1 - Tech Performance Test - Part 3

Reminder for anyone who is new to testing

Click to expand

I need to point out that at this stage, what you see is not a game, it is the start of one. There is nothing to play, and there’s no content to play through, nor is this equivalent to a demo of a game. As it is right at the beginning, the interest will be in testing out functionality and features, in some cases to give feedback and in other cases to help fix bugs or in testing performance.

If you are interested in playing a game now, you will be disappointed. There’s a long time until what you see will be one.

If you are interested in being a part of the journey in one that is being made, then you are in the right place. You can ask questions at any time, even if there is no test running.

Any executables you receive are not intended to be shared with others, even if the group itself is public.

Whats New in Part 3

To improve performance, the material simulation (water/sand/fire etc) now tries to use all CPU cores. Unfortunately, this does not come without its downsides: this produces some new visual artifacts in the simulation and also forced me to make downward flow to produce more of a spray pattern. There’s also a higher risk that I could cause the game to crash. I will be looking at improving the quality of the simulation after checking and seeing if the performance is up to the right level.

I’ve also removed a request for a device feature that might not be available that would prevent a user from launching the game at all.

Download

Normal vs force 60fps:
Normal will match your refresh rate up to 120. Anything higher will still be 120 fps. Force 60 fps will ignore your refresh rate and always try to render 60 fps.

Also, the game uses desktop fullscreen, so the resolution matches your desktop resolution, and is now set to keep your mouse within the window.

Windows

planetora-1.p3.zip (6.7 MB)
planetora-1.p3-force60fps.zip (6.7 MB)

Linux

linux-amd64.zip (7.5 MB)

Posting Benchmark Results

The benchmark executables will produce a file benchmark.log. If you ever re-run the benchmark, it deletes this file and starts writing results to a new one. Make sure you run the benchmark executable until it closes itself. Either attach it in a reply or put it somewhere and link it.

Note: I’ve enabled .log as an allowed file extension, perhaps try attaching it directly first.

While not as useful for benchmarking, the client executable now logs to client.log.

Running

Note: For those that were here for part 1, these steps are the same. I’m just repeating them in case anyone new wants to test.

Click to expand

The recommended way to run the normal client is by opening command prompt or powershell in the folder of the executable and running it through that, this will show logs so that if the game crashes or you experience slow down of the game, you can take a screenshot of what it says.

Step 1

Open the folder that you put the files into:
image

Step 2

Type powershell.exe in the address bar and press enter:

Step 3

For benchmarking:
Type .\benchmark_force60fps.exe and press enter
or
Type .\benchmark.exe and press enter

For the client:
Type .\planetora-client_force60fps.exe and press enter
or
Type .\planetora-client.exe and press enter

Example:
image

Step 4

Note that after the game window is open, in the powershell window, it will print out stats. If you encounter issues it will be useful to see what stats are printed out.

Example fullscreen screenshot at 1440p:

Controls

This is not the final control scheme, this is just for the tech perf test.

Material is placed using left-click. You can only place material in empty space. You can change material using 1 and 2. The current material is shown at the top-left of the screen.

Tiles and Walls are placed using right-click. You can place them over anything. You can change tile/wall using 9 and 0. You can switch between tiles and walls using -. You can delete tiles/walls using middle-click (this is not ideal atm for people using trackpads).

To quit press esc or alt+f4.

Results So Far

60 fps

(Need to redo some numbers here so that it instead has engine ms since most results are capping at the max)

S1 S2 S3 S4 S5 S6 CPU GPU Resolution OS
+0% +0.5% +0% +0% +38.5% +61% Intel(R) Core™ i7-1065G7 CPU @ 1.30GHz Intel(R) Iris(R) Plus Graphics (type: IntegratedGpu) 1536x864 Windows 10
+0% +3% +0% +0% +76.1% +124% Intel(R) Core™ i7-8750H CPU @ 2.20GHz NVIDIA GeForce GTX 1060 (type: DiscreteGpu) 1920x1080 Windows
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benchmark 1536 px.log (67.2 KB)
benchmark 1920 px.log (66.1 KB)

The 1536 px bench mark is when the Win 10 scaling on my laptop is 125%, the 1920 px one is when the scaling is 100%. My laptop was plugged in.

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results:

normal
benchmark.zip (13.2 KB)

force60
benchmark.zip (9.0 KB)

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Took some time to finally get this done as I was hosting for most of my free time this past week, but here it is.

benchmark120fps.log (102.2 KB)

benchmark.log (68.1 KB)

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Ok thanks all for testing. Anyone else is free to run it and post their results, more information is always useful.

From the numbers shown, the performance is good enough for now, I think, I might need to reduce the tps of the falling sand stuff down to 60 in the future if it turns out to not be enough. That would have the unfortunate side effect that things like water, sand etc will only update at 60 fps, so they wouldn’t be as smooth as they are now, because they would be stuck at 60 fps. And even then, I cannot guarantee that I would be able to improve performance all that much by doing that.


The next part I will be looking into is trying to add some really basic gameplay to set a starting point for other features.

This means something like:

  • A way to dig
  • One or two basic combat spells (first one I’ve already posted about)
  • Loading/unloading world chunks as you move around the world
  • Hotbar

As well as fixing the graphical issue that I’ve seen on some machines.

Of course, it still won’t resemble a game at that stage yet, there’s a lot of other things to add beyond like:

  • Item drops and inventory management
  • Enemies
  • Health
  • Crafting

And so on. But hopefully, you can bear with me and help test out some of the basic stuff.

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