Log for #openttd on 7th August 2019:
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00:47:38  <DorpsGek_II> [OpenTTD/website] James103 opened issue #98: NET::ERR_CERT_DATE_INVALID when accessing
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02:32:16  <DorpsGek_II> [OpenTTD/website] Eddi-z commented on issue #98: NET::ERR_CERT_DATE_INVALID when accessing
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05:34:03  <DorpsGek_II> [OpenTTD/OpenTTD] andythenorth approved pull request #7686: Fix: Spelling in running costs help text
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06:31:18  <Samu> hi
06:31:31  <Samu> town coverage doesn't work well on sub-tropic
06:31:42  <Samu> unless the buildings are invisible
06:31:57  <Samu> it doesn't show the red squares
07:04:54  <Samu> How do I get the cargo production of a specified coverage area which is not a rectangle?
07:05:28  <Samu> cargo production around a multi-tile station
07:05:46  <Samu> cargo waiting doesn't cut it for me
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09:09:34  <Samu> how do I get cargo production of a tile
09:09:48  <Samu> i can only get cargo production around a tile :)
09:11:18  <Samu> if i have multiple tiles around, they overlap, I can't reliably get the production
09:13:44  <Samu> must do some tile gimnastic here to get what i want
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11:27:11  <DorpsGek_II> [OpenTTD/OpenTTD] nielsmh merged pull request #7686: Fix: Spelling in running costs help text
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12:12:55  <Beerbelott> The latest nightly changelog.txt is blank Is this expected?
12:13:04  <Beerbelott> 0b content
12:13:15  <Beerbelott> HTTP 200
12:16:41  <LordAro> it's known broken, yes
12:21:12  <Samu> help
12:23:56  <Samu>
12:24:08  <Samu> lol undefined?
12:24:26  <Samu>
12:34:28  <Beerbelott> LordAro: Perfect, thx
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12:56:59  <milek7> Samu: well, what have you wanted to test? ;P
12:57:00  <milek7>
13:01:34  <Samu> woah, it can only list 15 ais?
13:02:46  <Samu> the good way to test was to set max ops to a big number
13:02:59  <Samu> 250000
13:03:12  <Samu> then see how it adjusts
13:04:22  <milek7> yes, performance timer currently counts first 15 ais
13:05:01  <Samu> im not even sure how it works with more than 15
13:06:11  <Samu> with only 10000 max ops, your system is too fast
13:06:21  <milek7> i rebased my more companies patch on your branch ;p
13:06:27  <LordAro> it's a hardcoded limit
13:06:31  <Samu> no adjustments are needed, so it keeps  10000 ops
13:06:35  <LordAro> if you've added more companies, you'll need to expand that as well
13:07:40  <Samu> also competitor speed plays a role too
13:08:21  <Samu> it's under settings\competitors\computer players
13:08:34  <Samu> #opcodes before scripts are suspended
13:08:35  <milek7> it needs dynamic vector of _pf_data, as extending that to constant 240 seems bit silly..
13:08:55  <Samu> and construction speed
13:09:09  <LordAro> worrying about that much extra memory usage seems a bit silly if you've got 240 companies :p
13:20:04  <Samu> if it can't log the ms times of companies 15+ i don't think that's working properly
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13:41:22  <milek7> Samu:
13:42:04  <milek7> looks rather unfair ;p
13:44:22  <Samu> looks like.. it's not working properly, im unsure, never planned it going over 15 :o
13:44:35  <Samu> bork ai still getting 250 000
13:44:46  <Samu> with those frame times...
13:47:47  <milek7> if you want to test:
13:48:18  <milek7> it's based on old code from april because I haven't merged more_companies with NRT tile changes yet
13:48:24  <Samu> the way it should work was making it "detect" big ms times, and then force a lower number of max ops
13:49:25  <milek7> and I reverted 5699724, because it stuffs company bitmask into DoCommand int arguments (and more_companies obviously doesn't fit there)
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15:33:00  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas opened pull request #7687: Fix: typo in ScriptList::Valuate param error
15:33:46  <DorpsGek_II> [OpenTTD/OpenTTD] LordAro approved pull request #7687: Fix: typo in ScriptList::Valuate param error
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15:59:57  <Eddi|zuHause> yay, steam scheduled an update for tomorrow 4:30AM, which is in less than 12 hours!
16:00:21  <Eddi|zuHause> and it's a whooping 2.8MB
16:02:50  <peter1139> Delightful
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17:20:40  <Samu> get cargo production is a lie
17:21:03  <Samu> it counts the number of houses around, im disappointed
17:28:53  <Samu> 		if (hs->population > 0) { 			produced[CT_PASSENGERS]++; 		}
17:29:03  <Samu> lol, just that? very misleading...
17:29:46  <Samu>
17:36:51  <Samu> TileLoop_Town has a different measure
17:36:57  <Samu> I don't understand why
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18:55:56  <andythenorth> o/
18:58:09  <andythenorth> so I bought a new laptop to see if OpenTTD is faster
19:01:19  <andythenorth> the new laptop has dumped performance from about 15-20fps to around 10fps
19:03:06  <Eddi|zuHause> ... that's because the problem is not about processor speed
19:03:35  <andythenorth> do we know that? o_O
19:03:47  <Eddi|zuHause> yes
19:03:48  <andythenorth> it's quite unreliable to reproduce
19:04:03  <nielsm> that makes it even more likely
19:04:03  <Eddi|zuHause> if it were processor speed, it would be reproducable
19:04:04  <andythenorth> what do we think the problem is?
19:04:13  <nielsm> system timers of some sort
19:04:35  <Eddi|zuHause> some sort of locking/race condition type stuff
19:04:38  <nielsm> do you have a windows or linux system on hand? if so maybe try running a dedicated server on the mac and see if performance is weird
19:04:48  <nielsm> or try running with null video
19:04:54  <andythenorth> oh I recompiled
19:04:55  <andythenorth> now it's down to 2.5 fps for the simulation
19:05:32  <Eddi|zuHause> do we allow compiling without threads?
19:06:33  <milek7> yes
19:06:40  <milek7> emscripten used that
19:07:39  <Eddi|zuHause> so you could try that
19:10:30  <andythenorth> I wonder whether I should separately bisect master against 1.9.1
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19:10:47  <andythenorth> the frame rates on 'normal' speed are ~same
19:11:07  <andythenorth> but on ffwd, 1.9.1 clips 9999fps, whereas master is in the 100-4000 range
19:11:28  <glx> on your mac ?
19:11:44  <andythenorth> yes, except I bought a new faster one to see if OpenTTD is faster
19:11:55  <andythenorth> I'm guess there are multiple issues, or multiple manifestations, which make the fps numbers hard to understand
19:12:16  <nielsm> try with different video drivers: dedicated server, null, SDL
19:12:22  <nielsm> allegro if possible
19:12:32  <nielsm> with/without threads
19:12:39  <andythenorth> I need a spreadsheet :)
19:15:56  <DorpsGek_II> [OpenTTD/OpenTTD] glx22 merged pull request #7687: Fix: typo in ScriptList::Valuate param error
19:20:12  <glx> nnyby: about #7685: indentation of comments should be restored too
19:23:51  <andythenorth> errr.
19:23:59  <andythenorth> how do I navigate the filesystem on Windows 10? :P
19:24:11  <glx> windows+E
19:24:53  <glx> in cmd or powershell you can use 'cd'
19:27:12  <andythenorth> thanks
19:32:16  <andythenorth> ok let's assume that Windows OpenTTD performance in Virtualbox is irrelevant
19:32:18  <andythenorth> :P
19:36:58  <andythenorth> so if I run with null video driver option, how am I testing fps?
19:37:12  <nielsm> andythenorth: src/video/cocoa/ line 692, try changing to: if (true /*cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks*/)
19:37:29  <nielsm> that would force the game into eternal fastforward and disregard any timing, I think
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19:38:15  <nielsm> also line 676 is: while (QZ_PollEvent()) {}
19:38:42  <nielsm> maybe try changing that to just a single QZ_PollEvent(); call together with the eternal fast-forward
19:38:43  * andythenorth tries
19:39:47  <nielsm> and maybe try changing the GetTick() in line 691 to a constant 0 as well, to rule out whether the act of getting the current tick value is slow
19:42:32  <nielsm> then regardless of the results of those changes, revert all of that and comment out line 713: CSleep(1);
19:43:17  <andythenorth> I really need to video the result
19:43:20  <Eddi|zuHause> <andythenorth> so if I run with null video driver option, how am I testing fps? <-- you just "-v null:ticks=10000" and time it?
19:43:38  <andythenorth> I've managed to trigger the 'stuck at 30fps until a news message opens' behaviour
19:43:39  <nielsm> removing that line should cause the game to use a full CPU thread at all times but should show whether the slowness may be caused by the OS scheduler delaying next time slice for too long
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19:44:56  <Eddi|zuHause> you could probably hack the null video driver to output fps on debug output?
19:45:12  <andythenorth> changing 691 to 0 nerfs the cursor
19:45:14  <andythenorth> game is unusable :)
19:45:33  <nielsm> okay leave that then :P
19:47:45  <andythenorth> changing 713 doesn't make much difference subjectively
19:47:55  <andythenorth> but performance is wildly variable and I'm not logging it
19:48:34  <andythenorth> I am going to video this behaviour, large file incoming :P
19:53:12  <andythenorth> there are 3 or 4 different behaviours
19:53:16  <andythenorth> might be common cause, might not
19:53:49  <andythenorth> can we open .mov files or do I need to convert?
19:56:12  <nielsm> can, but recoding it might save a lot of upload and download time
19:56:25  <nielsm> recoding/re-encoding
19:56:58  <andythenorth> 57MB
19:57:07  <andythenorth> the small version was illegible
19:57:20  <andythenorth> there are a few interesting things to notice
19:58:37  <andythenorth> particularly the fps for all stages of news message
19:58:48  <andythenorth> and the fps for mouse movement, vs mouse movement over news message
20:00:26  <FLHerne> andythenorth: Any correlation between Intel/Nvidia/AMD graphics?
20:00:44  <andythenorth> not afaik
20:00:47  <Eddi|zuHause> is that news messages with or without èxtra viewport?
20:00:50  <FLHerne> I suppose there /shouldn't/ be if it's just blitting on the CPU
20:01:00  <nielsm> no viewport in the news
20:01:11  <nielsm> it's a vehicle introduction message
20:04:30  <andythenorth> there are other performance behaviours, but that's the weirdest
20:04:37  <andythenorth> obviously full animation is unusable
20:07:51  <Eddi|zuHause> andythenorth: does this behaviour change with
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20:08:26  <Eddi|zuHause> (related: i thought i made a PR for that, but i can't find it?)
20:09:07  <nielsm> Eddi|zuHause: you did
20:09:51  <Eddi|zuHause> my search-fu must have failed me
20:09:57  <Eddi|zuHause> i searched both open and closed
20:11:11  <LordAro> Eddi|zuHause: :p
20:11:38  * andythenorth tries
20:11:45  <nielsm> andythenorth: just to be sure, did you try with both 32bpp and 8bpp blitter?
20:11:54  <andythenorth> I can repeat that
20:12:19  <andythenorth> the fps in the video doesn't manifest immediately or always btw
20:12:36  <andythenorth> I can get up to 9999fps at the start of a game, depending on zoom level and map contents
20:12:42  <andythenorth> then something triggers it
20:13:25  <Eddi|zuHause> andythenorth: the first (hidden) news message, maybe?
20:14:42  <andythenorth> appears to be yes
20:14:51  <andythenorth> they correlate
20:15:40  <Eddi|zuHause> so news display (possibly main status bar) is the area we should be looking at, probably
20:16:14  <Eddi|zuHause> andythenorth: are you testing 1.9.2 or nightly?
20:16:35  <nielsm>
20:16:42  <andythenorth> mostly nightly
20:17:04  <andythenorth> and specifically I just tested 7612
20:17:10  <Eddi|zuHause> so that would already include pr 7612
20:17:33  <nielsm> try adding this at the start of QZ_GameLoop() function:
20:17:34  <nielsm> [[NSProcessInfo processInfo] beginActivityWithOptions: NSActivityUserInitiated reason: @"Game"];
20:18:07  <andythenorth> nielsm: I experimented recently with Instruments
20:18:21  <andythenorth> gets me a lot of thread / call stack looking stuff
20:18:30  <andythenorth> can't say I understood it, but it gives timings
20:20:59  <Eddi|zuHause> andythenorth: watching your video closely, there's also a thing where it slows down/speeds up depending on whether a tooltip is shown
20:21:38  <nielsm> I need to sleep, gn
20:25:12  <andythenorth> thanks gn
20:25:51  <andythenorth> I re-ran a fresh game, the first hidden news message definitely correlates with the performance drop
20:26:04  <andythenorth> I don't have the ticker on for most cases btw
20:26:10  <andythenorth> they're entirely hidden
20:27:26  <andythenorth> Eddi|zuHause: that's a good spot, it's (very roughly) ~10x slower when tooltip shows
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20:28:20  <Eddi|zuHause> andythenorth: does it disappear if you set tooltip to right-click?
20:28:47  <Eddi|zuHause> (iirc that's tooltip-delay set to 0)
20:29:10  <andythenorth> I'll test
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20:31:22  <andythenorth> in the video it drops to 300fps or so on tooltip hover
20:31:32  <andythenorth> with tooltips on right-click, that isn't happening
20:31:35  <andythenorth> afaict
20:31:39  <andythenorth> it's all very subjective
20:32:08  <Eddi|zuHause> even if you right-click to show the tooltip?
20:32:14  <andythenorth> even with the tooltip open, the fps is ~constant
20:32:44  <Eddi|zuHause> this is definitely timer-related
20:32:53  <Eddi|zuHause> but this makes it tricky to debug
20:33:01  <andythenorth> well I can run Instruments
20:33:14  <andythenorth> it's quite unwieldy, and I'm not sure how you'd use the output
20:33:17  <Eddi|zuHause> there's very little i can do from here
20:34:01  <DorpsGek_II> [OpenTTD/OpenTTD] nikolas updated pull request #7685: Codechange: math functions - use cpp-style casts
20:35:58  <andythenorth> I ran it for about 30s
20:36:11  <andythenorth> this is a tree that can expand / drill down
20:38:56  <Samu> a quick fix of full loading tricks isn't working... :(
20:39:06  <Samu> ai is still doing bad
20:39:43  <Samu> unless I do 2 sets of shared order vehicles, 1 for each direction
20:40:13  <Samu> that would require some deep changes in the code :(
20:40:22  <andythenorth>
20:41:40  <andythenorth> I don't have any control to benchmark against, but that's a lot of time in RGBAf16_image_mark
20:42:11  <andythenorth> might be fine, dunno how mac graphics stack works
20:46:15  <Eddi|zuHause> andythenorth: i don't think that's the information we're looking for
20:47:10  <andythenorth> not surprising
20:47:16  <andythenorth> other things can be monitored
20:47:25  <andythenorth> but this might not be the right tool
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21:00:58  <andythenorth> also bed
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21:21:49  <Samu> experimenting with a minimum of 18 houses around the station
21:22:24  <Samu> starting results are improved
21:22:32  <Samu> but for how long...
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21:47:09  <milek7> i launched openttd in macos mojave vm
21:47:20  <milek7> 1.9.2 seems to run fine, 34fps
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22:13:05  <Eddi|zuHause> milek7: how about fast forward?
22:16:43  <milek7> ~3000 but jumpy
22:17:19  <milek7> but this could be caused by virtual video output, it isn't too fast
22:22:16  <Eddi|zuHause> milek7: andy's problem is that it stays 30 even on fast forward
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23:42:38  <nnyby> glx: comment indentation on #7685 fixed

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