SL21W01: Difference between revisions

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**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'''


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Revision as of 21:13, 13 January 2021

◄ SL20W53 | SL21W02 ►


  • 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