Friday Facts #230 - Engine modernisation

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Friday Facts #230 - Engine modernisation

Postby Klonan » Fri Feb 16, 2018 5:16 pm

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Re: Friday Facts #230 - Engine modernisation

Postby iseebelts » Fri Feb 16, 2018 5:23 pm

Great write-up as always!

That last gif makes me dizzy. :lol:
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Re: Friday Facts #230 - Engine modernisation

Postby orzelek » Fri Feb 16, 2018 5:23 pm

Really nice special effects there :D
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Re: Friday Facts #230 - Engine modernisation

Postby mmppolton » Fri Feb 16, 2018 5:24 pm

i hope it increase ups for bigger mega base
more faster like 5k or 10k all belt some bots
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Re: Friday Facts #230 - Engine modernisation

Postby Yehn » Fri Feb 16, 2018 5:24 pm

It's always nice to see that not only do we get new features, but the underlying code/foundation to the game is being looked after as well. I want Factorio to have a very long lifetime.
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Re: Friday Facts #230 - Engine modernisation

Postby Esterni » Fri Feb 16, 2018 5:24 pm

[Moderated by Koub]

This sounds like an awesome step forward. Does this mean that there will be graphical improvements? Or is this more of a "better engine, more optimized, same look" kind of deal?
Last edited by Koub on Fri Feb 16, 2018 10:41 pm, edited 1 time in total.
Reason: Removed firsting ... well attempt of firsting.
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Re: Friday Facts #230 - Engine modernisation

Postby doppelEben » Fri Feb 16, 2018 5:25 pm

iseebelts wrote:Great write-up as always!

That last gif makes me dizzy. :lol:


imagine you get hit by a specific biter and from then on you see all things like that, for about 10-30 minutes :> :> :>

drugstorio <3


great work @ devs, as always

[Koub] Please look at the red light here ... Nothing happened



@ jitka/t-shirts: Do you have plans to make other colors? Or even a hoodie? Totally would buy a blackish factorio-hoodie, or a colorish factorio-polo
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Re: Friday Facts #230 - Engine modernisation

Postby Esterni » Fri Feb 16, 2018 5:33 pm

[Koub] Please look at the red light here ... Nothing happened


I can feel special if I want to. Don't be that guy that calls out that guy.
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Re: Friday Facts #230 - Engine modernisation

Postby Inglonias » Fri Feb 16, 2018 5:40 pm

I can't even bring myself to tear apart a factory to fix it, much less tear apart the rendering engine to a game that's been in the works for as long as this one. I would have shrieked in horror and ran away from your office screaming if you asked me to do that. Bravo, Factorio devs, for being made of sterner stuff than I.

And whenever anyone talks about computer graphics code, I have to bring up one of my favorite pieces of computer code that I've ever laid eyes on and failed to understand: the Fast Inverse Square Root function.
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Re: Friday Facts #230 - Engine modernisation

Postby kellerkindt » Fri Feb 16, 2018 5:51 pm

Please don't split the renderer. This just causes either more work for you or one renderer to be favored while the other runs bad and/or with bugs.
Please. think about OpenGL 4.5 only or Vulkan.
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Re: Friday Facts #230 - Engine modernisation

Postby Frightning » Fri Feb 16, 2018 5:54 pm

Inglonias wrote:I can't even bring myself to tear apart a factory to fix it, much less tear apart the rendering engine to a game that's been in the works for as long as this one. I would have shrieked in horror and ran away from your office screaming if you asked me to do that. Bravo, Factorio devs, for being made of sterner stuff than I.

And whenever anyone talks about computer graphics code, I have to bring up one of my favorite pieces of computer code that I've ever laid eyes on and failed to understand: the Fast Inverse Square Root function.

That was fascinating!
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Re: Friday Facts #230 - Engine modernisation

Postby Matthias_Wlkp » Fri Feb 16, 2018 6:01 pm

Does the new engine affects system requirements at all?
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Re: Friday Facts #230 - Engine modernisation

Postby ledow » Fri Feb 16, 2018 6:06 pm

As a programmer, I could never get on with Allegro. It's history is older than SDL (I believe, I can't be bothered to Google) but it was always something that people ended up ripping out later on.

SDL, however, has always served me well and since 1.3/2.0 where OpenGL was an integrated component it's pretty easy and seamless. Its letdown - no in-built GUI library. But Factorio obviously has a GUI so that shouldn't be much of an issue.

I look forward to some performance improvements (hopefully) with the new shaders, but I won't hold my breathe. Since the latest stable, my poor gaming laptop has cut its Factorio FPS in half. I'm guessing it's not GPU-bound as I've had to turn the graphics options right down and its still not great.
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Re: Friday Facts #230 - Engine modernisation

Postby _alphaBeta_ » Fri Feb 16, 2018 6:12 pm

I appreciated the humor in this FF. There's nothing like firing up an initial attempt at a change or optimization and not quite finding what you expected.

On a more serious note, where are we with belt compression?
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Re: Friday Facts #230 - Engine modernisation

Postby Proxy » Fri Feb 16, 2018 6:21 pm

Image

tyc┴?L!o

I'm wondering why everything was flipped, red and just looked like literal hell.

but i think the answer would be too complex for me.

good luck with redoing all graphics, while doing so you could also make lighting more dynamic and make it seem like there is an actual sun in the sky? becasue it kinda gets weird to look at a lamp, lit, being right next to a shadow of a nearby object, or stuff like wire shadows being over objects themself.
Let's just wait til the Age of Iron Stars
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Re: Friday Facts #230 - Engine modernisation

Postby Gergely » Fri Feb 16, 2018 6:28 pm

Wow. They are very good at this.

From what I can see on the screenshots, the first one was definitely unintentional, the second as well but the third...

I do not think the third was unintentional.

Matthias_Wlkp wrote:Does the new engine affects system requirements at all?

It will. It will be compatible with more things.
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Re: Friday Facts #230 - Engine modernisation

Postby QGamer » Fri Feb 16, 2018 6:33 pm

Good luck with all the graphics
But you don't need luck; you have skill! The screenshots look nice. Love the better graphics already. :P


I always love reading the FFFs. Keep up the good work!
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Re: Friday Facts #230 - Engine modernisation

Postby doppelEben » Fri Feb 16, 2018 6:36 pm

Esterni wrote:
Esterni wrote:First!
Damnit...not actually first.

oh pleeease stop that crap already again; or better dont even start with it!
Please dont act like on hltv (or severall other fanboi-pages) where every article 48329 dudes/dudinas spam *first* just to try to be first Oo


I can feel special if I want to. Don't be that guy that calls out that guy.


since it is "cancer" in severall forums; no; you are not special with that. Just one of N others.... so sorry, you can't be a special snowflake with the fiiiiiiirst stuff ;D better luck next try tho
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Re: Friday Facts #230 - Engine modernisation

Postby OBXandos » Fri Feb 16, 2018 6:41 pm

You should use the upside down Factorio loading screen for an April fools update :D
Good luck on that monumental task!
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Re: Friday Facts #230 - Engine modernisation

Postby admo » Fri Feb 16, 2018 6:43 pm

Not going to advocate DX12/Vulkan here but I do wonder how much of the game's CPU budget is eaten up in rendering code? From the start developers told us they wanted DX12 because the driver is too expensive (CPU-wise) because we do too much state tracking. Factorio is uniquely one of those games that can easily get CPU-bound so I'm hoping developers could weigh in on their experiences here.

From the driver's point of view DX12 drops half the work of the driver onto the apps to do themselves but the app teams are unwilling to put in the man-hours to do it right, so in the end they regress performance wise. Even big engines like Unreal are going about it wrong, but they have compelling reasons for that.
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