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Sewlek
The programmer previously known as Schimmel
11:43AM
Sewlek's Balance mod
CrazyEddie wrote: » BigRustyRed wrote: » RT's felt less important so the focus was a lot more on attacking specific areas of the map and holding map control then chasing after recappers and defending RTs. I haven't played the BT mod yet, but what you've described sounds like a good change to me. I get tired of constantly hearing "Skylights!" and "Ventilation!" and "Observation!" and having people running off to go rescue or rebuild them. I try to tell my teammates that the way to save Skylights is to take and hold Overlook. If the current BT makes running after RTs less valuable and encourages tactical play to secure territory, then I'm all for it. thats not clear yet. i keep the RT scaled down to 8 t.res for ~2 more days and see what its does to the game play.
matso
Master of Patches
May 22
Do the "Performance-Jam"!!!
SteveRock wrote: » CrazyEddie wrote: » Steve, Cory - as long as you're answering performance and technology questions: Are you doing any work around splitting up the game logic code so that it could be handled in multiple lua threads? I know that's not easy (and I know that's an understatement) but it seems like the payoff could be huge. We do this for prediction already, which resulted in huge gains, but that's literally running two separate Lua worlds. Doing it within the same world is more complex, and much more risky (in terms of bugs, code maintainability, whether or not it would even work, etc. etc.). So, it's less likely we'll pursue this avenue. The extra Lua VM running the Predict world is very much a special case; it it responsible for taking the server network updates and merge it with any missing client moves, then deliver that to the main thread. It reduced an O(fps^2) problem in the main thread to an O(network rate) in a secondary thread - a very good thing. Also increased fps so much that Max had to add move rate limiters to avoid servers imploding under the load ... oh, fun times, good times (http://forums.unknownworlds.com/discussion/122189/224-tech-changes-part-1 for those interested in more details ) Lua does not support true multithreading (yet), so if you want to split the logic work you would probably go for using multiple Lua VMs running in their own threads, and then have a merge phase in between... doable, but adding lots of complexity. So going for LuaJIT first is the right way ... hopefully, it will be fast enough to tide Spark over until Lua supports true multithreading.
SteveRock
May 22
Do the "Performance-Jam"!!!
CrazyEddie wrote: » Steve, Cory - as long as you're answering performance and technology questions: Are you doing any work around splitting up the game logic code so that it could be handled in multiple lua threads? I know that's not easy (and I know that's an understatement) but it seems like the payoff could be huge. We do this for prediction already, which resulted in huge gains, but that's literally running two separate Lua worlds. Doing it within the same world is more complex, and much more risky (in terms of bugs, code maintainability, whether or not it would even work, etc. etc.). So, it's less likely we'll pursue this avenue.
matso
Master of Patches
May 22
Do the "Performance-Jam"!!!
CrazyEddie wrote: » Steve, Cory - as long as you're answering performance and technology questions: Are you doing any work around splitting up the game logic code so that it could be handled in multiple lua threads? I know that's not easy (and I know that's an understatement) but it seems like the payoff could be huge. Right now the client uses slightly more than 2 cores at peak load, so further MT would not benefit 2-core machines much. Better to go for LuaJIT, which uses the CPU more efficiently.
MurphyIdiot
NS2 programmer
May 22
time to make the mods - problem
Your problem is in the game_setup.xml file. If you open the console with ~ in game, you will see this being spammed: Error: Error reading end tag. Error: Couldn't load 'game_setup.xml' It failed to parse the file due to this line having a typo: <predeict>lua/ModPredict.lua</predict> The console and log file are your friend
SteveRock
May 22
Do the "Performance-Jam"!!!
moultano wrote: » SteveRock wrote: » And since you seem to be fairly technically minded, the major challenge we face with LuaJIT is the Lua->C++ API. For LuaJIT to be performant, you have to architect that API in some pretty specific ways, otherwise you will always break the JIT compiles and get almost no benefit from it. Completely changing the API is not an attractive option (rewrite a lot of code..break all the mods..), so we're currently investigating ways of avoiding this. Tell us more! Reading about things like this gives me a "break out the profiler" itch. It's exciting. Is there a performance sensitive subset you could rewrite, and assume the remainder will fall back to being interpreted? One challenge is even identifying the hotspots, so Dushan has been working on a sample-based Lua profiler to help with this. Think of it as Intel VTune for Lua scripts (cuz otherwise, VTune just tells us...Lua is slow). Once that is done, we can better assess if it's possible to address just that subset.
Squeal_Like_A_Pig
Janitor
May 22
UWE to replace Vanilla NS2 with Sewlek's balance mod in the near future
thelawenforcer wrote: » ironhorse - im saying that characterizing all criticism or questioning of the mod in general as no more than "omg this mod suxxxxX!!1!!!" is a serious misrepresentation of what people were actually saying and that by doing so, it enables him to ignore said criticism or questions. i find that intellectually dishonest and would expect better from a serious games developer. Nowhere did I state this. Not...at...all. There is plenty of valid criticisms of the mod being carried out in thoughtful discussions in the main BT mod thread, in game, and by the official balance mod testing team, and I was not referring to those arguments, merely requesting people who want to give further feedback to frame it in a manner that is respectful and constructive. And, I see that there were several posts made after my comment that did exactly what I requested, giving their opinions in a non inflammatory way, and listing out the reasons why they disagree with certain features in the mod. However, I would like to request that people leave their feedback in the other current BT thread, so that we have it all in one place, and it doesn't get lost in this thread.
Squeal_Like_A_Pig
Janitor
May 22
Do the "Performance-Jam"!!!
ezekel wrote: » But what about the openGL/DX11 things, what exactly does this do? (besides openGL possibly making it playable or mac or linux or something?) and dx11? No complaints as I'm running a card with dx11 though The primary reason this is being done right now is to be able to port the game over to other platforms, like MAC and Linux. However, we are also hoping there will be some additional performance boost on the GPU side as well, though exactly how much is unknown at the moment. Between this and the LuaJITstuff that is being worked on, which will help out on the CPU side, there should be noticeable performance improvements coming.
matso
Master of Patches
May 22
Location Relevancy; get around max-relevancy distance by location based relevancy
UWE has a bit too much on their platter right now to commit to supporting it, so they prefer it to be a mod. It may be included in mainline if it shows itself to be stable and popular.
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