02:39.35 | Noshei | hey ZorbaBeta, I just noticed that Event.Tooltip returns nil for the tooltips you get when mousing over the different stats on the stats screen |
02:40.00 | Noshei | would be nice if there was a way to have it provide the information for those tooldtips, and to call them up. |
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03:28.38 | Ivnedar_ | Draumheim reminds me of one giant dimension |
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04:31.50 | Noshei | well alright, just added an option to gadgets: Currency Bar to display the tooltip on mouseover |
04:32.20 | Noshei | now I just need a way to call the tooltips for stats, that would be nice |
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05:00.23 | ZorbaBeta | Draumheim was a performance nightmare :( I'm somewhat sad we couldn't do it as intended - the walls used to be a lot shorter - but it was just impossible to make it perform well |
05:04.23 | Noshei | ZorbaBeta: by that you mean the water ceiling was closer to the ground? |
05:05.02 | ZorbaBeta | no, the walls in the city. the water ceiling AFAIK has never moved |
05:05.20 | ZorbaBeta | but when the walls were lower you could see more buildings over the walls . . . so many, in fact, that it would end up quartering FPS |
05:05.34 | Noshei | ah |
05:05.51 | ZorbaBeta | I was actually using it for great stresstest situation for the renderer - there's a lot of optimizations in place now - but it did need to be fixed :/ |
05:06.26 | Noshei | that explains the rather tall architecture of this place |
05:07.10 | ZorbaBeta | if you're referring to the buildings and houses, nah, that's actually just what it was meant to look like ;) the only real case where visuals had to defer to performance was the walls |
05:07.24 | ZorbaBeta | (those buildings are totally silly, just try to imagine the internal floor plan) |
05:11.00 | Noshei | what walls are you talking about then? |
05:11.30 | Noshei | like the huge wall around the inside of margle? |
05:12.23 | ZorbaBeta | yeah |
05:13.10 | ZorbaBeta | (that was the bad part, I've honestly been ignoring the rest of the zone :V) |
05:13.19 | Noshei | I'm rather sad that if you drop into margle from the water above it ports you down to the port |
05:14.12 | Noshei | I can understand the reason they did that, but I dont like it |
05:16.40 | Noshei | framerate in margle as it is now is rather bad |
05:16.59 | ZorbaBeta | put it this way: it's roughly doubled from what we had before. |
05:17.08 | Noshei | wow |
05:17.32 | ZorbaBeta | yeah it was pretty catastrophic |
05:17.39 | Noshei | only about 7-8 fps hit turning shadows from none to ultra |
05:17.53 | ZorbaBeta | we found a few new ways that artists can break the framerate :V and I've come up with a few techniques that might improve things a lot in the future . . . but no way could I get 'em done for 3.0 |
05:18.21 | ZorbaBeta | yeah the shadow code is vastly better than it was before |
05:18.30 | ZorbaBeta | that said I personally recommend maxing out at "high" unless you have GPU power to burn |
05:18.53 | ZorbaBeta | the difference between high and ultra isn't much visually, but is pretty expensive in terms of performance |
05:37.23 | Noshei | honestly my game performance is completely cpu bound it seems |
05:37.51 | Noshei | despite the fact that my cup is only maxing at about 80% on the core the game is running on |
05:37.57 | Noshei | gpu never goes above 60% |
06:16.23 | Ivnedar_ | the zoning when dropping into margle saddened me too |
06:16.36 | Ivnedar_ | but it's fun doing it elsewhere :) |
06:16.49 | Ivnedar_ | I'm curious how many artifacts can only be reached by doing that |
06:18.44 | Noshei | hopefully none |
06:19.01 | Ivnedar_ | oh? I thought it would have added another fun aspect to it |
06:19.43 | Ivnedar_ | well, I think I have all the carnages in draumheim done, onto the next zone :) |
06:22.03 | Noshei | you are way too high up for it to be reliable |
06:24.44 | Noshei | I guess I should probably head to bed |
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13:00.32 | Ivnedar_ | http://www.youtube.com/watch?v=yLEuD1OZKiA |
13:00.40 | Ivnedar_ | Seatin managed to get aky down solo :D |
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17:31.47 | *** topic/#riftuidev is http://pastebin.com for code snippets || PIL: http://www.lua.org/pil || Rift AddOn Policy: http://t.co/7xXd4LL || AddOn Wiki: wiki.riftui.com/ || this channel is logged, via purl || Happy Pi day! |
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19:33.13 | seebs | ZorbaBeta, thanks for the desk tips, it's pretty awesome. Top wasn't predrilled, but it's working fine. |
19:33.30 | seebs | Did have one near-problem when I failed to realize that its path would intersect an object, but stopped before anything went horribly wrong. |
19:33.42 | seebs | There's a whiteboard on my wall which has a slight bottom lip. |
23:36.01 | ZorbaBeta | aha, yeah, I was pretty careful about avoiding intersecting objects |
23:36.33 | ZorbaBeta | noshei, yeah, we're rather CPU bound right now unfortuantely. Turning shadows down to High will help that, but there's not a whole lot else you can do |
23:36.43 | ZorbaBeta | (turning it lower won't help :V) |
23:37.12 | Noshei | no matter what I did from a settings side my gpu usage never really changed |
23:37.25 | Noshei | at least not significantly |
23:37.40 | Noshei | CPU wise I wasn't really watching that as closely |
23:38.55 | Ivnedar_ | heh heh, they really are expecting you to be almost 65 if not 65 already by the time you get to tarken glacier :D |
23:40.12 | Noshei | http://www.reddit.com/r/pathofexile/comments/2ii2qi/forsaken_masters_signed_concept_art/ |
23:49.44 | Ivnedar_ | http://arxiv.org/abs/1210.8144 |