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matso
Master of Patches
10:01PM
Do the "Performance-Jam"!!!
maxfps was added to simplify testing and verification for some nasty issues with low-fps situations (setting up a situation where you had enough load to actually get your fps down was easy early on ... but got progressively harder), it has basically no other use. And while saying 40 fps feels like 15 fps in other games might be an exaggeration, there are some issues that may cause the quality of the fps to drop when the client gets loaded - mostly because frame time may start to vary a lot when there is a lot of stuff happening, so those 40 fps does not mean every frame is 25ms - one or two may clock in at 75ms while most clock in at 20ms... I'm fairly optimistic that things will improve quite a lot in the not-to-far-future though; the latest JIT testing gave pretty good results - well, apart from the crashing
Insane
Anomaly
1:19PM
help with spark editor
Check that your map has all of the following entities: - ns2_gamerules - pathing_settings - location entities for all the areas you want to have power.
matso
Master of Patches
May 23
Do the "Performance-Jam"!!!
Insane wrote: » ezekel wrote: » Scatter wrote: » Is LuaJIT something that must be implemented game wide or can it be used in certain critical pathways? I have a basic coding understanding but not enough to really know this off hand. I think luaJIT splits the workload, so one part of the game goes through luaJIT, then another part goes through regular lua.. so making the work more evenly split on the cores already supported or I'm an idiot and you can just disregard what I said because it's a complete guess Not quite. In very simple terms, LuaJIT translates Lua code into a format that your CPU can read more quickly. It does this just before the code segment is actually executed, hence the name (Just In Time). Turns out that Wikepedia has a very nice article how a tracing JIT compiler like LuaJIT actually works ... https://en.wikipedia.org/wiki/Tracing_just-in-time_compilation
Insane
Anomaly
May 23
Do the "Performance-Jam"!!!
ezekel wrote: » Scatter wrote: » Is LuaJIT something that must be implemented game wide or can it be used in certain critical pathways? I have a basic coding understanding but not enough to really know this off hand. I think luaJIT splits the workload, so one part of the game goes through luaJIT, then another part goes through regular lua.. so making the work more evenly split on the cores already supported or I'm an idiot and you can just disregard what I said because it's a complete guess Not quite. In very simple terms, LuaJIT translates Lua code into a format that your CPU can read more quickly. It does this just before the code segment is actually executed, hence the name (Just In Time).
Sewlek
The programmer previously known as Schimmel
May 23
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
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