Calinou wrote:Minetest is a game where all cubes are rendered individually (eg. a large flat surface of grass won't just be made of two triangles) and where your computer generates the world. On top of that, it saves the world often; so it is quite resource-demanding.
jordan4ibanez said reducing save frequency increased performance, try setting "server_map_save_interval" to a value like 300).
Inocudom wrote:Even VanessaE sometimes experiences drops in her frame rate, and her graphics card is very powerful.
onpon4 wrote:Doesn't VenessaE's server have the moretrees mod installed? That mod gives me a severe drop in performance, enough that I chose not to use it simply because of that (specifically, it causes map generation to take a lot longer).
doyousketch2 wrote:I think a lot of it has to do with texture size.
I found a good trick is to reduce the size of the less detailed textures - stone, grass...
Here's the textures I've been using - http://wikisend.com/download/136936/hybrid.zip
It's mostly VanessaE's HDX 32px with many of the less detailed textured batch-resized down to 16x16 or even 8x8.
I tried even smaller 6x6, but while digging, I noticed the ores / minerals didn't line up right on stone.
So 8x8 is the smallest that seemed to fit consistently.
Perhaps some can be shrunk down more. I've seen some 1x1 texture packs, so maybe some are possible that way.
This seemed to do OK on my PC tho. Hope it helps.
Inocudom wrote:I think one of the reasons OpenGL demands more than Direct X does when it is used in Minetest is because Windows is probably still using Direct X while Minetest is using OpenGL (even when Minetest is in the full-screen mode.) This means that two video modes are running at once.
tinoesroho wrote:Inocudom wrote:I think one of the reasons OpenGL demands more than Direct X does when it is used in Minetest is because Windows is probably still using Direct X while Minetest is using OpenGL (even when Minetest is in the full-screen mode.) This means that two video modes are running at once.
... it could also be that OpenGL commands are getting routed _through_ DirectX in Windows. I did do a direct comparison, though, and on the same hardware, DirectX outscored OpenGL for framerate- even when I tried OpenGL in Linux. The issue could also be that drivers for Linux aren't given the same level of optimization, though.
Inocudom wrote:tinoesroho wrote:Inocudom wrote:I think one of the reasons OpenGL demands more than Direct X does when it is used in Minetest is because Windows is probably still using Direct X while Minetest is using OpenGL (even when Minetest is in the full-screen mode.) This means that two video modes are running at once.
... it could also be that OpenGL commands are getting routed _through_ DirectX in Windows. I did do a direct comparison, though, and on the same hardware, DirectX outscored OpenGL for framerate- even when I tried OpenGL in Linux. The issue could also be that drivers for Linux aren't given the same level of optimization, though.
I didn't know that OpenGL could be routed through Direct X like that. I guess that explains why OpenGL can use more RAM and CPU than Direct X does.
It seems like the difference in speed between the two video modes depends on what computer they are on. If that is the case, then Direct X isn't as useless as some people might think it to be.
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