SL21W01: Difference between revisions
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[[SL20W53|◄ SL20W53]] | [[SL21W02|SL21W02 ►]]<br /> | [[SL20W53|◄ SL20W53]] | [[SL21W02|SL21W02 ►]] | ||
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[[File:Chunkli4k.jpg|thumb]] | |||
*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 | |||
***<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 ability to add render positions later on? | |||
***Add a birds-eye-view screen from top-middle | |||
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Latest revision as of 20:02, 10 October 2022
- 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