SL21W01: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 12: | Line 12: | ||
**Findings: | **Findings: | ||
***Viewdistance Fog can get problematic on large saves. Using Optifine fixes that | ***Viewdistance Fog can get problematic on large saves. Using Optifine fixes that | ||
***Flying structures in the sky cannot really be known. Needs "renderHeight" variable | ***'''Flying structures in the sky cannot really be known. Needs "renderHeight" variable''' | ||
***Sleeps highly dependent on GPU/CPU. Needs config value to change all values with modifier | ***Sleeps highly dependent on GPU/CPU. Needs config value to change all values with modifier | ||
***Saves >28 dimension result in chunk unloading/reloading (viewdistance 32). Needs more time per screenshot to make sure chunks are loaded on client | ***Saves >28 dimension result in chunk unloading/reloading (viewdistance 32). Needs more time per screenshot to make sure chunks are loaded on client | ||
***Random logouts on the launcher can be circumvented by leaving it always open | ***Random logouts on the launcher can be circumvented by leaving it always open | ||
***currently heavily dependent on windows OS / not working on unix. | ***currently heavily dependent on windows OS / not working on unix. | ||
***Upscaling with NVidia tool possible - how to do this on unix vm? | ***Upscaling with NVidia tool possible - how to do this on unix vm? '''Optifine can do it as well''' | ||
***'''Data-unloading in "render" world sometimes takes a second? Artificial wait needed on larger queue?''' | ***'''Data-unloading in "render" world sometimes takes a second? Artificial wait needed on larger queue?''' | ||
***"'''PlayerChunk was null when sending EntityHanging destroys!'''" is shown sometimes when the teleportation-distance is more than the loaded area within the world | ***"'''PlayerChunk was null when sending EntityHanging destroys!'''" is shown sometimes when the teleportation-distance is more than the loaded area within the world | ||
***'''We could''' in theory fake all the chunk data and not load anything in MC (force-write to file with chunkli, fake-load async chunks, construct packets, send). But this would then '''not show fakestuff/animals''' so probably not worth the effort | ***<s>'''We could''' in theory fake all the chunk data and not load anything in MC (force-write to file with chunkli, fake-load async chunks, construct packets, send). But this would then '''not show fakestuff/animals''' so probably not worth the effort</s> | ||
***Add the ability to render from the position of the player-position when saving | ***Add the ability to render from the position of the player-position when saving | ||
***Add ability to add render positions later on? | ***'''Add ability to add render positions later on?''' | ||
***Add a birds-eye-view screen from top-middle | ***'''Add a birds-eye-view screen from top-middle''' | ||
<br /> | <br /> |
Revision as of 21:13, 13 January 2021
- Created new Chunkli renderer based on vanilla blackbox client
- BigBrain idea actually works as imagined 😎 🔥
- Can render up to resolution of the client monitor currently (4k in tests)
- Needs test if working in a VM
- Speed is 10x to 20x of old system
- Example 4k JPEG at 93% quality
- Findings:
- Viewdistance Fog can get problematic on large saves. Using Optifine fixes that
- Flying structures in the sky cannot really be known. Needs "renderHeight" variable
- Sleeps highly dependent on GPU/CPU. Needs config value to change all values with modifier
- Saves >28 dimension result in chunk unloading/reloading (viewdistance 32). Needs more time per screenshot to make sure chunks are loaded on client
- Random logouts on the launcher can be circumvented by leaving it always open
- currently heavily dependent on windows OS / not working on unix.
- Upscaling with NVidia tool possible - how to do this on unix vm? Optifine can do it as well
- Data-unloading in "render" world sometimes takes a second? Artificial wait needed on larger queue?
- "PlayerChunk was null when sending EntityHanging destroys!" is shown sometimes when the teleportation-distance is more than the loaded area within the world
We could in theory fake all the chunk data and not load anything in MC (force-write to file with chunkli, fake-load async chunks, construct packets, send). But this would then not show fakestuff/animals so probably not worth the effort- Add the ability to render from the position of the player-position when saving
- Add ability to add render positions later on?
- Add a birds-eye-view screen from top-middle