Is optimization going to be a priority at some point?

Kripling
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Is optimization going to be a priority at some point?

by Kripling » Mon Sep 10, 2012 20:38

I'm basically wondering if the game is going to get less stuttery and better graphically during alpha or beta. As it is now it is running at 10-20 hp at a work laptop I have and about 40-60 on a medium-end desktop I have, which doesn't seem justified when the graphics are so poor. I have no experience with coding or programming, so I don't know where the problem lies, but seeing as how I can run much more graphically demanding games without a problem, it seems weird that this game stutters. Are there any plans to make the game more optimized?
 

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tonyka
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by tonyka » Mon Sep 10, 2012 23:24

Minetest initial idea was it to work on any PC even if old ... and it has remained so far
today the latest versions require more resources with the default configuration, compared to a few months ago ...
but you can always modify the minetest.conf to fit your pc, you also have the file where you minetest.conf.example explains all possible configuration lines

is within the folder minetest
My mod: [MOD]3D Forniture 1.0
Download: 3DForniture_v_1.0.zip
Page development (European Castilian):
Moviliario 3D (proyecto 3D Forniture)
 

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mauvebic
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by mauvebic » Tue Sep 11, 2012 00:02

I think he's asking why modern games with kickass graphics lag less than a block game with relatively large pieces and little-to-no NPCs.

To answer the question (sortof) : its an OSS thing :P new features are fun to code, bugfixing and optimization, not so much. Its just beginning to dawn on the linux world (if you keep up with that sortof stuff). Though most of the features are user-requested.
Last edited by mauvebic on Tue Sep 11, 2012 00:28, edited 1 time in total.
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cornernote
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by cornernote » Tue Sep 11, 2012 00:21

I sometimes think the same thing. I have a fast computer, and I can play stunning 3D games, with seemingly endless terrain. Smooth as silk with almost no lag.

Then I load up minetest. A small block game. Then I get lag.

But then I think about it more. If those other games had a bazillion object you could interact with in different ways then they would probably be slow too. Reduce your mods and usually the performance is really good.
 

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kddekadenz
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GitHub: tinyworlds

by kddekadenz » Tue Sep 11, 2012 15:29

mauvebic wrote:To answer the question (sortof) : its an OSS thing :P new features are fun to code, bugfixing and optimization, not so much. Its just beginning to dawn on the linux world (if you keep up with that sortof stuff). Though most of the features are user-requested.

That is true.
I am the lead developer of a Indie RPG(no OSS) and this is exactly the way it happens.
 

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mauvebic
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by mauvebic » Tue Sep 11, 2012 21:49

Another failing of OSS is the endless politicking. You know a projects' doomed when people start fighting over versioning lol
Last edited by mauvebic on Tue Sep 11, 2012 21:49, edited 1 time in total.
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