PixelGuys / Cubyz

Voxel sandbox game with a large render distance, procedurally generated content and some cool graphical effects.
GNU General Public License v3.0
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GPU-driven Rendering Goals #429

Open IntegratedQuantum opened 5 months ago

IntegratedQuantum commented 5 months ago
archbirdplus commented 5 months ago

Latest Mac build as of now:

OpenGL Shader Compiler error: 0:1(10): error: GLSL 4.60 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 4.00, 4.10, 4.20, 4.30, 4.40, 4.50, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
Error compiling shader assets/cubyz/shaders/chunks/chunk_vertex.vs:
0:1(10): error: GLSL 4.60 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 4.00, 4.10, 4.20, 4.30, 4.40, 4.50, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
archbirdplus commented 5 months ago

Actually, it does work when setting MESA_GLSL_VERSION_OVERRIDE. However, it does bring up frame time from 150 to 160 (I don't have accurate measurements).

IntegratedQuantum commented 5 months ago

However, it does bring up frame time from 150 to 160

Is that worse than what you had before?

I don't have accurate measurements

You can make accurate measurements if you stay at the spawn location, don't rotate your camera and wait until all terrain is generated.

archbirdplus commented 5 months ago

The data is just too noisy. Perhaps there should be a global option to take a running average of the measurements?

IntegratedQuantum commented 5 months ago

I guess it wouldn't be too difficult to add an average into the frame-time graph