also shit ton of dead animals. 100+ to be exact.Ardennesss wrote:A good real world test would be to test the new performance with ~100 animals on screen.loftar wrote:Actually, that's just because I have a weird issue with my GPU sometimes in that, when it isn't loaded enough, it stays clocked down to the power-saving performance state even though that causes individual frames to run over (since the next frame is still mostly idle due to vsync, the driver doesn't consider it loaded enough to clock up). It's happens particularly often to me in houses or caves, but sometimes also outside like this. It's actually pretty retarded, but I also haven't cared enough to try to solve it.Ardennesss wrote:I sincerely hope you're coding on a potato if you're getting 32 FPS with only that on your screen... Otherwise, I don't have super high hopes for the outcome of this project.
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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Client performance update thread
see homo sexuality trending,. do not do that.
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Kandarim
- Posts: 19
- Joined: Sun Aug 18, 2013 3:13 pm
Re: Client performance update thread
A quick note - these updates are super interesting for me to read.
I've experience with writing and optimizing GPU (CUDA) code from an academic perspective, but I have only vague ideas about the principles of render optimization.
I've always carefully stayed away from rendering code when doing client work
So thanks for updating us in this way! Nice reads.
I've experience with writing and optimizing GPU (CUDA) code from an academic perspective, but I have only vague ideas about the principles of render optimization.
I've always carefully stayed away from rendering code when doing client work
So thanks for updating us in this way! Nice reads.
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Client performance update thread
30% improvement even without most of the optimizations that are planned to be done in the future sounds quite nice.
Of course, the real issue for many is lag in large villages with lots of objects and animals.
If fps in villages is not affected, the improvement is quite meaningless for most!
But thinking of the positive side: You only have to achieve quite small improvement to the average fps improvement per day. Because even small values would be a lot!
Of course, the real issue for many is lag in large villages with lots of objects and animals.
If fps in villages is not affected, the improvement is quite meaningless for most!
But thinking of the positive side: You only have to achieve quite small improvement to the average fps improvement per day. Because even small values would be a lot!

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
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loftar
- Posts: 9093
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Client performance update thread
While that might be interesting to test, it should be noted that the real fix for lots of animals is the "instancing animated meshes" listed in the OP. Though I'd expect tick parallelization to also help quite a bit.Ardennesss wrote:A good real world test would be to test the new performance with ~100 animals on screen.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Client performance update thread
It would probably help players a lot if they could build barns to store animals inside a building, otherwise you tend to end up with hundreds of animals in one mini-map space in some villages which causes a huge drop in fps around them.loftar wrote:While that might be interesting to test, it should be noted that the real fix for lots of animals is the "instancing animated meshes" listed in the OP. Though I'd expect tick parallelization to also help quite a bit.Ardennesss wrote:A good real world test would be to test the new performance with ~100 animals on screen.
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Client performance update thread
If barns had large interior spaces where containers with inventories couldn't be placed and fences could be built it would be pretty cool.


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Leksar
- Posts: 191
- Joined: Thu Apr 08, 2010 6:43 pm
Re: Client performance update thread
We've been developing for two years, and here's what's new.
*posts a screenshot with 30fps*
Oh, don't look at fps, I just decided to redo client render on a computer with broken graphics driver.
Sorry, no more screenshots this year, but beilive me, it's almost done![Trollface ¦]](./images/smilies/troll.gif)
*posts a screenshot with 30fps*
Oh, don't look at fps, I just decided to redo client render on a computer with broken graphics driver.
Sorry, no more screenshots this year, but beilive me, it's almost done
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Aoyama
- Posts: 12
- Joined: Sat May 25, 2019 9:46 am
Re: Client performance update thread
I want to stab you, your ignorance is infuriating.Leksar wrote:We've been developing for two years, and here's what's new.
*posts a screenshot with 30fps*
Oh, don't look at fps, I just decided to redo client render on a computer with broken graphics driver.
Sorry, no more screenshots this year, but beilive me, it's almost done
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Client performance update thread
30 FPS is, when stable at the number, perfectly fine for a game with the pace and control scheme of haven and hearth.Leksar wrote:*posts a screenshot with 30fps*
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020