macabre222 wrote:Hello wasn't sure where to post this but was just wondering what all methods have been used or will be used to increase minetest performance?
example: Only loading textures for block faces visible to camera etc..
im sure that has been done and others becuase the performance is already very good, but if we all thought about it we could make it better.
have you tried reducing image quality based on distance from player, like 64x64 texture within 8 block, 32x32 for 8-12 all the way down to 2 tone block for far distances?, kinda like farcry 1 developers used for their engine.
Forsynth mesh optimization is implemented
Mesh welding is unfeasible due to the high runtime and the frequency at which meshes are regenerated
Frustrum culling has been implemented in software
Occlusion culling is implemented in software as well. (no idea about its effectiveness vs. hardware OC - probably not entirely useful unless each MapBlock is made into its own scene node)
VBO is implemented, but problematic due to Irrlicht's handling of dropped buffers.
Mipmapping is implemented but definitely not as useful as LOD handling
LOD handling is not implemented. Irrlicht has some things to help with this if I recall correctly. At a certain distance, textures could be a single pixel.
celeron55 reports that we could gain performance by re-adding the texture atlas. not sure about this one
Combining mapblock meshes would result in a significant gain on more recent GPUs.
Might help to play with vertex buffering modes for non-Intel/Linux setups
Also possibly might be a significant overdraw problem thanks to caves. Need to investigate further.