KB: retract the GPU-contention claim -- the -net node glitch is MP-path-specific (two solo instances both clean)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -37,16 +37,19 @@ all connect. The **CONSOLE** (operator station — ABSENT from every archive) de
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emulator** (⚠ `NotationFile::ReadText` expects NUL-SEPARATED lines). [T2]
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## Verified milestones (one box, two instances)
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- ⚠ **ONE-BOX 2-INSTANCE RENDER CAVEAT (observed live 2026-07-09):** with two `btl4.exe` sharing a
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single GPU, ONE window comes up visually GLITCHED FROM LOAD — shadow clipping, camera stuck
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inside/blocked, degraded input (targeting/firing feels dead). A **solo** instance (`-egg TEST.EGG
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BT_SPAWN_ENEMY=1`) renders + targets + fires perfectly (log: `MECH under boresight … IN WEAPON
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RANGE mechPicks=59`). So this is a **two-D3D9-apps-on-one-GPU** artifact (the 2nd device to init
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gets degraded state), NOT a game-logic/warp/respawn bug — and it does NOT affect the pod (each pod
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is its own machine). Consequence for dev: trust the SOLO window for visual/gameplay checks; use the
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2-node box only for REPLICATION/netcode logic (which the logs confirm independent of the glitch).
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If single-box 2-window visual testing is ever needed, the fix is in per-instance D3D device/resource
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init (unproven; likely a shared global or device-state clobber), not the game code.
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- ⚠ **`-net` NODE RENDER GLITCH — OPEN (observed live 2026-07-09, cause NOT yet found):** in a 2-node
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session ONE window comes up visually GLITCHED FROM LOAD (before any death) — shadow clipping, camera
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stuck inside/blocked, targeting/firing feels dead — while the OTHER is fine. **Isolated by test, not
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theory:** (a) a SOLO instance is perfect; (b) **TWO SOLO instances (no `-net`) are BOTH perfect**
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(each logs `MECH under boresight … IN WEAPON RANGE`, no device fallback/error, both hardware HAL
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devices). So it is **NOT** a two-D3D9-apps-on-one-GPU / device-contention issue (an earlier note
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claimed that — WRONG, retracted) and NOT the warp/respawn (from-load, pre-death). It is **specific
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to the MP `-net` path** — the console-driven mission-start ladder / replication doing something to
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ONE node's render+input state, asymmetrically (the two nodes differ in launch order, affinity,
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net port, BT_MP_NET, BT_MP_FORCE_DMG). CAUSE UNKNOWN — next step: determine WHICH node glitches
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(A@1501 vs B@1601) and correlate, then audit the MP viewpoint/camera/HUD setup vs the (clean) solo
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path. Does NOT affect the pod (one instance per machine). Dev workflow: trust the SOLO window for
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visual/gameplay checks; the 2-node logs are still trustworthy for replication/netcode logic.
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- **P6 smoke test:** two instances share a world — console egg → TCP mesh → synchronized start →
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bidirectional entity replication (each renders its own mech + the peer's REPLICANT), 0 crashes.
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- **Movement replication:** A's mech WALKS on B's screen (the replicant tracks the master to ~1.5u via
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