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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 — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2022-02-10 00:00:00Z and 2022-02-11 00:00:00Z
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heinrich5991
what OS are you on? @Nathan_
im with windows 32bit and i want compile chillerbot ux 64 bit to 32 bit
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ty he is more good than the other
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Is there a reason cl_prediction_margin resets itself to 10 when you relaunch justatest
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6f67a09 A Short And Precise 3 - ddnet-maps
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If your connection's stable, wouldn't you prefer it to be set to 1 at all times? Wouldn't it basically just be forcing people to have 10 higher ping delay for no good reason?
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b5c82e2 Update includes, fixes #4685 - def- 7d31959 Merge #4686 - bors[bot]
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d07236b Version 15.9 - def- c170dc4 x86_64 -> x86-64 - def-
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[quakenet] ChillerDragon BOT 2022-02-10 10:58:32Z
Uhm do you think that sound in the headless client is a feature or a bug? Its so unintuitive for me to have a terminal application with sound. And I keep blasting tw sounds accedentially at work :D
11:14
4451487 Paralix as EUR (Italy) Mod - murpii eac0bd5 Merge pull request #173 from murpii/patch-2 - def-
11:17
632d3d0 Version 15.9 - def- 73e7106 x86_64 -> x86-64 - def-
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not sure. maybe not a bug?
12:39
there's also mpv --no-video 'https://youtu.be/dQw4w9WgXcQ'
12:39
(needs preferrably yt-dlp, or at least youtube-dl installed)
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[quakenet] ChillerDragon BOT 2022-02-10 12:55:49Z
yea probably not a bug
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Jupstar ✪ BOT 2022-02-10 14:23:06Z
Vulkan runs fine one the shitty tablet from my mother: "Prozessor Intel(R) Pentium(R) CPU N4200 @ 1.10GHz, 1101 MHz, 4 Kern(e), 4 logische(r) Prozessor(en)" And it even reaches over 1000 fps in entities on the android phone of my brother :D
14:23
and its even an Intel GPU XD
Vulkan runs fine one the shitty tablet from my mother: "Prozessor Intel(R) Pentium(R) CPU N4200 @ 1.10GHz, 1101 MHz, 4 Kern(e), 4 logische(r) Prozessor(en)" And it even reaches over 1000 fps in entities on the android phone of my brother :D
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You finally wrote a vulkan backend? :D
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Jupstar ✪ BOT 2022-02-10 14:54:00Z
yeah
14:54
i'll try to pr it today, but it still missing annoying stuff like compiling the shaders in cmake instead of .sh
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Trillion fps dream
14:55
So we deprecate the gl3 backend and use vk for the modern one?
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Jupstar ✪ BOT 2022-02-10 14:55:48Z
multithreaded vulkan has really nice frame times even on weak pcs :D
14:56
i mean we could see how good vulkan works on supported systems and others could default to OGL 1.x or smth OpenGL 3.3 is still fine, because GLES3 is pretty much the same
14:57
dropping OGL 2.x and 3.0 would defs be nice, they are too hacky xd
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I'm starting to get worried at the amount of backends we support and the quality of maintainence we can provide on them, that's why I wanted to check if we are deprecating some
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Jupstar ✪ BOT 2022-02-10 15:02:15Z
I personally have nothing against dropping a few xd
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Gl1 has to stay because people want to play on toasters
15:04
But I wonder if we can just assume everyone who can use gl3 can use vk instead
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Jupstar ✪ BOT 2022-02-10 15:12:54Z
could try yeah
15:13
i think vk 1.0 is like GLES 3.2 or smth
15:13
feature wise
15:14
but anyway, it requires at least one full major DDNet version testing i guess, since this would be quite a huge step at once
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This adds a Vulkan 1.0 backend and new features to the graphic settings to select the GPU(if multiple Vulkan GPUs are supported, and a new list for renderers (see screenshot below)) Mutleasy benchmark (CPU bound): Vulkan multithreaded, single threaded vs OpenGL (lower graphs are histograms, code by @Chairn ) !Figure_1 Vulkan is especially good in these scenarios, beating OpenGL 3...
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Fix list items being activated by double clicks too fast. This applies the fix that was already used for the server browser to demo browser, editor file list and ghost list.

Checklist

  • [X] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing...
16:58
d153ed9 Version 15.9 - def- 5e8a337 Update spanish.txt - n0Ketchp 7084b0d Update translations - def- 775faf0 Update German translation - def- 526a64e newJumpsNewJumps - heinrich5991 fcd559c Add "groundjump-only" tile - heinrich5991 6f26ec4 Client: Fix projectiles rendering for demo playback - Kaffeine 8bb3d18 Update Chinese translations (by cheeser0613) - def- 9952cde Delay double click handling one frame after item activation - Robyt3
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In my non-representative survey, I found that my own sound settings are at 9 for global volume and 100 for the rest, and for a newbie, it was ~30 for all settings. This should be equivalent given 0.3*0.3=0.09. CC #4567 CC #4568

Checklist

  • [x] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Consi...
17:09
6d15f36 Delay double click handling one frame after item activation - Robyt3 9c05b32 Merge #4688 - bors[bot]
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poggers
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Ryozuki
poggers
@ vulkan?
17:16
when i test it back then i got 1000 more fps
17:16
tested*
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relative is probably more interesting
17:16
i.e. how many more percent?
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from 2000 to 3600
17:16
160%?
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+80%, that's a nice win (edited)
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im bad at percentages
17:17
ah ok
17:17
xd
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1600 / 2000 = 16 / 20 = 8 / 10 = 80%
17:18
what does vulkan 1.2 and 1.3 offer?
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Jupstar ✪ BOT 2022-02-10 17:27:55Z
1.1 adds multi gpu support, smth like nvidia SLI 1.2 and 1.3 mostly add more extensions as core
17:29
ah and 1.3 adds dynamic rendering, but i think the community doesnt like it as much, as they dont add anything renderpasses cant do, its basically a higher level feature again
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Learath2
Gl1 has to stay because people want to play on toasters
Amir reza Irani ali poor 2022-02-10 17:41:49Z
toasters XD nice... but some one like me, plays ddnet with first generation of intel core i3 without any dedicated graphics card 🙂
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Jupstar ✪ BOT 2022-02-10 17:43:00Z
as he said, toasters xd
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Intel igpus support vulkan just fine anyway
17:44
You need to be on a true toaster for the gl3 backend not to work, some people are just on something like gtx 260 somehow
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Jupstar ✪ BOT 2022-02-10 17:45:32Z
it's actually impressive that no component died, or always was replaced to even work in 2022
17:46
even more impressive if its a laptop
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83db924 Lower the sound volume even further after #4568 - heinrich5991
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b01afd6 Lower the sound volume even further after #4568 - heinrich5991 80df1ae Merge #4689 - bors[bot]
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i don't really get the swapchain concept https://matrix.to/#/@jupeyy:matrix.org and why it crashes when tabbing out
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Jupstar ✪ BOT 2022-02-10 18:56:08Z
does it still?
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Gl1 is always staying, so there will probably always be that option
19:09
GL3 idk, we probably should do some research about compatibility
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unexploredtest BOT 2022-02-10 19:10:05Z
So, will there be an option to choose between Vulkan and OpenGL or will it be completely replaced?
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hm, edits on matrix mess up the history on discord 😄
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unexploredtest BOT 2022-02-10 19:11:31Z
I see, good to know (@Learath2)
Gl1 is always staying, so there will probably always be that option
19:11
? (@Learath2)
hm, edits on matrix mess up the history on discord 😄
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Learath2
hm, edits on matrix mess up the history on discord 😄
unexploredtest 2022-02-10 19:11:49Z
oh
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If you edit your message on matrix it deletes the old one and posts a new one
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unexploredtest 2022-02-10 19:11:59Z
Yeah I see
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unexploredtest BOT 2022-02-10 19:30:08Z
How to run it in Vulkan? I checked out https://github.com/ddnet/ddnet/pull/4687 and enabled DVULKAN=ON but it's still using OpenGL
This adds a Vulkan 1.0 backend and new features to the graphic settings to select the GPU(if multiple Vulkan GPUs are supported, and a new list for renderers (see screenshot below)) Mutleasy benchm...
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Jupstar ✪ BOT 2022-02-10 19:31:06Z
graphic tab
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unexploredtest BOT 2022-02-10 19:31:37Z
Oh I'm blind, thanks
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damn nice work, ill try it on the weekend
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unexploredtest BOT 2022-02-10 19:42:33Z
Mine doesn't speed up, in OpenGL 3.3 I get roughly 260-370 FPS while in Vulkan 160-170 FPS (in AMDVLK implementation, RADV just crashes).
19:43
Also some texts don't get rendered
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Is that a feature that you have no sound when DDNet has no focus? I run DDNET in I3 with PulsAudio on Arch Linux (5.16.2-arch1-1). Would it be possible to create a setting for this so that you can select whether the sound is played without focus?
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Jupstar ✪
does it still?
haven't tried yet, sorry
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Jupstar ✪ BOT 2022-02-10 19:57:07Z
thats generally really bad fps even for gl 3.3, i also use RADV but you can use dbg_gfx 4 to get validation layers
Mine doesn't speed up, in OpenGL 3.3 I get roughly 260-370 FPS while in Vulkan 160-170 FPS (in AMDVLK implementation, RADV just crashes).
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unexploredtest BOT 2022-02-10 19:59:10Z
That'e because I have an old GPU (10 years old) and rendering in 4K
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lol, 4K teeworlds, much graphics 😄
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Jupstar ✪ BOT 2022-02-10 20:00:10Z
anyway i forgot to compile shaders for vulkan 1.0, its still on 1.1, tho i doubt that changes smth
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unexploredtest BOT 2022-02-10 20:01:00Z
Well, radv works now (idk why it was crashing before), and the texts are rendered correctly
thats generally really bad fps even for gl 3.3, i also use RADV but you can use dbg_gfx 4 to get validation layers
20:01
Yeah I set it on Vulkan 1.2, let me compile for 1.1 then
anyway i forgot to compile shaders for vulkan 1.0, its still on 1.1, tho i doubt that changes smth
20:02
In what resolution you're rendering? (@Chairn)
lol, 4K teeworlds, much graphics 😄
20:06
About 270 FPS on OpenGL 3.3 and 170 FPS on Vulkan 1.1 (map multeasymap), but that might be with the Vulkan implementation not being optimized well for my old GPU
20:06
Needless to say good work!
20:09
Wait let me try Zink xD
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Jupstar ✪ BOT 2022-02-10 20:09:36Z
yeah good point
20:09
i also did some GPU bound test against zink bcs RADV was slower than radeonsi
20:10
but RADV is also made by RedHat and Valve
20:10
not AMD
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unexploredtest BOT 2022-02-10 20:14:34Z
Oh wait I got confused for a moment
20:14
That was AMDVLK
About 270 FPS on OpenGL 3.3 and 170 FPS on Vulkan 1.1 (map multeasymap), but that might be with the Vulkan implementation not being optimized well for my old GPU
20:14
And in RADV
20:15
When I run it, it runs at 30 FPS, but for some reasons when I tab out and then in, it increases substantially
20:15
So now...
20:16
In RADV I get about 300 FPS
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Jupstar ✪ BOT 2022-02-10 20:16:45Z
oh nice :D
20:17
and sad for AMDVLK xD
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unexploredtest BOT 2022-02-10 20:18:22Z
Yeah xD honestly RADV always performed better for me except in DOOM Eternal, where it just crashed randomly
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Jupstar ✪ BOT 2022-02-10 20:18:42Z
i never used AMDVLK but i saw benchmarks on phoronix :D
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unexploredtest BOT 2022-02-10 20:18:43Z
Anywasy needless to say, good work on the vulkan backend!
20:19
I have the three implementations, RADV, AMDVLK and the proprietary implementation by AMD
i never used AMDVLK but i saw benchmarks on phoronix :D
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Jupstar ✪ BOT 2022-02-10 20:20:25Z
and llvmpipe xdd
20:20
do you have to switch them manually or does the graphic tab show you all?
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unexploredtest BOT 2022-02-10 20:21:54Z
The Graphics tab shows them all:
do you have to switch them manually or does the graphic tab show you all?
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Jupstar ✪ BOT 2022-02-10 20:21:55Z
cool :D
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unexploredtest BOT 2022-02-10 20:21:58Z
Screenshot_20220210_235117.png
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Jupstar ✪ BOT 2022-02-10 20:22:39Z
nice ^^
20:24
why does it say vulkan 1.1 for you btw xd
20:24
did you manually change it?
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unexploredtest BOT 2022-02-10 20:24:52Z
Yeah xD
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Jupstar ✪ BOT 2022-02-10 20:24:56Z
ok :D
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unexploredtest BOT 2022-02-10 20:24:56Z
Wanted to see if that changes anything
20:25
It's all good, just RADV crashes sometimes
20:25
I think it has to do with VRAM
20:25
Let me check
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Jupstar ✪ BOT 2022-02-10 20:26:23Z
the vram usage is relativly accurate with debug hud enabled btw
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unexploredtest BOT 2022-02-10 20:26:41Z
How to enable it?
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Jupstar ✪ BOT 2022-02-10 20:26:57Z
ctrl shift d
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unexploredtest BOT 2022-02-10 20:27:49Z
It even shows FPS... should've known earlier
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Jupstar ✪ BOT 2022-02-10 20:29:17Z
we waste like 80MB VRAM bcs we dont lazy load editor images, which probs aren't used by most players :D
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unexploredtest BOT 2022-02-10 20:32:06Z
Screenshot_20220211_000128.png
20:32
Doesn't shoe much, unless I'm missing something?
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Jupstar ✪ BOT 2022-02-10 20:33:00Z
gfx mem
20:33
or do you mean doesnt show much usage xd
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unexploredtest BOT 2022-02-10 20:34:05Z
yeah
20:34
Anyways this is what I get:
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Jupstar ✪ BOT 2022-02-10 20:34:17Z
yeah alot less than me :D
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unexploredtest BOT 2022-02-10 20:34:36Z
malloc(): corrupted top size Aborted (core dumped)
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ASan time
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Jupstar ✪ BOT 2022-02-10 20:35:02Z
yeah ^^
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unexploredtest BOT 2022-02-10 20:35:12Z
?
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Jupstar ✪ BOT 2022-02-10 20:35:22Z
maybe the text textures, havent debugged them since i changed them :D
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unexploredtest BOT 2022-02-10 20:35:46Z
oh
20:37
That would also explain the failure of text rendering in amdvlk ig
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Jupstar ✪ BOT 2022-02-10 20:37:38Z
ok cannot reproduce it
20:37
what did you do?
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unexploredtest BOT 2022-02-10 20:37:39Z
RADV or AMDVLK?
20:37
Yeah I get it only with RADV
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Jupstar ✪ BOT 2022-02-10 20:37:40Z
to get the crash i mean
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unexploredtest BOT 2022-02-10 20:37:43Z
When I choose it
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Jupstar ✪ BOT 2022-02-10 20:37:43Z
oh ok
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unexploredtest BOT 2022-02-10 20:38:02Z
When I press play
20:38
It sometimes crashes, how to send logs?
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Jupstar ✪ BOT 2022-02-10 20:38:18Z
sad times mesa drivers are the best, how is that possible :P XD
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unexploredtest BOT 2022-02-10 20:38:31Z
Idk, but AMDVLK doesn't render text well
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Jupstar ✪ BOT 2022-02-10 20:38:52Z
the easiest is to see if the crash happens inside the driver with a stacktrace just need debug info on, since you have core dump you can just look at it with gdb
20:38
gdb --core=core ./DDNet
20:39
whereever your OS saves the cores
20:40
but if you can reproduce you can also just start in debugger
20:40
easier :P
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unexploredtest BOT 2022-02-10 20:40:47Z
Ok okay, I'm running it now...
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Jupstar ✪ BOT 2022-02-10 20:40:50Z
and if its inside the driver you should defs try out ./DDNet "dbg_gfx 4" and see the console log not impossible that i break some validation layers
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unexploredtest BOT 2022-02-10 20:41:57Z
Ah I see
20:42
So gdb:
20:42
Thread 17 "DDNet" received signal SIGABRT, Aborted. [Switching to Thread 0x7fffa6a2e640 (LWP 35595)] 0x00007ffff6d18d22 in raise () from /usr/lib/libc.so.6
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Jupstar ✪ BOT 2022-02-10 20:42:28Z
you can type where
20:42
and it should give you a stacktrace
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unexploredtest BOT 2022-02-10 20:43:08Z
Apparently it's indeed from the driver:
20:43
#0 0x00007ffff6d18d22 in raise () at /usr/lib/libc.so.6 #1 0x00007ffff6d02862 in abort () at /usr/lib/libc.so.6 #2 0x00007ffff6d5ad28 in __libc_message () at /usr/lib/libc.so.6 #3 0x00007ffff6d6292a in () at /usr/lib/libc.so.6 #4 0x00007ffff6d66334 in _int_malloc () at /usr/lib/libc.so.6 #5 0x00007ffff6d66ada in _int_realloc () at /usr/lib/libc.so.6 #6 0x00007ffff6d67ef6 in realloc () at /usr/lib/libc.so.6 #7 0x00007fffb3c6f1ee in () at /usr/lib/libvulkan_radeon.so #8 0x00007fffb3bdb15f in () at /usr/lib/libvulkan_radeon.so #9 0x00005555555aae1b in std::_Function_handler<bool (CCommandBuffer::SCommand const*, CCommandProcessorFragment_Vulkan::SRenderCommandExecuteBuffer&), CCommandProcessorFragment_Vulkan::RegisterCommands()::{lambda(CCommandBuffer::SCommand const*, CCommandProcessorFragment_Vulkan::SRenderCommandExecuteBuffer&)#46}>::_M_invoke(std::_Any_data const&, CCommandBuffer::SCommand const*&&, CCommandProcessorFragment_Vulkan::SRenderCommandExecuteBuffer&) () #10 0x00005555555a6246 in std::thread::_State_impl<std::thread::_Invoker<std::tuple<CCommandProcessorFragment_Vulkan::Cmd_PreInit(CCommandProcessorFragment_GLBase::SCommand_PreInit const*)::{lambda()#1}> > >::_M_run() () #11 0x00007ffff70fd3c4 in std::execute_native_thread_routine(void*) (__p=0x5555564bcf40) at /build/gcc/src/gcc/libstdc++-v3/src/c++11/thread.cc:82 #12 0x00007ffff6eb3259 in start_thread () at /usr/lib/libpthread.so.0 #13 0x00007ffff6dda5e3 in clone () at /usr/lib/libc.so.6
20:43
shall I try the valadation layers?
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Jupstar ✪ BOT 2022-02-10 20:44:45Z
sure, they are slow but maybe they catch smth
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unexploredtest BOT 2022-02-10 20:45:27Z
Also I should add that it doesn't always crash
20:45
Maybe 2 out of 5
20:47
Yeah I think it's a VRAM issue
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Jupstar ✪ BOT 2022-02-10 20:48:47Z
does the validation layer say that? or just guessing
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unexploredtest BOT 2022-02-10 20:50:14Z
Just guessing
20:50
This is all the info I get:
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Jupstar ✪ BOT 2022-02-10 20:50:46Z
you could build with cmake .. -DCMAKE_BUILD_TYPE=Debug then we'd see what render call exactly crashes in gdb
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unexploredtest BOT 2022-02-10 20:53:02Z
debug.txt
16.01 KB
20:53
Sure, wait...
you could build with cmake .. -DCMAKE_BUILD_TYPE=Debug then we'd see what render call exactly crashes in gdb
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Jupstar ✪ BOT 2022-02-10 21:00:31Z
ok looks like a different thread than the other crashgenerally we could still try to run vulkan single threaded gfx_render_thread_count 1but if you say RADV also crashes in DOOM maybe its indeed a problem with RADV, hard to say :D
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unexploredtest BOT 2022-02-10 21:02:09Z
DDNet gfx_render_thread_count 1?
ok looks like a different thread than the other crashgenerally we could still try to run vulkan single threaded gfx_render_thread_count 1but if you say RADV also crashes in DOOM maybe its indeed a problem with RADV, hard to say :D
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Jupstar ✪ BOT 2022-02-10 21:02:18Z
with qoutes on the argument yeah
21:02
but can also change it in f1 and restart :D
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unexploredtest BOT 2022-02-10 21:03:35Z
./DDNet "gfx_render_thread_count 1"?
with qoutes on the argument yeah
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Jupstar ✪ BOT 2022-02-10 21:03:40Z
yes
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unexploredtest BOT 2022-02-10 21:04:45Z
Yeah it doesn't crash anymore
21:04
Yeah it doesn't crash anympoe
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Jupstar ✪ BOT 2022-02-10 21:04:49Z
oh ok ^^
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unexploredtest BOT 2022-02-10 21:05:17Z
Thanks!
21:05
Even tho at the end of the day I might just keep playing with OpenGL xD
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Jupstar ✪ BOT 2022-02-10 21:05:55Z
yeah if its not worth it, opengl is fine too :D
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unexploredtest BOT 2022-02-10 21:06:14Z
Haha yeah, anyways good work!
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This pull requests adds the tune-lock tile and a tune lock reset tile. Tune lock is index 69 and tune lock reset is index 70 from tune layer. Tune zones have a higher priority than locked tunings, means locked tunings only take effect when outside of a tune zone (as i discussed with corneum before, since it makes the most sense). Leaving a tune zone again results in getting back your locked tuning. A locked tuning can be applied by using tune_lock and can also be changed later on ...
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what tutorial map? 👀
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oops, spoilered 😄
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deen
oops, spoilered 😄
maybe you should hide that server from browser if thats even possible justatest
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nah, it's fine
22:59
could hide it of course with sv_register 0
22:59
but no need
👍 1
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Checklist

  • [ ] Tested the change ingame
  • [ ] Provided screenshots if it is a visual change
  • [ ] Tested in combination with possibly related configuration options
  • [ ] Written a unit test if it works standalone, system.c especially
  • [ ] Considered possible null pointers and out of bounds array indexing
  • [ ] Changed no physics that affect existing maps
  • [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--u...
Exported 208 message(s)