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One-way IRC channel bridge. If you want to be able to send messages to IRC, contact @Dune or @heinrich5991. https://www.teeworlds.com/?page=docs&wiki=rules/irc_rules
Between 2020-09-09 00:00:00Z and 2020-09-10 00:00:00Z
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c++20 gonna be liiiiit
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Lit like a dumpster fire
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Don't be like that, c++20 is bringing some great features
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It is, yeah
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header files, fuck header files 😄
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Modules, concepts, std::format are more than enough for me
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❤️
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is tw cpu or gpu "bottlenecked"?
15:11
okay after quickly testing it's cpu bottlenecked for a single core
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try gfx_finish 0
15:15
but at least if you have a dedicated gpu it's really limited by the cpu
15:15
mostly because it uploads all vertex data to the gpu each frame
15:17
by storing the text and map data on the gpu you can easily get ~90% gpu utilization while keeping the cpu load kinda low
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what does this command do? I have not quite but close to doubled my fps with it
15:20
it's still "just" 70-80% gpu utilization but much closer at least
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gfx_finish 1 makes sure that the gpu finished rendering the last frame before submitting commands for the new frame in certain scenarios this can reduce input latency, but most of the time it just wastes gpu performance, since the gpu is idling while the cpu is preparing the new frame
15:42
in tw it usually does not matter. for me the game runs with >1000 fps anyway 😄
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@redix I think you kinda broke net_addr_comp, it no longer returns the correct order
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[quakenet] Oy BOT 2020-09-09 16:55:23Z
what order?
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Atleast the comment in system.h needs to be updated it never returns >0 anymore
16:57
If something like a sorted array of NETADDRs was relying on net_addr_comp > 0 to order it, it would have broken
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yeah okay. but i'd rather just change the docs
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Sure, but that won't leave any way to have an order relationship between NETADDRs just so you know
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true, but one can add this if it's really needed
17:15
since we have prediction for other players now... what about projectiles? no real physics prediction, but rather just displaying them at the position for the predicted tick, so all objects on the screen are in sync
17:16
for high ping the projectiles may seem to spawn late and fly through walls then, but the experience with prediction for other players is also awful with high ping
17:17
just as a note: that would only require changing a few lines
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[quakenet] Oy BOT 2020-09-09 17:21:21Z
yeah, sure sounds good
17:23
but should probably make a config for it, so people can turn it off. just in case
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yeah sure, it should also be disabled by default, like cl_predict_players
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[quakenet] Oy BOT 2020-09-09 17:26:16Z
yeah
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@Dune if oy appears again, I started a versionsrv running on current master (2020-09-05, dccfaf9354af1dcfbdf60fc517f669346aa8b578) on version.teeworlds.com
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[quakenet] Oy BOT 2020-09-09 17:28:28Z
good thx, anyone tested if it works?
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@heinrich5991
17:28
iirc it doesn't
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[quakenet] Oy BOT 2020-09-09 17:29:44Z
hm ok, maybe it's the server?
17:30
can't reproduce it and don't see any changes that could cause that
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redix said "but still no response ="
17:44
yeah henrich5991.de works so it's the server somehow
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Anyone ever experienced the problem that you can see all servers in the browser, but cannot connect to any? After restarting the game everything is fine =\
17:48
Maybe some uninitialized stuff...
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Cannot connect as in stuck on the connecting screen?
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yeah. times out after a few seconds
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Next time it happens, launch wireshark 😄
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yeah should do that ^^
17:49
experienced it several times, but it's kinda seldom
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It happened to me once or twice before, but I chalked it up to the very broken 0.7 bridge stuff I was messing around with
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