What is lightmap space?
581 karma · joined April 13, 2016
What is lightmap space?
For things like getting stats, probably from a HTTP endpoint, sure, but for gameplay? The lag would be very bad, no? Lose a packet and everything is slowed down
I see this, which indicates it uses UDP: https://imgur.com/al6KTwT
and according to wireshark it's used heavily when in a game, so I assume that's the gameplay protocol. Also when I left my game (but stayed in the lobby), immediately the port 61879 stopped listening.
I'm not sure about UE4, but previous versions of the unreal engine used UDP for replication and RPC.
I would LOVE to be financially independent. I'm just wondering, if I get into quantitative trading, how many years that would take
Is it not good enough for me? Is it failing me in some awful way that I feel compelled to change it? Maybe it should get out of the IDE business if its not good enough? Maybe become a farmer, take a break from technology
I think that's wrong? The first movdqa (15%) moves from RAM to a register, but the second movdqa (17%) moves from one register to another?
17% seems a lot for something that simply moves from a register to another register! It's even slower than the first movdqa, moving from RAM to register, but registers are supposed to be something like 2 orders of magnitude faster to access than RAM (don't remember exactly).
Maybe it's because there are data dependencies? The 3 instructions before the 2nd movdqa use the register xmm0, so the movdqa has to wait for these to finish before it can execute (aka bubble or pipeline stall)
Isn't that a TON of shadowmaps?
On the plus side, it's fun to press the page down and see the code 'animate' from left to right
Don't PC games use thousands of draw calls per frame?
Edit: Oh. Never mind, there seems to be two buttons to expand/collapse?