Game Development: Another Touch of Fix

Announcements about major changes in Haven & Hearth.

Re: Game Development: Another Touch of Fix

Postby NOOBY93 » Thu Mar 09, 2017 11:24 am

sMartins wrote::stats on....told you you are the retarded here.

Don't get into psychiatry, you judge how retarded someone is by the wrong standards

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Now shut the fuck up
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Re: Game Development: Another Touch of Fix

Postby pedorlee » Thu Mar 09, 2017 11:25 am

Jesus Nooby....
Your hemorroids must be killing you. Why are you so agressive on everybody lately?

You dont need to insult and say your broken english hur dur on every argue to state your point. You wont be respected that way dude.
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Re: Game Development: Another Touch of Fix

Postby NOOBY93 » Thu Mar 09, 2017 11:26 am

pedorlee wrote:Jesus Nooby....
Your hemorroids must be killing you. Why are you so agressive on everybody lately?

You dont need to insult and say your broken english hur dur on every argue to state your point. You wont be respected that way dude.

idk about you but I don't need forum respect from retarded italian kids who shill the shitty ass default client their whole free time to feel good about myself

Especially not if they're derailing my pleading for performance updates from based loftorb

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Re: Game Development: Another Touch of Fix

Postby pedorlee » Thu Mar 09, 2017 11:38 am

Do what you want, you are free and clever enough to know what Im saying. Just giving you my opinion of the tone you are using to argue. Marteen is a cool guy, Im sure you dont need to be so salty.
Gl on that.
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Re: Game Development: Another Touch of Fix

Postby jordancoles » Thu Mar 09, 2017 11:41 am

Amber client standing in the middle of my plot
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Amber client with animations turned off (trash stockpiles, animal idle, beehives, dreamcatchers and fires) and lowest graphical settings
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Default client
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This is standing still though, moving in any direction drops these numbers by 15-20 fps
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Re: Game Development: Another Touch of Fix

Postby strpk0 » Thu Mar 09, 2017 12:04 pm

I think we can all agree that both default and custom clients suck way too much ass performance-wise, relative to how they should (ideally) be performing, given the graphic and logic complexity of a game like haven.

All a modified client changes is disabling some extra (unnecessary to some) fancy effects about the default client, perhaps animations being the worst offenders to performance of all.
And yes, they may have extra features that too impact performance, when compared to the default client, but that doesn't mean its people's fault for using them, when the default client comparatively performs just as bad (and oftentimes WAY worse in unoptimized scenarios, like huge PvP battles).
Coding is not magic, and custom clients don't magically make "unnecessary requests that lag the server (the fuck?)", because someone would actually have to put hours upon hours of development effort towards making their client do said unnecessary requests, and most of the client makers I know are just as anal (if not worse) as loftar about performance, and as far as I'm aware not nearly retarded enough to wreck their own client's performance on purpose, at no other gain.

Lets not be hipsters here, and instead focus on the real problem at hand: client performance does need some HEAVY work, default client or not.
For instance, a game like Team Fortress 2 can easily run at a solid 200-300 fps regardless of what's going on ingame in my rig.
A bunch of cows and some buildings in haven can easily lock my client at around 30-20 fps (yes, even in default client).

Whether or not results like that should be considered "working as intended" is up to each person to decide.

Haven client is also notoriously bad at scaling in performance with higher-end computers, which further indicates the current problems in optimizations it has.

Maybe useful stuff to the devs, dunno if already aware:
In my (admittedly somewhat limited) testing, object animations are one of the biggest causes of bad client performance. Disabling them entirely (and forcing every object into basically their T-Pose) netted very substantial FPS gains.
Animals are (IMO) the second worst performance offenders, disabling their rendering entirely (and reducing the animals to only draw their own hitbox instead of their actual model), caused very huge gains aswell.
Disabling these two things made my fps inside my village last world jump from 10-20 fps to a constant 60 fps (only seeming to drop below that while I was walking around, perhaps something to do with object and tile loading and whatnot).
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Re: Game Development: Another Touch of Fix

Postby Potjeh » Thu Mar 09, 2017 1:45 pm

Is it really that much work to maintain 3 client builds (Windows, Linux, MacOS)? I bet we could get a lot better performance with a compiled C/C++ client than by relying on a shitty virtual machine.
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Re: Game Development: Another Touch of Fix

Postby strpk0 » Thu Mar 09, 2017 1:55 pm

Potjeh wrote:Is it really that much work to maintain 3 client builds (Windows, Linux, MacOS)? I bet we could get a lot better performance with a compiled C/C++ client than by relying on a shitty virtual machine.


I'm not entirely sure the problem is only with java itself, IIRC it has more to do with the graphic calls the client makes (and also rampant unnecessary object creaction, resulting in the garbage collector shitting itself on a constant basis, which does indeed have a lot to do with java, but also probably the fault of less-than-ideal programming), hence I'm not 100% sure a C/C++ client would fix ALL of the performance problems, but I'm not 100% sure.
Would be nice if some dev out there concretely pointed out what the real issues with client performance is (with proof to back their claims up preferably lol). Because I'm probably not right about half of this.
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Re: Game Development: Another Touch of Fix

Postby Potjeh » Thu Mar 09, 2017 2:00 pm

From my experiences with Unity, GC is indeed bullshit and must be avoided wherever possible. So I bet C/C++ client would work a lot smoother because there's no automated garbage collection there :P

But yeah, anyone can profile the client since it's in Java. I'd do it myself but I just can't bring myself to waste my time learning Java.
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Re: Game Development: Another Touch of Fix

Postby Reiber » Thu Mar 09, 2017 2:27 pm

Ag_Revol wrote:Some people can't literally play game because of this. If there's no problem for you it don't means there's no problem at all, m8.

Loftar wrote:That does not necessarily mean that it's not at all their fault, though. In particular those villages who have only one person who has permissions to set permissions may want to revise their settings.


Hey there loftar. Really really glad you did that. thank you very much

For clarity´s sake I have permission too give and set permissions on oure village. but the pclaim of oure lawspeaker is still in tact since we saw no benefit in destroying it . sadly he stuff too do this weekend and the char that holds his bond is currently an the other side of the map.

Since neither one of us can actually change any permissions we would have been fucked up.

if we considered the threat of an unanounced change in the hearthlaw we wouldn´t have made the decisiones we made
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