Friday Facts #244 - Localised plurals & Modernisation progress
Posted: Fri May 25, 2018 3:11 pm
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Does it mean that the bug where you can't see the wires of power poles is fixed / going to be fixed?with minor fixes to line rendering
Every project that doesn't use gettext for localization invariably winds up improperly remaking gettext incompletely... >.>This made it clear, that having different translation key for every possible form for every language would be too crazy, so we invented something more generic.
And yeah, that is because crappy drivers primarily for equivalently aged OGL/D3D versions, it's amazing just how *bad* some drivers are... >.<(we are seeing about 30% more time spent in calls to OGL as opposed to D3D).
Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently written metal code due to optimizations the interface performs)and in future we would like to create Vulkan and Metal backends
Yeah these are not equivalently aged... >.>By using OpenGL 3.3 Core and DirectX 11 feature level 10.0
Ah, the image was last minute addition (I didn't want to dwell on actual numbers in this post), so I forgot description. It is 0.17 old vs new, DirectX, the game is set to speed 7 and paused so it is rendering the exact same frame. It was about 25k sprites, which is quite common for the game to render, but it is not hard to go to 50k sprites when zooming out in some busy areas or even more (the largest number of sprites rendered I've seen in Factorio was around 300 000 when we tried to generete 1 million tiles long belt loop (it was snaking in square not giant loop) filled with items).peet1993 wrote:The one thing I don't understand is what the Debug Info pictures mean. Is it OpenGL vs DirectX or 0.17 Main vs Rewrite? If the latter, a 30% Framerate increase is damn impressive.
I agree, DX11 was released with Windows 7 in October 2009 and OpenGL 3.3 was release alongside of OGL 4.0 in March 2010 (as a kind of OGL4 feature level DX10), DX11FL10 and OGL3.3 both target the same hardware so it is unfair to DX to be compared with the newer APIOvermindDL1 wrote:...Yeah these are not equivalently aged... >.>By using OpenGL 3.3 Core and DirectX 11 feature level 10.0
Our macOS guys said Metal would be faster, but if that is not the case, there might really be no reason to have it. We want to do Vulkan first anyway, so if it performs well we might just stick with it on macOS too.OvermindDL1 wrote: Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently written metal code due to optimizations the interface performs)
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There are, the gettext style took over (there is a program gettext that this style came from but it is GPL, however it's been remade a hundred times at this point with better licenses, to various amounts of compliance).melind wrote:And here I thought localization of this sort of thing would have been standardized and wrapped into packages like timezones have been.
If you need, I'm fine with continuing to believe everyone speaks Czech or English. It's a fair assumption.
Although DX11FL10 came out a little bit after OGL3.3, the original DX11 came out before. The FL10 change was fairly substantial in that it unlocked newer hardware capabilities (honestly it should have just been a DX12 bump).posila wrote:I agree, DX11 was released with Windows 7 in October 2009 and OpenGL 3.3 was release alongside of OGL 4.0 in March 2010 (as a kind of OGL4 feature level DX10), DX11FL10 and OGL3.3 both target the same hardware so it is unfair to DX to be compared with the newer APIOvermindDL1 wrote:...Yeah these are not equivalently aged... >.>By using OpenGL 3.3 Core and DirectX 11 feature level 10.0
Metal was *substantially* faster than OGL on the Mac's, though OGL is at an even more of a disadvantage there as the drivers are on the order of 'bloody ancient' because Apple doesn't like following standards... >.<posila wrote:Our macOS guys said Metal would be faster, but if that is not the case, there might really be no reason to have it. We want to do Vulkan first anyway, so if it performs well we might just stick with it on macOS too.OvermindDL1 wrote: Oh there is no point in making a metal backend anymore, the authors of Vulkan (Khronos) made a metal/vulkan conversion library that let's vulkan run on metal (interestingly benchmarks show it to be faster than the equivalently written metal code due to optimizations the interface performs)
Ah, I think we are not talking about the same thing. DirectX 11 feature level 10 means subset of DX11 API that can be used with DirectX 10 class hardware. (It is a initialization flag, so the API shouldn't let me use something that can't be used with downlevel HW, we have to use DX 10 shaders etc.) while it seems to me you mean DX 11.1 - 11.4 which are available only on newer versions of Windows (11.1 is somewhat available on Windows 7 but with limited feature set compared to Windows 8)OvermindDL1 wrote:Although DX11FL10 came out a little bit after OGL3.3, the original DX11 came out before. The FL10 change was fairly substantial in that it unlocked newer hardware capabilities (honestly it should have just been a DX12 bump).
Indeed I am! Thanks for the clarification, I'm not up on the various Windows lingo oddities (linux-dev again). ^.^;posila wrote:Ah, I think we are not talking about the same thing. DirectX 11 feature level 10 means subset of DX11 API that can be used with DirectX 10 class hardware. (It is a initialization flag, so the API shouldn't let me use something that can't be used with downlevel HW, we have to use DX 10 shaders etc.) while it seems to me you mean DX 11.1 - 11.4 which are available only on newer versions of Windows (11.1 is somewhat available on Windows 7 but with limited feature set compared to Windows 8)OvermindDL1 wrote:Although DX11FL10 came out a little bit after OGL3.3, the original DX11 came out before. The FL10 change was fairly substantial in that it unlocked newer hardware capabilities (honestly it should have just been a DX12 bump).
Wait what? Where'd you get that?!kse wrote:That was a bombshell to start the weekend off.
Dropping Linux support, man, I thought you guys were cool