Huge drop in FPS while in water #3015
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Reference: VoxeLibre/VoxeLibre#3015
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I accidentally found the FPS drop to zero in an old world, but I created another one with the same seed and I got the same drop at the coords in the screenshot below.
I didn't get any warnings or errors while that happened.
Minetest 5.6.1
MineClone2-master-2022-11-23-4cc0a5b0f1
mapgen v7, all flags enabled
what a silly seed. lol
can't reproduce
believe it or not lol
There's some air in there. Place a torch on a wall and you should notice the FPS drop. The drop happens when the colors on the sand change to gradients. So you can be in the water and see the sand normally, but if you move around just a bit, you'll notice the gradients and the FPS drop.
The issue is probably easier to notice on older Intel iGPUs like mine (Intel HD Graphics 4600 (HSW GT2), Mesa 21.2.6), but the visual effect should probably be visible on other Intel iGPUs.
Even the stone I was pointing at here has a color gradient:
![stone in color gradient](https://i.imgur.com/zGwUHf9.jpg)
are you sure placing a torch (where exactly?) is enough or when i try it next time you add another requirement? your original post said NOTHING about a torch.
If you're talking about it being GPU dependent it sounds like it's probably a minetest issue? But how do you think you know this?
It didn't occur to me it would matter until you couldn't replicate and I thought what could be the reason. Chill. There's nothing else done there, I gave you all the details.
I added the GPU info as a "just in case" because it's GPU-related - the CPU had no spikes, and Minetest didn't throw warnings or errors.
P.S. I just tried placing torches in different places, the issue happens regardless.
same thing with a torch - the only fps drop i can produce is when i move between being in and out of water - which i suppose is quite expected as it has to apply more steps in rendering with water opaqueness.
With Intel HD 3000 [laptop gpu] i still get 30 fps even underwater at those coords though.
It probably makes little sense to compare fps though as the dominating factor is probably more graphical settings than the exact gpu.
These are my settings:
![Minetest settings tab](https://i.imgur.com/dEpp12M.png)
Try moving around a bit (1-2 nodes), and look for color changes on the visible blocks - that's when the FPS drop happens.
While trying to see if torch positioning makes any difference, I lit up all the air pockets and I could get this issue consistently while moving along that small underwater ravene.
use a jack-o-lantern -- they work under water.
There are plenty of air pockets there, so torches are enough. The point is you need some light to actually see those weird gradients.
As i said kind of expected when a bunch of filters all of a sudden have to be applied. Interestingly i have more demanding settings enabled and seem to see considerably less fps drop ... but yeah ig my gpu is slightly better.
If this is a bug (which i am not convinced of) it seems to be a minetest problem ... idk if we can do much about it.
The only thing i can think of is you could try it before the underwater change (MineClone2/MineClone2#2960) and see if it's the same
So question... at what point do the players have to accept that they need better hardware to run this game?
I ask, because it's an eventuality...
I think you just didn't run into the issue in your testing, either because of differences in your graphics stack (Xorg, Mesa, etc), or your client is different (official Minetest 5.6.1 here), or those different settings matter (share yours, please).
See Intel HD 4600 vs Intel HD 3000 - the HD 4600 is significantly more powerful, so there's something else going on here.
More details about my setup:
Indeed, after trying the master branch before that PR, everything was perfectly fine - nothing notable while transitioning from air to water, nor when moving through water.
The performance of my iGPU is not exciting, but it does a very good job with Minetest, Minecraft and other games. Where its age becomes apparent, is trying to play Minetest and recording the gameplay at the same time. But using software on something that is close to the minimum/medium requirements is a good way to easily catch performance issues and decide if you fix them or you just bump up the system requirements.
Makes sense.
I have the same problem, after building a staircase in the end to a gateway, in which i let a long pillar of water run down to the bottom (around 80 nodes tall)
![](https://mister-muffin.de/p/LVu4.png)
![](https://mister-muffin.de/p/W_ZY.png)
when swimming almost all the way up, the lag disappears and the UI gets brighter (looking normal) again.
i took screenshots with the default textures and a texture pack to make sure that its not just a texture pack issue.
minetest 5.6.1
mineclone2 0.80.0.r367.ga3fbb2e0c-1 (master)
Is the fps drop because of the graphics or is it some of my code that has some preformance issues in a computation?
i guess it could help if someone who can reproduce it installed flecks "tps" counter (needs to be installed both as server and client mod)
https://github.com/OysterityAnarchy/tps
https://github.com/OysterityAnarchy/tps_client
if the tps goes way down during it it points to maybe being a mcl2 problem - otherwise only indirectly if anything (as it would be just client side).
No output yet. Here's what I did (local machine):
tps
in~/minetest/mods
and enabled it for my test worldtps_client
in~/minetest/games/mineclone2/mods
Client modding
andMod channels
from the Minetest settingsI got nothing new in the HUD. The log complained about a deprecation that I think makes no difference at this point:
Is this expected to work with Minetest 5.6.1? My MCL2 is the latest master.
the warning can be safely ignored ... not sure i've tried it with 5.6.1 but i dont see why it wouldn't work
you have to put tps_client into clientmods ... and tps into mods .. then enable both the clientmod (by editing clientmods/mods.conf - add a line saying "load_tps_client = true") and the server mod (by selecting it in the world menu) ... maybe you'll also have to enable client modding in all settings.
then you should have a live counter on the bottom right.
you could just add in:
to the mod.conf.
Thanks, it was this line in
~/.minetest/clientmods/mods.conf
:The white counter looks like the FPS, which goes down significantly (from 30-31 to 8-10), and the yellow counter updates quite slower, compared to the fast refresh before this issue manifests.
Yeah, I did this, just to get rid of the warning:
This stopped being a problem a long time ago, likely due to PR #3367.
If it happens again, I'll reopen this.