Some developing Q's

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Terminator
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Re: Some developing Q's

Post by Terminator »

NoQ wrote:Just to be sure: what graphic settings (like texture size) are you using, is vsync turned on?
128 texture, fsaa =off, vsync=off
NoQ wrote:I also think we need a single "whine about master" thread sticked somewhere (:
It should be made long time ago....but better later than never :wink:
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vexed
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Re: Some developing Q's

Post by vexed »

Um, right, 2.3.X is supposed to be feature locked, bug fixes only category.

The 3.0 beta that was out was made form 2.3 + master's rendering engine. That was put on hiatus since it had...issues.
Master is in a state a flux while we try to figure out a good way to handle the issues it has.
The networking code in master can't be easily backported into 2.X, and never will be done AFAIK.

The networking code itself executes orders once all clients agree. That means, the person with the highest latency time from the host is the weak man out.
It can spot cheating, in that, it will go out of sync. To determine if it really was cheating, then more works is required to investigate the logs.

As was previously mentioned, 2.3.X is basically a dead end (feature locked!), and most all work will be going into getting a release from master as quickly as we can, once we fix the major issues with it.
At that point in time, 2.3.X will move into legacy mode, with no support and or bug fixes, since we don't have the manpower.

As for the MP side of things, I rather everyone play the new master version (whatever it will be called), since the code is much better sync wise.
I don't believe we have gotten any reports lately about master's netcode, and how it is working.

We are also thinking about allowing host kicking again.
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Terminator
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Re: Some developing Q's

Post by Terminator »

I'm pretty sure masters issues comes from pathfinding code. Its dropping fps count to unplayable level. As I said in skirmish (no network activity) fps fall to 10-15 too, obvious its not netcode causing it. but when I press @pause@ in game fps goes up to 250, that seems wired cause if its all about new render stuff(textures & so on) so in game-pause wont raise fps, but it does. So I think its pathfinding slow everything down in master branch.

Am I right ?
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vexed
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Re: Some developing Q's

Post by vexed »

Terminator wrote:I'm pretty sure masters issues comes from pathfinding code. Its dropping fps count to unplayable level. As I said in skirmish (no network activity) fps fall to 10-15 too, obvious its not netcode causing it. but when I press @pause@ in game fps goes up to 250, that seems wired cause if its all about new render stuff(textures & so on) so in game-pause wont raise fps, but it does. So I think its pathfinding slow everything down in master branch.

Am I right ?
I haven't profiled it, but that is only part of the problem.
The pathfinding code should be capped at the amount of time it can use, but, this may have changed.
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Re: Some developing Q's

Post by zydonk »

vexed wrote:
Terminator wrote:I'm pretty sure masters issues comes from pathfinding code. Its dropping fps count to unplayable level. As I said in skirmish (no network activity) fps fall to 10-15 too, obvious its not netcode causing it. but when I press @pause@ in game fps goes up to 250, that seems wired cause if its all about new render stuff(textures & so on) so in game-pause wont raise fps, but it does. So I think its pathfinding slow everything down in master branch.

Am I right ?
I haven't profiled it, but that is only part of the problem.
The pathfinding code should be capped at the amount of time it can use, but, this may have changed.
Terminator's analysis is very to the point. I had assumed that the render was the problem, and that Per was working to resolve it. Has the pathfinding been changed in the master/v3.n?
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NoQ
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Re: Some developing Q's

Post by NoQ »

Has the pathfinding been changed in the master/v3.n?
Certainly.
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Re: Some developing Q's

Post by MaNGusT »

Terminator wrote:I'm pretty sure masters issues comes from pathfinding code. Its dropping fps count to unplayable level. As I said in skirmish (no network activity) fps fall to 10-15 too, obvious its not netcode causing it. but when I press @pause@ in game fps goes up to 250, that seems wired cause if its all about new render stuff(textures & so on) so in game-pause wont raise fps, but it does. So I think its pathfinding slow everything down in master branch.
idk what you are talking about... I play the mizamaze map on the latest master with and without the shadermod, fsaa =8x, vsync=on, I use cheats to build crazy amount of units, and fps falls minimum to 28, the only thing that is annoying is lagging camera(vsync code is a bit broken I think). If I turn vsync off then I have no camera's lags and fps raises up to 250(~100 with big amount of units).

Also, I seriously think that camera's moving should be sharp without skids. Is that very hard to change? :|

P.S. my system specs is not that modern, they are: amd phenom II x2 560 BE, 8gb ramm, radeon 5770.
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vexed
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Re: Some developing Q's

Post by vexed »

Yeah, Vsync is acting very strangely, no doubt about it.
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