00:00 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> hey 00:01 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> what is the source code fill name of ddnet pls? 00:01 <+bridge> [ddnet] fill name? 00:02 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> folder name* 00:02 <+bridge> [ddnet] src 00:02 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> its the name? 00:02 <+bridge> [ddnet] yep 00:02 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> and where i can find it? 00:03 <+bridge> [ddnet] https://github.com/ddnet/ddnet 00:03 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> i use thats and i need the source code folder 00:03 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> its for compile 00:03 <+bridge> [ddnet] the folder is literally called src... 00:03 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/941107138753884340/unknown.png 00:04 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> can u tell me where he is 00:04 <+bridge> [ddnet] I'm not quite sure how better to describe it 00:04 <+bridge> [ddnet] but you shouldn't care about that folder while compiling anyway 00:04 <+bridge> [ddnet] Why don't you just follow the readme? 00:05 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> because im dumb xD 00:12 <+bridge> [ddnet] what OS are you on? @ѕα∂ℓσνє🖤 00:38 <+bridge> [ddnet] Yea expected you meant something like that. Is it only the emotes tho? I use the emotes to see that it is activated and also spamming vote no. I assume that’s recorded as well isn’t it? 00:38 <+bridge> [ddnet] (@heinrich5991) 00:39 <+bridge> [ddnet] https://duck.com/?q=compiling+teeworlds 01:05 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> im with windows 32bit and i want compile chillerbot ux 64 bit to 32 bit 01:08 <+bridge> [ddnet] <ѕα∂ℓσνє🖤> ty he is more good than the other 02:24 <+bridge> [ddnet] looks like Dune didn't expect 1 << 0 to be 1 06:29 <+bridge> [ddnet] Is there a reason cl_prediction_margin resets itself to 10 when you relaunch :justatest: 06:31 <+bridge> [ddnet] If your connection's stable, wouldn't you prefer it to be set to 1 at all times? Wouldn't it basically just be forcing people to have 10 higher ping delay for no good reason? 11:58 <+ChillerDragon> Uhm do you think that sound in the headless client is a feature or a bug? Its so unintuitive for me to have a terminal application with sound. And I keep blasting tw sounds accedentially at work :D 13:39 <+bridge> [ddnet] not sure. maybe not a bug? 13:39 <+bridge> [ddnet] there's also `mpv --no-video 'https://youtu.be/dQw4w9WgXcQ'` 13:39 <+bridge> [ddnet] (needs preferrably `yt-dlp`, or at least `youtube-dl` installed) 13:55 <+ChillerDragon> yea probably not a bug 15:23 <+bridge> [ddnet] Vulkan runs fine one the shitty tablet from my mother\: 15:23 <+bridge> [ddnet] "Prozessor Intel(R) Pentium(R) CPU N4200 @ 1.10GHz, 1101 MHz, 4 Kern(e), 4 logische(r) Prozessor(en)" 15:23 <+bridge> [ddnet] 15:23 <+bridge> [ddnet] And it even reaches over 1000 fps in entities on the android phone of my brother \:D 15:23 <+bridge> [ddnet] and its even an Intel GPU XD 15:53 <+bridge> [ddnet] You finally wrote a vulkan backend? :D 15:54 <+bridge> [ddnet] yeah 15:54 <+bridge> [ddnet] i'll try to pr it today, but it still missing annoying stuff like compiling the shaders in cmake instead of .sh 15:55 <+bridge> [ddnet] Trillion fps dream 15:55 <+bridge> [ddnet] So we deprecate the gl3 backend and use vk for the modern one? 15:55 <+bridge> [ddnet] multithreaded vulkan has really nice frame times even on weak pcs \:D 15:56 <+bridge> [ddnet] i mean we could see how good vulkan works on supported systems and others could default to OGL 1.x or smth 15:56 <+bridge> [ddnet] 15:56 <+bridge> [ddnet] OpenGL 3.3 is still fine, because GLES3 is pretty much the same 15:57 <+bridge> [ddnet] dropping OGL 2.x and 3.0 would defs be nice, they are too hacky xd 16:01 <+bridge> [ddnet] I'm starting to get worried at the amount of backends we support and the quality of maintainence we can provide on them, that's why I wanted to check if we are deprecating some 16:02 <+bridge> [ddnet] I personally have nothing against dropping a few xd 16:03 <+bridge> [ddnet] Gl1 has to stay because people want to play on toasters 16:04 <+bridge> [ddnet] But I wonder if we can just assume everyone who can use gl3 can use vk instead 16:12 <+bridge> [ddnet] could try yeah 16:13 <+bridge> [ddnet] i think vk 1.0 is like GLES 3.2 or smth 16:13 <+bridge> [ddnet] feature wise 16:14 <+bridge> [ddnet] but anyway, it requires at least one full major DDNet version testing i guess, since this would be quite a huge step at once 18:15 <+bridge> [ddnet] poggers 18:15 <+bridge> [ddnet] @ vulkan? 18:15 <+bridge> [ddnet] ye 18:16 <+bridge> [ddnet] when i test it back then i got 1000 more fps 18:16 <+bridge> [ddnet] tested* 18:16 <+bridge> [ddnet] relative is probably more interesting 18:16 <+bridge> [ddnet] i.e. how many more percent? 18:16 <+bridge> [ddnet] from 2000 to 3600 18:16 <+bridge> [ddnet] 160%? 18:17 <+bridge> [ddnet] +80%, that's a nice wine 18:17 <+bridge> [ddnet] im bad at percentages 18:17 <+bridge> [ddnet] +80%, that's a nice win 18:17 <+bridge> [ddnet] ah ok 18:17 <+bridge> [ddnet] xd 18:17 <+bridge> [ddnet] 1600 / 2000 = 16 / 20 = 8 / 10 = 80% 18:17 <+bridge> [ddnet] nice 18:18 <+bridge> [ddnet] what does vulkan 1.2 and 1.3 offer? 18:27 <+bridge> [ddnet] 1.1 adds multi gpu support, smth like nvidia SLI 18:27 <+bridge> [ddnet] 1.2 and 1.3 mostly add more extensions as core 18:29 <+bridge> [ddnet] ah and 1.3 adds dynamic rendering, but i think the community doesnt like it as much, as they dont add anything renderpasses cant do, its basically a higher level feature again 18:41 <+bridge> [ddnet] toasters XD 18:41 <+bridge> [ddnet] nice... but some one like me, plays ddnet with first generation of intel core i3 without any dedicated graphics card 🙂 18:43 <+bridge> [ddnet] as he said, toasters xd 18:43 <+bridge> [ddnet] Intel igpus support vulkan just fine anyway 18:44 <+bridge> [ddnet] You need to be on a true toaster for the gl3 backend not to work, some people are just on something like gtx 260 somehow 18:45 <+bridge> [ddnet] it's actually impressive that no component died, or always was replaced to even work in 2022 18:46 <+bridge> [ddnet] even more impressive if its a laptop 19:54 <+bridge> [ddnet] i don't really get the swapchain concept and why it crashes when tabbing out 19:56 <+bridge> [ddnet] does it still? 20:08 <+bridge> [ddnet] So, will there be an option to choose Vulkan or OpenGL or will it be completely replaced? 20:09 <+bridge> [ddnet] So, will there be an option to choose between Vulkan or OpenGL or will it be completely replaced? 20:09 <+bridge> [ddnet] Gl1 is always staying, so there will probably always be that option 20:09 <+bridge> [ddnet] GL3 idk, we probably should do some research about compatibility 20:10 <+bridge> [ddnet] So, will there be an option to choose between Vulkan and OpenGL or will it be completely replaced? 20:10 <+bridge> [ddnet] hm, edits on matrix mess up the history on discord 😄 20:11 <+bridge> [ddnet] I see, good to know 20:11 <+bridge> [ddnet] (@Learath2) 20:11 <+bridge> [ddnet] ? 20:11 <+bridge> [ddnet] (@Learath2) 20:11 <+bridge> [ddnet] oh 20:11 <+bridge> [ddnet] If you edit your message on matrix it deletes the old one and posts a new one 20:11 <+bridge> [ddnet] Yeah I see 20:29 <+bridge> [ddnet] How to run in Vulkan? I checked out https://github.com/ddnet/ddnet/pull/4687 and enabled `DVULKAN=ON` but it's still using OpenGL 20:30 <+bridge> [ddnet] How to run it in Vulkan? I checked out https://github.com/ddnet/ddnet/pull/4687 and enabled `DVULKAN=ON` but it's still using OpenGL 20:31 <+bridge> [ddnet] graphic tab 20:31 <+bridge> [ddnet] Oh I'm blind, thanks 20:35 <+bridge> [ddnet] damn nice work, ill try it on the weekend 20:42 <+bridge> [ddnet] Mine doesn't speed up, in OpenGL 3.3 I get roughly 260-370 FPS while in Vulkan 160-170 FPS (in AMDVLK implementation, RADV just crashes). 20:43 <+bridge> [ddnet] Also some texts don't get rendered 20:55 <+bridge> [ddnet] haven't tried yet, sorry 20:57 <+bridge> [ddnet] thats generally really bad fps even for gl 3.3, i also use RADV but you can use dbg\_gfx 4 to get validation layers 20:59 <+bridge> [ddnet] That'e because I have an old GPU (10 years old) and rendering in 4K 21:00 <+bridge> [ddnet] lol, 4K teeworlds, much graphics 😄 21:00 <+bridge> [ddnet] anyway i forgot to compile shaders for vulkan 1.0, its still on 1.1, tho i doubt that changes smth 21:01 <+bridge> [ddnet] Well, radv works now (idk why it was crashing before), and the texts are rendered correctly 21:01 <+bridge> [ddnet] Yeah I set it on Vulkan 1.2, let me compile for 1.1 then 21:02 <+bridge> [ddnet] In what resolution you're rendering? 21:02 <+bridge> [ddnet] (@Chairn) 21:05 <+bridge> [ddnet] About 270 FPS on OpenGL 3.3 and 170 FPS on Vulkan 1.1 (map multeasymap), but that might be because the Vulkan implementation isn't good for my old GPU 21:05 <+bridge> [ddnet] About 270 FPS on OpenGL 3.3 and 170 FPS on Vulkan 1.1 (map multeasymap), but that might be with the Vulkan implementation not optimized well for my old GPU 21:06 <+bridge> [ddnet] About 270 FPS on OpenGL 3.3 and 170 FPS on Vulkan 1.1 (map multeasymap), but that might be with the Vulkan implementation not being optimized well for my old GPU 21:06 <+bridge> [ddnet] Needless to say good work! 21:09 <+bridge> [ddnet] Wait let me try Zink xD 21:09 <+bridge> [ddnet] yeah good point 21:09 <+bridge> [ddnet] i also did some GPU bound test against zink bcs RADV was slower than radeonsi 21:10 <+bridge> [ddnet] but RADV is also made by RedHat and Valve 21:10 <+bridge> [ddnet] not AMD 21:14 <+bridge> [ddnet] Oh wait I got confused for a moment 21:14 <+bridge> [ddnet] That was AMDVLK 21:14 <+bridge> [ddnet] And in RADV 21:15 <+bridge> [ddnet] When I run it, it runs at 30 FPS, but for some reasons when I tab out and then in, it increases substantially 21:15 <+bridge> [ddnet] So now... 21:16 <+bridge> [ddnet] In RADV I get about 300 FPS 21:16 <+bridge> [ddnet] oh nice \:D 21:17 <+bridge> [ddnet] and sad for AMDVLK xD 21:18 <+bridge> [ddnet] Yeah xD honestly RADV always performed better for me except in DOOM Eternal, where it just crashed randomly 21:18 <+bridge> [ddnet] i never used AMDVLK but i saw benchmarks on phoronix \:D 21:18 <+bridge> [ddnet] Anywasy needless to say, good work on the vulkan backend! 21:19 <+bridge> [ddnet] I have the three implementations, RADV, AMDVLK and the proprietary implementation by AMD 21:20 <+bridge> [ddnet] and llvmpipe xdd 21:20 <+bridge> [ddnet] do you have to switch them manually or does the graphic tab show you all? 21:21 <+bridge> [ddnet] The Graphics tab shows them all\: 21:21 <+bridge> [ddnet] cool \:D 21:21 <+bridge> [ddnet] Screenshot\_20220210\_235117.png 21:21 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/941428807393488906/Screenshot_20220210_235117.png 21:22 <+bridge> [ddnet] nice ^^ 21:24 <+bridge> [ddnet] why does it say vulkan 1.1 for you btw xd 21:24 <+bridge> [ddnet] did you manually change it? 21:24 <+bridge> [ddnet] Yeah xD 21:24 <+bridge> [ddnet] ok \:D 21:24 <+bridge> [ddnet] Wanted to see if that changes anything 21:25 <+bridge> [ddnet] It's all good, just RADV crashes sometimes 21:25 <+bridge> [ddnet] I think it has to do with VRAM 21:26 <+bridge> [ddnet] Let me check 21:26 <+bridge> [ddnet] the vram usage is relativly accurate with debug hud enabled btw 21:26 <+bridge> [ddnet] How to enable it? 21:26 <+bridge> [ddnet] ctrl shift d 21:27 <+bridge> [ddnet] It even shows FPS... should've known earlier 21:29 <+bridge> [ddnet] we waste like 80MB VRAM bcs we dont lazy load editor images, which probs aren't used by most players \:D 21:32 <+bridge> [ddnet] Screenshot\_20220211\_000128.png 21:32 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/941431358939607070/Screenshot_20220211_000128.png 21:32 <+bridge> [ddnet] Doesn't shoe much, unless I'm missing something? 21:33 <+bridge> [ddnet] gfx mem 21:33 <+bridge> [ddnet] or do you mean doesnt show much usage xd 21:34 <+bridge> [ddnet] yeah 21:34 <+bridge> [ddnet] Anyways this is what I get\: 21:34 <+bridge> [ddnet] yeah alot less than me \:D 21:34 <+bridge> [ddnet] ``` 21:34 <+bridge> [ddnet] malloc(): corrupted top size 21:34 <+bridge> [ddnet] Aborted (core dumped) 21:34 <+bridge> [ddnet] ``` 21:34 <+bridge> [ddnet] ASan time 21:35 <+bridge> [ddnet] yeah ^^ 21:35 <+bridge> [ddnet] ? 21:35 <+bridge> [ddnet] maybe the text textures, havent debugged them since i changed them \:D 21:35 <+bridge> [ddnet] oh 21:37 <+bridge> [ddnet] That would also explain the failure of text rendering in amdvlk ig 21:37 <+bridge> [ddnet] ok cannot reproduce it 21:37 <+bridge> [ddnet] what did you do? 21:37 <+bridge> [ddnet] Yeah I get it only with RADV 21:37 <+bridge> [ddnet] RADV or AMDVLK? 21:37 <+bridge> [ddnet] to get the crash i mean 21:37 <+bridge> [ddnet] When I choose it 21:37 <+bridge> [ddnet] oh ok 21:38 <+bridge> [ddnet] When I press play 21:38 <+bridge> [ddnet] It sometimes crashes, how to send logs? 21:38 <+bridge> [ddnet] sad times 21:38 <+bridge> [ddnet] mesa drivers are the best, how is that possible \:P XD 21:38 <+bridge> [ddnet] Idk, but AMDVLK doesn't render text well 21:38 <+bridge> [ddnet] the easiest is to see if the crash happens inside the driver with a stacktrace 21:38 <+bridge> [ddnet] 21:38 <+bridge> [ddnet] just need debug info on, since you have core dump you can just look at it with gdb 21:39 <+bridge> [ddnet] gdb --core=core ./DDNet 21:39 <+bridge> [ddnet] whereever your OS saves the cores 21:40 <+bridge> [ddnet] but if you can reproduce you can also just start in debugger 21:40 <+bridge> [ddnet] easier \:P 21:40 <+bridge> [ddnet] Ok okay, I'm running it now... 21:40 <+bridge> [ddnet] and if its inside the driver you should defs try out 21:40 <+bridge> [ddnet] ./DDNet "dbg\_gfx 4" and see the console log 21:40 <+bridge> [ddnet] 21:40 <+bridge> [ddnet] not impossible that i break some validation layers 21:41 <+bridge> [ddnet] Ah I see 21:42 <+bridge> [ddnet] So gdb\: 21:42 <+bridge> [ddnet] ``` 21:42 <+bridge> [ddnet] Thread 17 "DDNet" received signal SIGABRT, Aborted. 21:42 <+bridge> [ddnet] [Switching to Thread 0x7fffa6a2e640 (LWP 35595)] 21:42 <+bridge> [ddnet] 0x00007ffff6d18d22 in raise () from /usr/lib/libc.so.6 21:42 <+bridge> [ddnet] ``` 21:42 <+bridge> [ddnet] you can type where 21:42 <+bridge> [ddnet] and it should give you a stacktrace 21:43 <+bridge> [ddnet] Apparently it's indeed from the driver\: 21:43 <+bridge> [ddnet] ``` 21:43 <+bridge> [ddnet] #0 0x00007ffff6d18d22 in raise () at /usr/lib/libc.so.6 21:43 <+bridge> [ddnet] #1 0x00007ffff6d02862 in abort () at /usr/lib/libc.so.6 21:43 <+bridge> [ddnet] #2 0x00007ffff6d5ad28 in __libc_message () at /usr/lib/libc.so.6 21:43 <+bridge> [ddnet] #3 0x00007ffff6d6292a in () at /usr/lib/libc.so.6 21:43 <+bridge> [ddnet] #4 0x00007ffff6d66334 in _int_malloc () at /usr/lib/libc.so.6 21:43 <+bridge> [ddnet] #5 0x00007ffff6d66ada in _int_realloc () at /usr/lib/libc.so.6 21:43 <+bridge> [ddnet] #6 0x00007ffff6d67ef6 in realloc () at /usr/lib/libc.so.6 21:43 <+bridge> [ddnet] #7 0x00007fffb3c6f1ee in () at /usr/lib/libvulkan_radeon.so 21:43 <+bridge> [ddnet] #8 0x00007fffb3bdb15f in () at /usr/lib/libvulkan_radeon.so 21:43 <+bridge> [ddnet] #9 0x00005555555aae1b in std::_Function_handler::_M_invoke(std::_Any_data const&, CCommandBuffer::SCommand const*&&, CCommandProcessorFragment_Vulkan::SRenderCommandExe 21:43 <+bridge> [ddnet] #10 0x00005555555a6246 in std:🧵:_State_impl > >::_M_run() () 21:43 <+bridge> [ddnet] #11 0x00007ffff70fd3c4 in std::execute_native_thread_routine(void*) (__p=0x5555564bcf40) 21:43 <+bridge> [ddnet] at /build/gcc/src/gcc/libstdc++-v3/src/c++11/thread.cc:82 21:43 <+bridge> [ddnet] #12 0x00007ffff6eb3259 in start_thread () at /usr/lib/libpthread.so.0 21:43 <+bridge> [ddnet] #13 0x00007ffff6dda5e3 in clone () at /usr/lib/libc.so.6 21:43 <+bridge> [ddnet] ``` 21:43 <+bridge> [ddnet] shall I try the valadation layers? 21:44 <+bridge> [ddnet] sure, they are slow but maybe they catch smth 21:45 <+bridge> [ddnet] Also I should add that it doesn't always crash 21:45 <+bridge> [ddnet] Maybe 2 out of 5 21:47 <+bridge> [ddnet] Yeah I think it's a VRAM issue 21:48 <+bridge> [ddnet] does the validation layer say that? or just guessing 21:50 <+bridge> [ddnet] Just guessing 21:50 <+bridge> [ddnet] This is all the info I get\: 21:50 <+bridge> [ddnet] you could build with cmake .. -DCMAKE\_BUILD\_TYPE=Debug 21:50 <+bridge> [ddnet] 21:50 <+bridge> [ddnet] then we'd see what render call exactly crashes in gdb 21:53 <+bridge> [ddnet] debug.txt 21:53 <+bridge> [ddnet] https://cdn.discordapp.com/attachments/293493549758939136/941436626003959848/debug.txt 21:53 <+bridge> [ddnet] Sure, wait... 22:00 <+bridge> [ddnet] ok looks like a different thread than the other crashgenerally we could still try to run vulkan single threaded 22:00 <+bridge> [ddnet] `gfx_render_thread_count 1`but if you say RADV also crashes in DOOM maybe its indeed a problem with RADV, hard to say \:D 22:02 <+bridge> [ddnet] DDNet gfx\_render\_thread\_count 1? 22:02 <+bridge> [ddnet] with qoutes on the argument yeah 22:02 <+bridge> [ddnet] but can also change it in f1 and restart \:D 22:03 <+bridge> [ddnet] ./DDNet "gfx\_render\_thread\_count 1"? 22:03 <+bridge> [ddnet] yes 22:04 <+bridge> [ddnet] Yeah it doesn't crash anympre 22:04 <+bridge> [ddnet] Yeah it doesn't crash anymore 22:04 <+bridge> [ddnet] Yeah it doesn't crash anympoe 22:04 <+bridge> [ddnet] oh ok ^^ 22:05 <+bridge> [ddnet] Thanks! 22:05 <+bridge> [ddnet] Even tho at the end of the day I might just keep playing with OpenGL xD 22:05 <+bridge> [ddnet] yeah if its not worth it, opengl is fine too \:D 22:06 <+bridge> [ddnet] Haha yeah, anyways good work! 23:52 <+bridge> [ddnet] what tutorial map? 👀 23:53 <+bridge> [ddnet] 👀 23:57 <+bridge> [ddnet] oops, spoilered 😄 23:58 <+bridge> [ddnet] maybe you should hide that server from browser if thats even possible :justatest: 23:58 <+bridge> [ddnet] https://discord.com/channels/252358080522747904/295908390956433410/940277852123828244 23:59 <+bridge> [ddnet] nah, it's fine 23:59 <+bridge> [ddnet] could hide it of course with `sv_register 0` 23:59 <+bridge> [ddnet] but no need