Client optimizations: Please test

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Re: Client optimizations: Please test

Postby strpk0 » Sat Apr 09, 2016 8:12 pm

linkfanpc wrote:Been so exited for this, turns out it does jack-diddly squat.

EDIT: All i did was click the link. Is there anything else i need to do to activate the optimizations or am i just boned?


Uhh... It's a client of its own... It's not like it's gonna magically fix all of your haven clients by installing it.
Download the jnlp, run it and use it.
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Re: Client optimizations: Please test

Postby linkfanpc » Sat Apr 09, 2016 9:24 pm

strpk0 wrote:
linkfanpc wrote:Been so exited for this, turns out it does jack-diddly squat.

EDIT: All i did was click the link. Is there anything else i need to do to activate the optimizations or am i just boned?


Uhh... It's a client of its own... It's not like it's gonna magically fix all of your haven clients by installing it.
Download the jnlp, run it and use it.


Well yeah, i know that.

Is there anything else i need to do? Or does it just not do anything for me?
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Re: Client optimizations: Please test

Postby strpk0 » Sun Apr 10, 2016 12:47 am

linkfanpc wrote:
strpk0 wrote:
linkfanpc wrote:Been so exited for this, turns out it does jack-diddly squat.

EDIT: All i did was click the link. Is there anything else i need to do to activate the optimizations or am i just boned?


Uhh... It's a client of its own... It's not like it's gonna magically fix all of your haven clients by installing it.
Download the jnlp, run it and use it.


Well yeah, i know that.

Is there anything else i need to do? Or does it just not do anything for me?


I suppose not then, but like loftar said, the client isn't 100% optimized yet. All this particular version does is help reduce lag when a lot of the same object is repeated (for example, large crop fields). In other situations I don't suppose it does much.
Btw, to loftar: What other aspect (if any) are you planning on optimizing in the future? What are the biggest causes of client lag you have found (after having fixed this one, atleast)?
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Re: Client optimizations: Please test

Postby lachlaan » Sun Apr 10, 2016 1:43 am

One big one i've seen is the client redrawing or recaching everything ever on terrain changes. Digging murders my framerate hard and I can only imagine it's because it's recalculating all the terrain for each change in vertex height.
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Re: Client optimizations: Please test

Postby strpk0 » Sun Apr 10, 2016 3:08 am

lachlaan wrote:One big one i've seen is the client redrawing or recaching everything ever on terrain changes. Digging murders my framerate hard and I can only imagine it's because it's recalculating all the terrain for each change in vertex height.

Yeah, kind of weird that it does that honestly. You would expect that the client could easily just change the one tile that needs updating, instead of redrawing everything.
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Re: Client optimizations: Please test

Postby loftar » Sun Apr 10, 2016 3:48 am

Apart from a few bugs that seem fixable, it seems that it might be generally safe to properly merge this code, at least.

strpk0 wrote:Btw, to loftar: What other aspect (if any) are you planning on optimizing in the future? What are the biggest causes of client lag you have found (after having fixed this one, atleast)?

The next step would be to find more things to optimize, quite simply. That's often the trickiest part, to begin with, and of course, different hardware would be differently impacted by different things. It's difficult to optimize for hardware that I don't have.
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Re: Client optimizations: Please test

Postby strpk0 » Sun Apr 10, 2016 6:01 am

loftar wrote:Apart from a few bugs that seem fixable, it seems that it might be generally safe to properly merge this code, at least.

strpk0 wrote:Btw, to loftar: What other aspect (if any) are you planning on optimizing in the future? What are the biggest causes of client lag you have found (after having fixed this one, atleast)?

The next step would be to find more things to optimize, quite simply. That's often the trickiest part, to begin with, and of course, different hardware would be differently impacted by different things. It's difficult to optimize for hardware that I don't have.


I dunno how useful this is, but I'm pretty sure animated objects are pretty fps heavy aswell, also there's some talking about domesticated animals causing a lot of lag.
Is there any way we can help to provide the necessary information? I don't mind having to run a profiler or something of the sort, just ask away.
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Re: Client optimizations: Please test

Postby romovs » Sun Apr 10, 2016 6:47 am

Smoke from tar kilns, smelters, etc also seems to add to the lag quite a bit.
It's particularity noticeable the moment object gets into the rendering view, client stutters momentary.
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Re: Client optimizations: Please test

Postby GladiatoR » Sun Apr 10, 2016 8:44 am

With Amber client (not optimized) in crop fields - ~30 fps (while moving)

With Amber client (optimized) in crop fields - 55-80 fps (while moving)
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Re: Client optimizations: Please test

Postby Thedrah » Sun Apr 10, 2016 10:55 am

not using the new client atm but i have problems with fps like there's a memory leak or something. i start with 15fps and after moving minimaps or going inside/outside some causes fps to drop down to 1-5
using a sub par work computer while home computer doesn't have this issue. at times home pc will slow for a second but picks back up in similar situations

work computer has 4gb ram and 1.9ghz i3 processor
home computer has 8gb ram and 2.4ghz intel processor (can't remember name)
both are windows 7
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