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DDraceNetwork
Development / developer
Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories ā€” IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2021-04-12 00:00:00Z and 2021-04-13 00:00:00Z
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louis
so i think smth changed
yeah, it feels a bit different with high ping, e.g. on usa, but not really delayed
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i meant on the serverside i dont think it was high ping since i use antiping
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guess the hammer effect is just delayed or smth
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plus it was bw which i think has some weird plugins
00:02
nots ure
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oh ok
00:03
ah yeah
00:03
its the hammer effect tho
00:03
like that collision effect
00:03
that isnt predicted
00:03
only the animation and the hammered tee is
00:03
on jp server i see it šŸ˜„
00:04
but i think its better like that, bcs then you know, where the hammer actually happened server side
00:05
we should get it for dj too xd
00:11
dummy copy isnt really smooth predicted tho xd
f3 3
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fokkonaut
@Learath2 @heinrich5991 maybe you remember my question on how to make the emotes look smooth, like on fng2+, well, I found the cause, its sv_high_bandwidth which sends the m_CurrentGameTick so the animation looks smoother. I tried to send a SNAPEMTPY to update the current tick for the client between each snapshot, because with my 128p support i will definitely not go on snapshots every tick, lol :D already tested it, thats too much. but i did not get anything good or smooth with the SNAPEMPTY contatining the current tick, maybe you have another solution?
Can anyone help me with this? :/
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[quakenet] deen BOT 2021-04-12 09:05:25Z
with what?
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Oh, no replies on irc, I see
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Sorry :D
09:08
emoticons rely on the current game tick, which is sent with each snapshot: https://github.com/ddnet/ddnet/blob/master/src/game/client/components/players.cpp#L605-L619
09:08
Snapshots are only sent every second tick with sv_high_bandwith 0 (default), which causes the emoticons to not look good
09:09
on nobys server you can see how smooth emoticons should look like
09:10
i tried to "fake" that snap inbetween with an empty snap only containing the current gametick, so that emoticons would look smoother, but that didnt work out and only gave me weird stuff like flickering scoreboard and others xD
09:10
I have no idea if its even possible to do so, but it sounded like a good idea to use a snap empty between each normal snapshot
09:11
because i can definitely not go with high bandwith mode for my 128 player server, tried that that would be too much cpu usage, i already optimized many parts of my code to fit 128 players
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Fix it client side
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I wouldnt really know how, also that would have to go through vanilla too :D
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Well then they probably is no fix other than more snapshots
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why?
09:13
i guess i just didnt do everything correctly with the empty snap
09:13
it should work
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Bcs tw is built in the snapshot idea
09:14
I also dislike it for some reasons but tw streams everything xd
09:14
Gfx network
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Empty snap means basically reset all characters doesn't it?
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i thought an empty snap means if nothing changed inbetween the last snaps
09:15
then no new data has to be sent
09:15
no?
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I doubt tw has any "player disconnected" snapshot does it? It just stops sending that players snaps
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yea i guess
09:17
in 0.7 there are packets for that
09:17
0.6 doesnt have that tho
09:18
I thought snapshots dont re-send everything at all the time
09:18
i thought the only send pieces
09:18
from which values got changed
09:18
thats also why i thought i could put a small empty snap in there
09:18
just updating the game tick
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I am not 100% sure, but there are some Delta snaps
09:20
But can't remember for what. Just saw it when I read some code
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should be for everything
09:21
yea, and if there is no delta so nothing has changed then it just sends an empty snap
09:21
and that was exactly what i was trying
09:21
or am i wrong
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I dunno
09:22
Is the Delta thing so clever?
09:23
Wouldn't some component need to say if smth changed
09:23
Also what if a packet gets lost t
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teeworlds resends packets
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Would be inconsistent state
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Deleted User
Would be inconsistent state
nah, new snapshots update older ones
09:24
one packet getting lost is not a problem there, i htink
09:24
might lag for a sec
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It doesn't resend input packets for example does it?
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not entirely sure
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I mean like this
09:25
Player disconnected, Delta sends difference. After the disconnect is always empty, but the disconnect is lost
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Then the client would never know
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Deleted User
Player disconnected, Delta sends difference. After the disconnect is always empty, but the disconnect is lost
ah
09:26
i think teeworlds has its serverside resend logic
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But anyway before I talk too much wrong stuff just wait for Lea or Heinrich
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also, the client can check there too i think
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Thought the idea of UDP is not to resend if not critical and most snaps shouldn't thus
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b1c4148 Merge pull request #7 from ddnet/master - kyle-bradley b4a5956 Kept hook when needed - Kyle Bradley faaf47b Merge #3768 - bors[bot]
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I wonder if opengl to dx12 to Vulkan works with dxvk xd
10:00
Maybe that works on Intel xdd
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seems like VKD3D is not ready enough for that yet ^^
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@deen I edited that comment quickly a couple times, Iā€™d also love to see the console and learn how you made it happen
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@Deleted User just tried zink, fps dropped to 150fps from 1.8k :\
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zink on windows doesnt work
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then u have to use mesa21
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it's latest mesa
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i have around 70% of native opengl
12:50
then ur vulkan driver is buggy or smth
12:50
oh and also use GL 3.3 with zink
12:50
i think older GL version support isnt really done yet
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i already use opengl 3.3 and mesa vulkan driver with amdgpu, dunno :\
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i have amdgpu too, but it works fine
12:52
maybe too new GPU?
12:52
yea mb
12:53
also strangely i get much better fps on igpu when play ddnet, like 3x :\ mb navi drivers are not that good yet. igpu is vega based afaik
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yeah i assume so, i read somewhere, that they just finished the vulkan drivers few days ago
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Ah ok it was just AMDVLK, which is a open source vulkan driver, but its not mesa RADV, which is the mesa open source vulkan driver xDDD
13:20
why do they even have 2 xD
13:24
ah i see RADV isnt even from amd itself
13:24
didnt even know, RIP
13:25
still performs sick šŸ˜„
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[freenode] chillerdragon[m] BOT 2021-04-12 14:41:17Z
daily bash riddle!
14:41
why does the first line work and the second not? :)
14:41
14:48
i solved the riddle but the solution is boring :/
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works for me, what did you change?
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[freenode] chillerdragon[m]
Click to see attachment šŸ–¼ļø
don't use russian a instead of latin a
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1dfe900 Update frontpage video - def-
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@fokkonaut idk. idea: check with what values the function emoticon render function is called to see differences
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its not an own function
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Is 1 (one) confusable with i (small case i letter, 9th letter)?
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in our code, yes
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they don't really look alike
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it's because some confusables for i and 1 look alike
20:54
yes, 1 and i don't look alike
Exported 120 message(s)