Log for #openttd on 17th March 2021:
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00:11:04  <_dp_> oh, visual effects are part of the game state... that's "fun"
00:11:27  <_dp_> what happens if you try make a train out of smoke I wonder xD
00:51:09  <DorpsGek> [OpenTTD/OpenMSX] Wuzzy2 updated pull request #11: Credit musicians in readme
00:52:05  <DorpsGek> [OpenTTD/OpenMSX] Wuzzy2 commented on pull request #11: Credit musicians in readme
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01:19:48  <DorpsGek> [OpenTTD/OpenMSX] Wuzzy2 commented on pull request #1: Release OpenMSX 0.3.2
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02:05:08  <Wuzzy> any MIDI experts in here? is there a software to automatically verify if a MIDI file is 'valid'?
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04:14:05  <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 opened pull request #36: Change: Stop calling OpenSFX a 'replacement'
04:17:58  <DorpsGek> [OpenTTD/OpenMSX] Wuzzy2 opened pull request #15: Change: Stop calling OpenMSX a 'replacement'
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08:15:03  <DorpsGek> [OpenTTD/OpenMSX] nielsmh commented on pull request #15: Change: Stop calling OpenMSX a 'replacement'
08:18:16  <DorpsGek> [OpenTTD/OpenSFX] nielsmh commented on pull request #36: Change: Stop calling OpenSFX a 'replacement'
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08:45:38  <dihedral> greetings
08:51:38  <andythenorth> yo
08:54:31  <Wolf01> o/
09:05:47  <Xaroth> sup dih.
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09:18:01  <DorpsGek> [OpenTTD/OpenSFX] orudge approved pull request #36: Change: Stop calling OpenSFX a 'replacement'
09:18:04  <DorpsGek> [OpenTTD/OpenSFX] orudge commented on pull request #32: Fix: Swap modern/old bus sounds
09:18:07  <DorpsGek> [OpenTTD/OpenSFX] orudge merged pull request #36: Change: Stop calling OpenSFX a 'replacement'
09:19:44  <DorpsGek> [OpenTTD/OpenMSX] orudge commented on pull request #15: Change: Stop calling OpenMSX a 'replacement'
09:20:31  <DorpsGek> [OpenTTD/OpenMSX] Eddi-z commented on pull request #15: Change: Stop calling OpenMSX a 'replacement'
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11:23:14  <spnda> interesting that bananas-api always shows "WARNING  Unexpected URL:"
11:44:33  <Xaroth> that generally means that you have something misconfigured.
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12:30:53  <spnda> TrueBrain: Is the Bearer auth token from the bananas-frontend-cli the access token from the GitHub API, or what is it? (Specifically
12:31:01  <_dp_> interesting, it doesn't desync when command fails on the client
12:31:04  <_dp_> that explains a lot
12:32:39  <spnda> TrueBrain: The bananas-frontend-cli also gets the access token from there, but mine is a lot longer and bananas-api does not like it.
12:33:17  <_dp_> though I guess it makes sense now that I think of it as by the time command is sent to clients it's not executed yet
12:38:40  <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 commented on pull request #32: Fix: Swap modern/old bus sounds
12:40:27  <spnda> ah the bananas-api does if len(bearer_token) != 32:... Mine is 40 chars long
12:41:36  <spnda> huh?
12:41:47  <spnda> All the access tokens from the GH Docs are 40 chars long too.
12:44:42  <spnda> oh so the bananas-api handles the github authentication.... but what if I don't want to do that?
13:02:22  <Xaroth> then you make your own bananas, with blackjack and apples.
13:03:47  <supermop_Home> yo
13:04:41  <supermop_Home> apparently ohio is opening vaccines to everyone over 16 next week... whereas new York isn't even on over-60 yet
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13:07:25  <supermop_Home> power icons to left or right of purchase menu sprite?
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13:18:30  <DorpsGek> [OpenTTD/OpenSFX] planetmaker commented on pull request #32: Fix: Swap modern/old bus sounds
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13:39:23  <Pendoluso> who can help me translate a word using gender ?, i'm  having errors
13:40:08  <Pendoluso> {G 0 "outro" "outra" "outros" "outras" }
13:40:17  <Pendoluso> gives me: Error: Expected 5 string arguments for {G ..}, found 5 arguments
13:41:21  <LordAro> well that error message is unhelpful :D
13:41:59  <LordAro> looking at other languages, the '0' is the issue?
13:43:26  <LordAro> oh i see, the '0' is necessary
13:43:34  <LordAro> in which case the issue is that there are only 4 genders there
13:45:08  <Pendoluso> hummm
13:46:19  <Pendoluso> ok, i'll check other languages, to see how to fix, thanks
13:47:28  <LordAro> this should be len(cmd_args)
13:47:31  <LordAro> i think
13:55:33  <spnda> wtf? Exception: redirect_uri is invalid for this client_id
13:55:42  <spnda> "if not redirect_uri.startswith(_clients[client_id]):"
13:55:47  <spnda> but why would that be??
13:56:43  <spnda> the redirect is localhost and so does bananas-frontend-cli do it aswell
13:56:57  <Pendoluso> what is "len" ?
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13:57:12  <spnda> len(cmd_args) = length of cmd_args string
13:57:28  <LordAro> Pendoluso: internal eints stuff you (as a translator) don't need to worry about
13:57:37  <LordAro> spnda: cmd_args is an array, but more or less the same thing
13:57:46  <spnda> ah, couldn't have known lol
13:58:20  <spnda> also why did anyone decide to use "ape" as a client id for bananas-frontend-cli
14:01:17  <spnda> TrueBrain: Could you explain why the API throws "redirect_uri is invalid for this client_id"? redirect_uri is "https://localhost:3977/". client_id is "ape"
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14:18:53  <DorpsGek> [OpenTTD/OpenSFX] orudge commented on pull request #32: Fix: Swap modern/old bus sounds
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14:57:22  <DorpsGek> [OpenTTD/OpenMSX] Wuzzy2 updated pull request #15: Change: Stop calling OpenMSX a 'replacement'
15:00:02  <DorpsGek> [OpenTTD/OpenMSX] Wuzzy2 commented on pull request #15: Change: Stop calling OpenMSX a 'replacement'
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15:07:40  <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 commented on pull request #32: Fix: Swap modern/old bus sounds
15:09:00  <Wuzzy> Does eints automatically update when strings in a baseset like OpenSFX have changed?
15:10:42  <DorpsGek> [OpenTTD/OpenSFX] Wuzzy2 opened issue #37: Make new release when enough new translations arrive
15:14:31  <DorpsGek> [OpenTTD/OpenMSX] orudge requested changes for pull request #15: Change: Stop calling OpenMSX a 'replacement'
15:21:01  <DorpsGek> [OpenTTD/OpenSFX] TrueBrain opened pull request #38: Change: [Actions] Change nightly build time
15:21:04  <DorpsGek> [OpenTTD/OpenMSX] TrueBrain opened pull request #16: Change: [Actions] Change nightly build time
15:25:23  <DorpsGek> [OpenTTD/OpenSFX] orudge approved pull request #38: Change: [Actions] Change nightly build time
15:25:30  <DorpsGek> [OpenTTD/OpenMSX] orudge approved pull request #16: Change: [Actions] Change nightly build time
15:25:43  <DorpsGek> [OpenTTD/OpenSFX] orudge merged pull request #38: Change: [Actions] Change nightly build time
15:25:50  <DorpsGek> [OpenTTD/OpenMSX] orudge merged pull request #16: Change: [Actions] Change nightly build time
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16:14:25  <DorpsGek> [OpenTTD/OpenMSX] Wuzzy2 updated pull request #15: Change: Stop calling OpenMSX a 'replacement'
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16:25:54  <DorpsGek> [OpenTTD/OpenMSX] orudge approved pull request #15: Change: Stop calling OpenMSX a 'replacement'
16:26:02  <DorpsGek> [OpenTTD/OpenMSX] orudge merged pull request #15: Change: Stop calling OpenMSX a 'replacement'
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16:41:05  <DorpsGek> [OpenTTD/OpenSFX] LordAro commented on issue #37: Make new release when enough new translations arrive
16:41:08  <DorpsGek> [OpenTTD/OpenSFX] LordAro closed issue #37: Make new release when enough new translations arrive
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17:14:25  <spnda> TrueBrain: Could you please elaborate this error?
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17:14:39  <spnda> I'm still very much confused about it getting triggered
17:26:15  <milek7> seems like standard oauth2 error?
17:28:17  <spnda> I don't see why it does it though. Why is it checking if my redirect uri includes the client id. Those don't have to be related?
17:28:41  <spnda> Or rather the IP of the client
17:35:39  <milek7>
17:36:08  <milek7> it seems to just check whether given redirect_uri has valid prefix for this client_id
17:36:23  <spnda> oh
17:36:38  <spnda> I use https://localhost:3977/ and https://localhost:3977 (without the slash)
17:36:51  <spnda> that.... should be checked for in the api possibly?
17:39:35  <spnda> that didn't fix it?
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17:45:52  <milek7> maybe it doesn't like https
17:46:37  <spnda> ah indeed
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17:49:54  <spnda> returned a html doc...
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18:40:01  <andythenorth> yo
18:41:44  <andythenorth> cat is how?
18:41:55  <Wolf01> Yes
18:42:26  <andythenorth> excellent
18:42:57  <andythenorth> is this just gamescript?
18:48:15  <_dp_> either gs or savegame magic
19:03:43  <DorpsGek> [OpenTTD/OpenTTD] DorpsGek pushed 1 commits to master
19:03:44  <DorpsGek>   - Update: Translations from eints (by translators)
19:07:59  * andythenorth wonders how much of JGRPP is 'just GS'
19:30:52  <DorpsGek> [OpenTTD/OpenTTD] ldpl opened pull request #8872: Fix: Recompute road/railtype availability after disabling the engine
19:37:47  <LordAro> Maximum map size is now 256M tiles, ranging from 16k x 16k to 256 x 1M.
19:37:48  <LordAro> (The NewGRF debug inspection window is disabled for all map coordinates longer than 27 bits).
19:37:51  <LordAro> much lol
19:37:56  * LordAro reading JGR thread
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20:22:44  <_dp_> I think I invented a new way to debug desyncs
20:23:00  <_dp_> take 2 saves from the server and advance the first one with command log from admin port
20:37:35  <LordAro> interesting - this (debug build, mingw) game appears to be "stuck" to ~4x on FFWD, despite the framerate window showing no significant time spent anywhere
20:37:46  <LordAro> 1ms in graphics rendering, some of the time, maybe
20:39:38  <LordAro> 1ms in graphics rendering, some of the time, maybe
20:39:41  <LordAro> oops
20:40:49  <LordAro> seems to be the FFWD limiter
20:40:59  <LordAro> it's set to 2500%, but is only going 4x
20:41:00  <LordAro> hmm
21:55:55  <TrueBrain> LordAro: you can always disable it; but found out what was causing it?
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22:14:09  <andythenorth> sleepy times
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22:14:53  <LordAro> TrueBrain: not really, it seems like there's some sort of calculation error in the setting
22:15:04  <LordAro> i didn't investigate further
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22:21:32  <TrueBrain> quick to blame the setting :P No, it is interesting if disabling it does work
22:21:45  <TrueBrain> as we use steady_clock, and I wonder when we find the first that is a non-high-precision variant :P
22:22:33  <TrueBrain> as I kinda have been waiting for that to happen ....
22:23:34  <TrueBrain> so if you have some time, some investigation might be nice :D
22:23:39  <LordAro> mm
22:23:44  <TrueBrain> if not .. shrug .. MSYS :P
22:24:50  <TrueBrain> (and just to rule it out, 2500% is 25x for me, so it does "work for me" :P)
22:25:11  <TrueBrain> mostly I still wonder if we kinda need that ugly typedef you had :D
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22:46:01  <LordAro> TrueBrain: you might be right about the clocks - up to 1200% works fine
22:46:08  <LordAro> beyond that, it just seems to get slower again
22:49:04  <LordAro> couldn't possibly be an overflow somewhere, could it?
22:49:35  <TrueBrain> steady_clock overflows every 238 years or so
22:49:50  <TrueBrain> (at least, I believe)
22:50:06  <TrueBrain> but you could try doing a sed for steady_clock to .. what was the name of the high-res?
22:50:22  <TrueBrain> otherwise, you would have to TICC/TACC the sleep
22:50:30  <TrueBrain> it is also possible the sleep_for uses the wrong timer resolution
22:50:36  <TrueBrain> I do not know how that was fixed for windows
22:50:59  <LordAro> 2000% - 130fps, 5000% - 200fps, 10000% - ~330fps, 20000% - 660fps
22:51:16  <LordAro> this is a game that will do 50000fps when unlimited
22:51:23  <LordAro> (fps being simulation rate)
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22:52:11  <TrueBrain> well, doing a TICC/TOCC around sleep_for in video_driver.cpp might be most useful, now I think about it
22:52:16  <TrueBrain> with a debug before how long it should sleep
22:53:28  <LordAro> is that the one in GameThread or SleepTillNextTick ?
22:53:41  <TrueBrain> owh, I forgot about that
22:53:45  <TrueBrain> that is already in master ofc
22:53:48  <TrueBrain> euh, in that case
22:53:54  <TrueBrain> start with -vsdl-opengl:no_threads
22:54:00  <TrueBrain> first :D
22:54:05  <TrueBrain> sorry ... sleepy head
22:54:27  <TrueBrain> anyway, fps is not that important with the limiter, as in, an annoying value, as I need to divide it by 33.33 :P
22:54:37  <TrueBrain> the x simulation speed is more useful to quickly see what is going on
22:54:45  <TrueBrain> @calc 130 / 33.3
22:54:45  <DorpsGek> TrueBrain: 3.9039039039039043
22:54:59  <TrueBrain> so at 2000% it is 4x?
22:55:07  <TrueBrain> lol .. something is missing a timer :D
22:55:15  <TrueBrain> @calc 200 / 33.3
22:55:16  <DorpsGek> TrueBrain: 6.0060060060060065
22:55:42  <LordAro> no, it's weirder than that
22:56:00  <LordAro> and now with win32-opengl:no_threads it's even weirder
22:56:08  <TrueBrain> win32, ah, sorry, MSYS :P
22:56:17  <LordAro> 10000% & 15000% work fine, 100x & 150x
22:56:24  <LordAro> 2500% is still ~5x
22:56:36  <TrueBrain> that sounds like a timer resolution
22:56:41  <TrueBrain> so, with no_threads we only have to debug SleepTillNextTick
22:56:45  <TrueBrain> and use TIC/TOC plz
22:56:48  <TrueBrain> not TICC/TOCC, I realise
22:56:55  <LordAro> that wasn't the case with the threads
22:56:55  <TrueBrain> as TICC/TOCC uses the same steady_clock :D
22:57:03  <LordAro> heh
22:57:13  <TrueBrain> yeah, but with threads the two threads interact with each other
22:59:21  <TrueBrain> most unusual .. I wonder what MSYS implements as steady_clock etc
22:59:48  <TrueBrain> something worth checking btw, if a nightly has the same issue on your machine
23:00:41  <TrueBrain> "As a general rule, if you don't want surprises always use boost instead of libstdc++ on Windows." <- I love random advise from the internet :D
23:01:22  <LordAro> 🤔
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23:07:17  <TrueBrain> @calc 2**64 / 1000 / 1000 / 1000 / 3600 / 24 / 365
23:07:17  <DorpsGek> TrueBrain: 584.9424173550719
23:07:30  <TrueBrain> 584 years fit in std::chrono on GCC
23:07:37  <TrueBrain> so wrapping shouldn't be a problem :P
23:08:09  <LordAro> i wasn't suggesting that chrono was wrapping
23:08:20  <TrueBrain> no, I was curious if that could be a cause :D
23:08:25  <LordAro> but if something's getting coerced to a type that it shouldn't be...
23:08:53  <TrueBrain> not that I am aware; everything should be std::chrono types now
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23:09:08  <TrueBrain> but the way you describe the issue, sounds to me that sleeping isn't as accurate as we would like
23:09:43  <TrueBrain> as the higher you go, at a certain point you hit a limit and it just doesn't sleep :P
23:11:26  <TrueBrain> but with threads the drawing thread is always holding that back a bit, as it will keep doing its 60fps
23:12:35  <TrueBrain> anyway, my wishlist for things to check, if you have the time for it ofc: a nightly, see if that works, and otherwise TIC/TOC around sleep_for with a debug of the duration it should be sleeping. Most interesting :D
23:13:14  <TrueBrain> another fun thing to check: change the refresh rate with threads enabled
23:14:27  <TrueBrain> also, if you haven't already: disabling hardware acceleration
23:14:35  <TrueBrain> who knows what OpenGL is doing to your poor computer :D
23:14:59  <LordAro> mm, i'm trying
23:15:08  <LordAro> trouble is, linking takes over a minute because lol msys
23:15:34  <TrueBrain> double checked, all variables are either std::chrono or "auto"
23:15:42  <TrueBrain> the latter of course can be wrong, but I assume it isn't :D
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23:19:30  <TrueBrain> owh, I forgot, TIC/TOC is in a weird unit on linux :P
23:20:07  <LordAro> yeah, i've just used TICC/TOCC anyway, just so i can actually compare numbers
23:20:17  <LordAro> since i'm checking sleep_for, rather than clock resolution
23:20:40  <LordAro> no difference with win32 vs win32-opengl btw
23:20:54  <TrueBrain> yeah, fair, and in the intro game it should be ~14ms
23:21:29  <TrueBrain>
23:21:31  <TrueBrain> something ugly
23:21:33  <TrueBrain> but functional
23:21:57  <TrueBrain> should always overshoot
23:22:20  <TrueBrain> overshoots for me with 0.1ms
23:22:53  <TrueBrain> [2021-03-18 00:22:32] dbg: [misc] 15119
23:22:53  <TrueBrain> [2021-03-18 00:22:32] dbg: [misc] [sleep] 1522101 us [avg: 15221.0 us]
23:22:57  <TrueBrain> is what I get when FFing
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23:24:07  <LordAro> that's pretty close to what i've got, though i abused the TICC counters instead :)
23:24:18  <TrueBrain> I have done that a few times too :P
23:24:35  <TrueBrain> okay, so not sleep_for .., and the resolution of steady_clock is fine too, clearly
23:25:28  <TrueBrain> testing a nightly would rule out your hardware in general
23:25:37  <LordAro> i think so, but i'm not sure yet
23:27:05  <TrueBrain> with no_threads, and my/your changes, at 2500%, sleep_for should be ~10ms
23:27:10  <TrueBrain> euh, 1ms
23:27:11  <TrueBrain> oops
23:27:32  <TrueBrain> [2021-03-18 00:27:22] dbg: [misc] 924
23:27:32  <TrueBrain> [2021-03-18 00:27:22] dbg: [misc] [sleep] 102119 us [avg: 1021.2 us]
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23:28:14  <TrueBrain> @calc 25 * 33
23:28:14  <DorpsGek> TrueBrain: 825
23:28:28  <TrueBrain> 825 frames per second, so yeah, 1ms give or take
23:28:51  <LordAro> ok, nightly works "better", but still not perfectly
23:29:07  <TrueBrain> laptop?
23:29:15  <LordAro> desktop
23:29:17  <TrueBrain> hmm
23:29:21  <LordAro> actually, no, it's weirder again
23:29:27  <TrueBrain> as I can imagine variable CPU speeds doing weir dstuff
23:30:26  <LordAro> 5k% - 50x, 10k% - 64x, 20k% - 30x, 30k% - 31x
23:30:40  <TrueBrain> let me check what it does for me ..
23:30:55  <LordAro> possible, but it's not throttling it :p
23:30:56  <TrueBrain> disabling autosave for more reliable numbers ...
23:31:28  <TrueBrain> ugh, we should add an on-change handler to fast-forward for this kind of testing :P
23:31:52  <LordAro> yes, remember to stop FF before changing the setting :p
23:32:09  <TrueBrain> I max out at 80x simulation
23:32:39  <TrueBrain> but it doesn't do what your computer is doing :D
23:32:54  <LordAro> use a smaller map, and disable animation :p
23:33:29  <TrueBrain> owh, was 1k map
23:33:29  <TrueBrain> oops
23:34:26  <TrueBrain> okay, now I have something similar
23:34:32  <TrueBrain> with smaller map, it goes slower :D :D
23:34:45  <TrueBrain> unrestricted, 30x
23:34:57  <TrueBrain> euh, no
23:35:01  <TrueBrain> 20,000x
23:35:02  <TrueBrain> haha
23:35:03  <TrueBrain> oops
23:35:06  <LordAro> lol
23:35:06  <TrueBrain> 2050 already
23:35:14  <TrueBrain> decinas go by
23:35:16  <LordAro> there's a reason my games start at 2100 :p
23:35:18  <TrueBrain> did not know it was THAT insane :D
23:35:52  <TrueBrain> so with 10000% I get 60x
23:35:56  <TrueBrain> with 20k% I get 30x
23:35:58  <TrueBrain> lol
23:36:42  <TrueBrain> it is a Windows thing
23:36:47  <TrueBrain> works flawless on Linux (well, WSL)
23:36:58  <LordAro> at a certain point it may be that calling SleepUntilNextTick at all might be what's slowing it down, nevermind what sleep is doing :p
23:37:14  <TrueBrain> but you should see that back in the deltas
23:37:15  <LordAro> but good that you can reproduce it :p
23:37:55  <TrueBrain> yeah, at least it is not MSYS / MSVC
23:38:00  <TrueBrain> or your hardware :D
23:38:19  <TrueBrain> can't believe I hit 2050 in a few seconds .. I have not been playing this with a release build :D
23:39:04  <TrueBrain> LordAro: silly enough, bigger maps seems to help for the max speed I can get while limiting :D
23:40:03  <LordAro> we did tell you it was ludicrous :p
23:40:19  <LordAro> i managed 1million fps on a tiny map
23:40:26  <TrueBrain> yeah ... on debug it already was .. did not know it was THIS ludicrous ... SpaceBalls would be proud
23:41:42  <TrueBrain> at Linux, it caps off at ~500x
23:42:02  <TrueBrain> euh
23:42:05  <TrueBrain> that is the max value
23:42:05  <TrueBrain> lol
23:42:06  <TrueBrain> oops
23:42:07  <TrueBrain> silly me :D
23:42:09  <TrueBrain> haha
23:42:46  <TrueBrain> would it have to do with thread-switching?
23:42:51  <TrueBrain> hmm, no, no_threads had the same issue
23:43:48  <LordAro> you'll be pleased to know that s/steady_clock/high_resolution_clock/ makes no difference
23:44:55  <TrueBrain> bah :P
23:45:07  <TrueBrain> would have been the easy solution
23:45:41  <TrueBrain> you can disable the sleep_for btw; in both threads
23:45:48  <TrueBrain> might be worth a try
23:46:12  <TrueBrain> euh, no, in game-thread it will break
23:46:19  <TrueBrain> so only works with no_threads :P
23:46:41  *** spnda has quit IRC
23:47:20  <TrueBrain> okay, can reproduce in debug settings too, so I can debug this myself now too :D
23:47:39  <TrueBrain> holy crap, sleep is overshooting
23:47:45  <TrueBrain> dbg: [misc] 86
23:47:45  <TrueBrain> dbg: [misc] [sleep] 189150 us [avg: 1891.5 us]
23:47:49  <TrueBrain> requested: 86us
23:47:51  <TrueBrain> got 1891us
23:47:58  <TrueBrain> yeah .. sleep_for is an issue on Windows :D
23:48:57  <TrueBrain> it should also show you that, honestly
23:48:57  <LordAro> did that timePeriod thing get added at all?
23:49:03  <TrueBrain> I hope so
23:50:53  <TrueBrain> timeBeginPeriod(1);
23:51:01  <TrueBrain> sets it to 1ms, comment says
23:51:52  <TrueBrain> so yeah ..
23:52:05  <TrueBrain> that limits the fps for Windows heavily
23:56:30  <TrueBrain> very hard to hit deadlines that way, damn
23:58:50  <LordAro> no real way around it either
23:58:51  <TrueBrain>
23:58:56  <TrueBrain> that mitigates it a bit
23:59:00  <TrueBrain> by making it spinlock more
23:59:09  <TrueBrain> I have another idea, but that requires more code
23:59:27  <LordAro> nasty
23:59:40  <LordAro> but ultimately not a huge issue, since you're fastforwarding anyway
23:59:46  <TrueBrain> yeah

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