00:06 < ws-client> > "what is ddnet client" 00:06 < ws-client> gg @vahemaaa 00:10 < bridge> @robyt3 cannot reproduce, and there is no error in f1 log, but randomly a skin failed to load and showed default instead 00:35 < bridge> i miss ui_scale 00:38 < bridge> or at least a way to resize the gigantic top time display 00:47 < bridge> yea 00:47 < bridge> i also wish there was a way to adjust the UI corner radius 00:48 < bridge> i get the look they’re going for but it’s rly extra imo 00:48 < bridge> and if you play with AA off (like someone who prioritizes latency would) then they are all aliased and shitty looking 00:58 < bridge> right 00:59 < bridge> ya idk client settings diff 01:13 < bridge> I'm thankful there are so many already but we should not be clientphobic so much 01:13 < bridge> or else I very may well potentially switch to tclient 01:20 < bridge> Switch to goober client 01:23 < bridge> AA does not increase latency! The cilent is lying to you 01:23 < bridge> https://github.com/ddnet/ddnet/issues/9569 01:24 < bridge> only vsync does 01:24 < bridge> i dont beleive you.. 01:24 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1385762295807873095/image.png?ex=68573f35&is=6855edb5&hm=ff89e070c12011943e4d8af32d36162c20294bb70b9fd3d5bd02f62c49cdd735& 01:25 < bridge> what it actually means is (may increase frametime) 01:26 < bridge> you should play with it on 01:26 < bridge> it's just better 01:26 < bridge> wow i was fooled 01:26 < bridge> what is frametime 01:26 < bridge> https://www.reddit.com/r/gamedev/comments/129te2b/psa_use_frametime_instead_of_framerate_when/ 01:27 < bridge> frametime is how long it takes for a frame to finish, so if your frametime is 0.5ms then youre fps will be 1000ms/0.5ms =2000fps 01:27 < bridge> but the relationship between frametime and fps is not linear 01:28 < bridge> the thing that determines your fps is not your fps, it's the frametime. So it's better to just measure it directly 01:28 < bridge> is it not possible to use aa only on places its needed 01:28 < bridge> if you still have multiple thousands of fps after turning it on then it will not change anything about your experience 01:29 < bridge> :frozen: 01:31 < bridge> specifically features like this usually add a constant amount of frametime, like 1ms or something. So if you have 3 features that take [0.5ms, 2.1ms, 1.3ms] respectively then you can predict what your fps will be with any combination of those features without guessing. If you just measured the FPS it wouldn't be obvious how they relate because of the non linear frametime->FPS result 01:54 < bridge> i wish that pipotam guy would say something rn 01:54 < bridge> the math 03:34 < bridge> not in ddnet 07:20 < bridge> That actually confused me too 07:21 < bridge> I was wondering how it could "increase delay" 07:23 < bridge> morning peeps 07:23 < bridge> Lower fps can kinda cause delay tho 07:24 < bridge> Your monitor might not be able to display 1k fps but it's still beneficial to see the more up to date frame 08:21 < bridge> that's true except it also doesn't lower your fps very much at all 08:25 < bridge> ~2k fps less for me if i go from 0 to 8x 08:25 < bridge> so i drop from 3k to 1k 08:25 < bridge> so i drop from 3k to 1k fps 08:55 < bridge> Don't use 8x 08:55 < bridge> 2x is way better than 0x 08:56 < bridge> also 1000fps is still enough either way 08:57 < bridge> People with good GPUs will be cpu limited and low FSAA has very little effect 09:24 < bridge> on vulkan it's limited to 8 :(( on opengl its 32 i think. i need that fsaa 128x 09:25 < bridge> I can use 2x with vulkan 09:25 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1385883201838387292/image.png?ex=6857afcf&is=68565e4f&hm=9c9b047eee8f9ef2ec9d10b5081a74f866a2ab3488539bdca23f8b91aefeddd1& 09:25 < bridge> yy ik 09:25 < bridge> i mean it's upper limit is 8 09:25 < bridge> oh 09:25 < bridge> need more 09:25 < bridge> lol 09:25 < bridge> why is that 09:25 < bridge> on opengl it's more 09:25 < bridge> is it hard to make it more than 8x? 09:25 < bridge> idk 09:25 < bridge> idk ask @jupeyy_keks 09:41 < bridge> why ever 09:42 < bridge> If it only goes to x8, then your GPU does not support more 09:42 < bridge> On a software renderer I can make it x32 09:43 < bridge> on opengl 3.3 i can make it 64x 09:43 < bridge> https://registry.khronos.org/vulkan/specs/latest/man/html/VkSampleCountFlagBits.html 09:43 < bridge> This is the official max supported currently: x64 09:43 < bridge> also why is the counter button broken lol? 09:43 < bridge> I think for OGL we cannot pre-query the limit cross platform 09:43 < bridge> shouldn't right click decrease it 09:44 < bridge> So it will set the limit next time you restart or smth 09:44 < bridge> ah ok 09:44 < bridge> Lemme see, but probs 09:44 < bridge> yea you're right it does. that's the reason it says it needs to restart 09:45 < bridge> Open an issue pls 09:45 < bridge> It's defs broken, wasn't always the case 09:45 < bridge> im lazyyy 09:45 < bridge> im still fixing the bug 09:45 < bridge> im still fixing the physics bug 09:45 < bridge> Oge 09:45 < bridge> i found like 4 issues already and fixed them 09:45 < bridge> none were related to the actual bug i wanted to fix... 10:05 < bridge> @jupeyy_keks smart credit in the video xDDD 10:47 < bridge> I'm pretty sure (like 60% sure) that if you're in a server that has client mapping, and the server decide to client map your dummy to a different clientid everything explodes in the prediction code 10:48 < bridge> zsh is trolling me? 10:48 < bridge> https://cdn.discordapp.com/attachments/293493549758939136/1385904144732127342/image.png?ex=6857c350&is=685671d0&hm=5ef8e2eda14bbd46fb0f50f765cd382b28e3838dc613b97d529c791468207a57& 10:48 < bridge> the client has no method for tracking the dummy's ID unless you swap 10:48 < bridge> ```cpp 10:48 < bridge> if(m_Snap.m_LocalClientId != m_PrevLocalId) 10:48 < bridge> m_PredictedDummyId = m_PrevLocalId; 10:48 < bridge> m_PrevLocalId = m_Snap.m_LocalClientId; 10:48 < bridge> ``` 10:48 < bridge> this is the only place that it figures out the dummy ID 10:54 < bridge> also the client just yeets the dummy's snapshot, that's nice lol too much effort to make it useful I guess 10:58 < bridge> I wish AI could flawlessly refactor the entire gameclient.cpp and client.cpp 10:58 < bridge> the longer I look at these files the less happy I become 10:58 < bridge> guess where my happy level is from 0-10 10:59 < bridge> 4 10:59 < bridge> good guess 11:03 < bridge> im exporting kog general chat rn to win a future argument 11:03 < bridge> the initial dummy commit was so simple, so naive. gameclient.cpp and client.cpp were only 3k loc at the time 11:03 < bridge> https://github.com/ddnet/ddnet/commit/3dce4c94899f95c8b9ca52bd25fd6a2a52e10b62 11:04 < bridge> im saving this commit for later, the networking code looks really simple 11:05 < bridge> hmm 11:05 < bridge> be aware the following 3 commits was fixes 11:05 < bridge> xD 11:06 < bridge> @totar wanna vc? 11:08 < bridge> the initial dummy commit was so simple, so naive. gameclient.cpp and client.cpp were only 3k loc combined at the time 11:08 < bridge> https://github.com/ddnet/ddnet/commit/3dce4c94899f95c8b9ca52bd25fd6a2a52e10b62 12:43 < ws-client> @learath2 sos #10350 needs u 12:43 < chillerbot> https://github.com/ddnet/ddnet/issues/10350 12:44 < ws-client> i am planning a few team related refactors and fixes in 3 repos having a proper enum would come in handy 13:24 < bridge> gumo, the ddnet steam page says, that the game might show wrong controller glyphs? 13:24 < bridge> gumo, the ddnet steam page says, that the game might show wrong controller glyphs for the steam deck? 14:19 < bridge> yeah i mean, the game only has basic controller support 14:52 < ws-client> @avolicious 80% insane run deded on 45.141.57.45:8316 14:56 < ws-client> full maintainer carry 15:07 < bridge> @0xdeen ingame news tab isnt updated 15:12 < bridge> @learath2 could you check out 15:25 < bridge> im coming 15:25 < bridge> nvm 15:25 < bridge> chiller gone 15:29 < bridge> @teero777: the server crashed .\_. That’s why I pinged avo 15:30 < bridge> I think it’s a real issue. Failing with a big team that slowly but safely was approaching the finish line is annoying. And it is something that stresses me out in the following runs as well knowing it can happen at any moment 15:31 < bridge> finish faster :p 15:31 < bridge> Ye fr it’s full stress 15:32 < bridge> I mean some even already finished in time today 15:32 < bridge> The front of the long ass team 15:55 < bridge> hm, never seen "skill issue" spelled that way. 17:56 < bridge> I believe that if the skin is predicted, the eyes have to be tooط 17:56 < bridge> I believe that if the skin is predicted, the eyes have to be too 18:23 < bridge> i tried it with freeze 18:23 < bridge> but you cant really do that because you can set different eyes than defaulty 18:23 < bridge> but you cant really do that because you can set different eyes than default 18:24 < bridge> you can be frozen with different eyes i mean 18:25 < bridge> Doesn't a simple condition solve this problem? 18:27 < bridge> didnt manage to find a way to reliably always tell if player has set custom eyes 18:28 < bridge> Do you mean you didn't manage to do it or do you mean you don't think it is actually possible? 18:28 < bridge> i dont rememebr 18:28 < bridge> i thought freeze=the hurt eyes 18:29 < bridge> but then i saw you can set your custom eyes even in freeze 18:29 < bridge> and didnt manage to do it easily so its consistent 18:29 < bridge> Okay 18:29 < bridge> Is there any issue related to that? 18:30 < bridge> no 18:31 < bridge> Should one be created? 18:31 < bridge> https://github.com/ddnet/ddnet-live what is dis :kek: 18:32 < bridge> up to you 18:32 < bridge> for me its not noticeable 21:39 < ws-client> @milkeeycat https://hookrace.net/blog/ddnet-live/