vgstation13
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A New Dawn :tm:
For real this time. Maybe.
I know what to try next. Using this for test-serb purposes.
prepare for unforeseen consequences genuinely
https://www.youtube.com/watch?v=xtrqYdvZ29E&t=110s
The performance is pretty smooth. Two things I noticed testing it out is that there are some erratic shadows, pictured below, and also, when you hold a lamp and walk into a dark area, the emitted light will jump a little bit in front of you and snap to the nearest tile, while your sprite will move smoothly.
I don't remember those wacky shadows from the previous tests. I mean they still had wacky shadows, but not exactly those ones
Is it possible that it can vary with drivers/OS?
I doubt it, but maybe. But he probably just did more work on it.
I don't get wacky shadows while testing on my end, so it might be an emerging effect after some time passes and some unknown interactions occur.
This is how this area looks like on my end.
@Hinaichigo out of curiosity, what's your BYOND version? Shadows relies a lot on render_source
things so it might be why it's different client to client.
Version 514. I'm not sure how to view the minor version number. It's running in a w10 VM hosted on linux. I disabled 3D acceleration in the virtualbox settings and it fixed the shadows, but it also made the performance a lot worse, similar to the previous time it was up on the test server.
Linux
might explain it Try the latest minor just to see
Updating to the latest minor, with 3D acceleration turned on, it has somewhat choppy performance and the shadow glitch remains. I wonder if this issue is related. It's recent, so maybe it'll be fixed in an upcoming version.
Playing on Linux through Wine, I don't see any of those weird shadows, though I do notice rather shit performance, particularly around the bridge. I notice that the client profiler says that basically all of the time taken is in one particular step. I wonder if it's possible to optimize it somewhat. Not necessarily a large concern if the performance issues aren't on Windows, though.
Finally got Wine set-up and it actually runs a lot more smoothly, maybe a little bit of slowdown near the brig. And the glitched shadows seem to be fixed.
The border of the table (where the glass is) still seems a little off somehow:
The issue with the flashlight light jumping out ahead also seems somewhat less stark at proper framerates. Also, it seems like "disable flashlight" is broken on the PDA: if you disable the flashlight it doesn't turn off until you put it into your backpack.
Overall it looks really nice aesthetically.
The performance is pretty smooth.
yeah about that... this still crawls to 8fps (about 15 flares per tile)
Oh no way it gets laggy if someone makes a lagmachine
Not to be a critic, I like the lighting. There's several particles that still need lighting though, like fireball, and a bunch of others. The roulette revolver provides a wide array of various ones that need lighting.
Though perhaps objects like flares should be handled differently to avoid lag.
Not sure if this was tested, but turning on all lights seems to make it a little sluggish? Maybe it's just me
I notice that the client profiler says that basically all of the time taken is in one particular step. I wonder if it's possible to optimize it somewhat.
What step is that? Also, how do you view that?
What step is that? Also, how do you view that?
Don't remember the name exactly. Something about grouping and setting bounds, I think. If you're playing under Wine, you probably need admin abilities to do it, because you need to be able to right click the title bar and select an option there to do it normally. With admin, you can select profiler under the server dropdown at the top left, and click the client tab on that window.
Anyway, as for client lag, moving lights shouldn't be significantly laggier than stationary lights. They're much heavier on the server, though.
There's several particles that still need lighting though, like fireball, and a bunch of others. The roulette revolver provides a wide array of various ones that need lighting.
One step at a time.
Fixed an issue someone reported with cult buildings, + an attempt at making lights move smoothly
What's the actual aim of this P.R.? You didn't describe it at all. What does it add?
What's the actual aim of this P.R.? You didn't describe it at all. What does it add?
The latest attempt to make EuropaLights work. See #31641, #31620, #30497 and #29551.
After testing out Wine for a little bit, there are also various issues (not with lighting, but in general) that aren't present when running in a VM, though using Wine is smoother performance wise. I know Linux isn't officially supported, but since it works pretty well now, and a few players, in addition to myself, use a Windows VM from what I understand, it would be nice if breaking compatibility could be avoided, in terms of both performance and the lighting system.
Edit: After using Wine a bit more it is way smoother and things look nicer. Although there are still some issues here and there.
Any updates on this one @ShiftyRail? Is the dream of fancy lights dead?
Should probably close this, as hopefully my darkness and planes PR will be merged and would result in horrible conflicts. Also the test server doesn't even work so you can't even test the lights anymore.
when
holy fuck, a year?
holy fuck, a year?
is it ready yet
Quality shiftycode