as for 3D
21:54
even if 3D has more overheat bcs of depth checks etc
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I don't know the difference between tiles and quads rendering but tile layers seem a lot more efficient (which is sad imo cause quads are much more versitile)
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bcs tile rendering basically renders few houndred tiles with the same texture without swapping any buffer
21:57
if you want to draw 1000 quads with same texture it can be optimized
21:57
1000 quads with different textures.. not really
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is it still the same texture if each quad is rotated/scaled or colored differently?
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yes
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for each quad layer you can use only 1 image so that's pretty much the same as a tile layer
21:59
well I'm not really complaining, just bringing this to your attention cause maybe something can be improved upon
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just looked into the source
22:00
i'd say i tried optimizing it a bit for opengl3, but only if "the next" quad is the same
22:01
e.g. no rotation and same color
22:01
bcs i didn't wrote a shader handling a batched quad layer
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so that would probably be good for spammed stars or clouds
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i could probably easily add this
22:02
sadly only for opengl3.3
22:02
bcs it requires a shader
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@Ravie u can always open an issue on github, then other devs might see it, maybe somebody has time and fun optimizing some things
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it's really not that urgent, only noticeable on quad-heavy maps and on a pc as bad as mine
22:13
but maybe some fellow potato users would appreciate it
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well any optimization is good, indepented of the hardware performance
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finally turned 18 feelsgoodman
23:09
e
🇺🇸 4
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only english in #general this is your last warning @jao
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thanks @jao 😊
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this is important enough to talk german
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nothing is important enough to break the rules
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happy birthday
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ᶰ°Konͧsti 2019-01-25 23:34:26Z
troll
Exported 122 message(s)