Squeezing performance

Post Reply
New member
Posts: 1
Joined: Fri Apr 07, 2017 22:31
GitHub: hashcacher

Squeezing performance

by greggg » Post

Hey all, I'm running minetest on Raspberry Pi 3 and getting about 30fps, which isn't bad. What are some ways of squeezing more performance out of the game?

Some details: 0.4.15 dev release build; draw distance at 40; turned off all commonly known bells and whistles in the .conf; newest experimental Pi GL drivers; 848x480 resolution, default minetest_game.

Some things I've tried that didn't work: disabling all shaders, splitting into 2-6 threads mapblock_mesh:updateAllFastFaceRows (which uses ~40% of the CPU time).

Some things I'm willing to sacrifice: time of day change, multiplayer (I'm on singleplayer most of the time).


Posts: 4184
Joined: Sun Sep 09, 2012 17:31
GitHub: Sokomine

Re: Squeezing performance

by Sokomine » Post

Turning leaves into blocks you can't see through might also help - provided you havn't done that already. 30 fps at a view range of 40 blocks sounds very good. AFAIK previous experiments with the Pi turned out less well when usiing it as a client. Using the Pi as a server is less problematic. Your reduced resolution might also have helped.
A list of my mods can be found here.

Posts: 12
Joined: Sun Apr 23, 2017 16:36

Re: Squeezing performance

by nightengale » Post

I'm curious how you're getting up to 30 fps. Did you build from source? I am using the backports version and am running full-screen at a much higher resolution, but only getting 10 FPS at best with these options:

enable_3d_clouds = false
enable_particles = false
enable_shaders = false
leaves_style = opaque
viewing_range_nodes_min = 48
viewing_range_nodes_max = 48

Would you minding sharing any other "commonly known bells and whistles" you've tinkered with?

User avatar
Posts: 5373
Joined: Wed Jul 08, 2015 13:20

Re: Squeezing performance

by MineYoshi » Post

Try with this in your Minetest.conf file:

Code: Select all

fullscreen = false
screenW = 300
screenH = 300
vsync = false
video_driver = opengl

enable_clouds = false
enable_3d_clouds = false
new_style_leaves = false
opaque_water = false
new_style_water = false
smooth_lighting = false
enable_fog = false

wanted_fps = 45
fps_max = 50
viewing_range_nodes_min = 15
viewing_range_nodes_max = 16
view_bobbing = 0
desynchronize_mapblock_texture_animation = true
fsaa = false
enable_sound = 0

enable_particles = false
enable_shaders = false

enable_texture_atlas = false

disable_anticheat = false
enable_rollback_recording = false
This should squeeze that performance as a fresh tomato.

User avatar
Posts: 706
Joined: Thu Aug 27, 2015 23:07
GitHub: kaadmy
IRC: KaadmY
In-game: KaadmY kaadmy NeD

Re: Squeezing performance

by kaadmy » Post

BTW, texture altassing would probably increase performance.
Never paint white stripes on roads near Zebra crossings.


User avatar
Posts: 108
Joined: Tue Jun 10, 2014 18:44
GitHub: Wayward1
IRC: Wayward_One Wayward1
In-game: Wayward_One
Location: Kolene, Corellia

Re: Squeezing performance

by Wayward_One » Post

Just FYI, texture atlassing was removed a while ago: https://github.com/minetest/minetest/pull/789

Post Reply

Who is online

Users browsing this forum: debiankaios, Fritzelius and 1 guest