Client optimizations: Please test

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Re: Client optimizations: Please test

Postby loftar » Sun Apr 10, 2016 4:27 pm

Just for the record, what I was primarily interested about with this thread is not what performance gains you're seeing. Not that that's not interesting, but the main purpose was to test for bugs.
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Re: Client optimizations: Please test

Postby strpk0 » Sun Apr 10, 2016 4:28 pm

loftar wrote:Just for the record, what I was primarily interested about with this thread is not what performance gains you're seeing. Not that that's not interesting, but the main purpose was to test for bugs.

I guess there's really not that many though. Or atleast, not a bug so severe that disables this build from being "good to release".
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Re: Client optimizations: Please test

Postby Redlaw » Sun Apr 10, 2016 10:03 pm

well I hope you fix the memory error thing i posted, if you cant I wont be able to play the game at all.
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Re: Client optimizations: Please test

Postby DPblH » Mon Apr 11, 2016 5:11 am

loftar wrote:The next step would be to find more things to optimize, quite simply.

hittest in mapview drops my fps about 20. In a big village you must click a lot, and every click makes a lot of "lags".
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Re: Client optimizations: Please test

Postby VDZ » Mon Apr 11, 2016 4:31 pm

romovs wrote: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.


Are you sure it's the smoke and not the lighting effects? I think fires (at least inside caves) might cause the same slowdown.
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Re: Client optimizations: Please test

Postby romovs » Mon Apr 11, 2016 5:05 pm

Could be the lighting effects. I haven't really tested it.
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Re: Client optimizations: Please test

Postby loftar » Tue Apr 12, 2016 7:35 pm

DPblH wrote:hittest in mapview drops my fps about 20. In a big village you must click a lot, and every click makes a lot of "lags".

This is one of the things that this optimization targets, though (as things in hit testing are also being cached). Have you tested to see if it makes a difference?
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Re: Client optimizations: Please test

Postby shadowchris » Tue Apr 12, 2016 7:43 pm

So this is unrelated to the optimization fixes but it did solve my apparent problems in terms of performance. When I downloaded the new client I noticed I still got shit fps performance and there was no change of results. So I went into the client settings and started turning things on and off. Eventually I realized that anti-aliasing was turned off. The moment I turned it on my performance doubled. So thanks I guess lol :?
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Re: Client optimizations: Please test

Postby linkfanpc » Tue Apr 12, 2016 9:39 pm

shadowchris wrote:So this is unrelated to the optimization fixes but it did solve my apparent problems in terms of performance. When I downloaded the new client I noticed I still got shit fps performance and there was no change of results. So I went into the client settings and started turning things on and off. Eventually I realized that anti-aliasing was turned off. The moment I turned it on my performance doubled. So thanks I guess lol :?



I thought i'd try this to see if it would increase my frames, but whenever i try to turn it on my client crashes. Tried on both clients.

EDIT: Crashes at main menu. In game it just says "FSAA not supported". How do i fix this?
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Re: Client optimizations: Please test

Postby Redlaw » Tue Apr 12, 2016 10:47 pm

Though I test it again, got the same out of memory error.

java.lang.RuntimeException: haven.BGL$BGLException: haven.GOut$GLOutOfMemoryException: GL Error: 1285 (out of memory)
at com.jogamp.common.util.awt.AWTEDTExecutor.invoke(AWTEDTExecutor.java:58)
at jogamp.opengl.awt.AWTThreadingPlugin.invokeOnOpenGLThread(AWTThreadingPlugin.java:103)
at jogamp.opengl.ThreadingImpl.invokeOnOpenGLThread(ThreadingImpl.java:206)
at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:172)
at javax.media.opengl.Threading.invoke(Threading.java:191)
at javax.media.opengl.awt.GLCanvas.display(GLCanvas.java:528)
at haven.HavenPanel$6.uglyjoglhack(HavenPanel.java:454)
at haven.HavenPanel$6.run(HavenPanel.java:489)
at java.lang.Thread.run(Unknown Source)
Caused by: haven.BGL$BGLException: haven.GOut$GLOutOfMemoryException: GL Error: 1285 (out of memory)
at haven.BufferBGL.run(BufferBGL.java:46)
at haven.HavenPanel.redraw(HavenPanel.java:400)
at haven.HavenPanel$1.display(HavenPanel.java:103)
at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:649)
at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:633)
at javax.media.opengl.awt.GLCanvas$9.run(GLCanvas.java:1271)
at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1103)
at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:978)
at javax.media.opengl.awt.GLCanvas$10.run(GLCanvas.java:1282)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: haven.GOut$GLOutOfMemoryException: GL Error: 1285 (out of memory)
at haven.GOut.glexcfor(GOut.java:129)
at haven.GOut.checkerr(GOut.java:137)
at haven.BGL$1.run(BGL.java:90)
at haven.BufferBGL.run(BufferBGL.java:44)
... 22 more
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