35 lines
1.9 KiB
Markdown
35 lines
1.9 KiB
Markdown
# Integrated-server graphics context
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Client rendering competes with the integrated server for CPU time. Version 0.21
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copies GPU, backend and driver into the tick report when F8 or `/horizon bench`
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starts a single-player recording. The values come from the client/render thread
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and are copied into immutable metadata; server ticks never access GPU APIs.
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Reports identify `server_runtime_kind` as integrated, dedicated or unknown.
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`client_graphics_capture_status` is `captured_at_recording_start` only when all
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three graphics fields are supplied for an integrated server. The server-only
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command does not inspect client graphics. Old callers retain their compatible
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four-argument recording entrypoint and report unknown runtime context.
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The offline viewer and CLI flag differing runtime kinds, graphics backends and
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drivers. Legacy reports remain readable, with unknown-context warnings. A
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matched start snapshot does not establish unchanged graphics throughout the
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recording, equivalent client quality, world work or scheduling. Rendering changes
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still require paired frame reports and an explicitly controlled experiment.
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This metadata change makes no FPS, TPS or RAM improvement claim.
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```sh
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python3 tools/build_mod.py
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python3 tools/test_server_graphics.py --native-display --backend opengl
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# Separate fresh private instance; Linux software renderer research only:
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python3 tools/test_server_graphics.py --native-display --backend vulkan
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```
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The private fixture starts a normal 10-second frame/tick recording through the
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client recorder, checks both reports against the actual device, saves the demo
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world and exits. It does not change simulation rate or gameplay rules. Windows
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compiles the fixture; Linux and hosted macOS check the actual game-selected backend. An explicit
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`--backend` experiment still rejects fallback; the default metadata check does
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not require a particular renderer. Full logs,
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worlds and fixture JARs remain private and outside playable downloads.
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