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Ormand Lionheart

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Posts posted by Ormand Lionheart

  1. I went to test Alchemy at your SIM and things rezzed so quickly I didn't even anything rez. And fps was in the range of 90-130. Sitting in a chair looking at the bed 119 fps. 64m DD, 2x AA, AF and Shadows disabled. So I went back and with a cleared cache tried Firestorm and it was very laggy around 25 fps in comparison and even lower outside and things had to download. Tried the Black Dragon viewer which also has the Pipelining up date (FS does not) and got about 70 fps in the same situation.

     

    Alchemy 3.7.19 (34077) (x64) Oct 27 2014 12:49:31 (Alchemy Beta)
    Release Notes

    You are at 166.2, 144.0, 20.2 in MacMorris located at sim10762.agni.lindenlab.com (216.82.56.52:13000)
    SLURL: http://maps.secondlife.com/secondlife/MacMorris/166/144/20
    (global coordinates 461,478.0, 306,064.0, 20.2)
    Second Life Server 14.10.17.295641
    Retrieving...

    CPU: Intel® Core i7 CPU         930  @ 2.80GHz (2806.42 MHz)
    Memory: 12280 MB
    OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
    Graphics Card Vendor: NVIDIA Corporation
    Graphics Card: GeForce GTX 670/PCIe/SSE2

    Windows Graphics Driver Version: 9.18.0013.4052
    OpenGL Version: 4.4.0

    libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1j zlib/1.2.8 WinIDN
    J2C Decoder Version: OpenJPEG: 1.5.1
    Audio Driver Version: FMOD Ex 4.44.41
    Font Renderer: FreeType 2.5.3
    Qt Webkit Version: 4.8.6 (version number hard-coded)
    Voice Server Version: Not Connected
    Built with MSVC version 180031010
    Packets Lost: 82/40,261 (0.2%)

  2. You're right. So the change will only come from"customers" asking the creators if their items are optimised. Of course you need an educated buyer re: those issues which these forums and your Blog helps with. Do Fashion Blogs and designers emphasize this issue? It only benefits EVERYONE in the long and even short run.  Even an LL Server that only deals with optimised items must be far better off than one that is dealing with less efficient items?

  3.  I believe the issue you are refering to is textures being discarded (unloaded behind you) (from your Vram) out of you view then you have to render them again (possible from the viewer cache?). Since I produce Machinima (or used to before the "improvements") I much prefer the option to raise the Texture Memory option passed 512 (available in Debug Settings in Alchemy) and turn of the discard behavior ( I beleieve there is a debug setting (or was) to disable it?). Years ago I used to get excellent smooth performance but since the advent of MESH that has gone right in the toilet with a GTX 780 and i7 cpu. I don't blame LL since Mesh apparently wasn't meant for clothing and the bad creator practices have made rendering these items very problematic for my particular uses of SL. ATM the new Alchemy with Pipeling is fast and seemed to rez most items in a very difficult testing area (GOL nightclub with 40+ avatars all Meshed Out). Also prim clothing would fal to render at populated events. One of my friends as a test she relogged and voila I could see all her clothing, hair and feet. So I guess  the person your are seeing (or not seeing) could have had a bad update to the server although it's odd other people would see her 100%. Granted I am testing at severe levels (40-100 avatars).

  4. If you use a utility called GPU-Z it shows that SL uses much more than 512 of the GPU's Memory depending on the SIM I have seen 2 1/2 GB. The 512 is in theory a soft cap. Now a viewer developer (Cool VL Viewer) did mention not everything in the GPU Memory is textures so that may account for the extra usage. I remeber FS 4.4.2 had the 512 debug setting available to move much higher and seemed to help me however that viewer does not read Mesh.

  5. Regarding point #2 Firestorm 4.4.2 allowed you to set the maximum much higher than the default maximum of 512 giving me much better performance and visualy quality for shooting Machinima. Otherwise I am getting ever increasing issues with textures loading and unloading etc. giving blurry issues possibly ruining a film clip. Is there a way to hack that limit in the latest viewers which have fixed that previous error allowing us to raise it higher. I have 2 and 3 gb video cards so space is not an issue.

     

    thanks

    Ormand

  6. As you know people don't recommend the AMD cards due to LL using Nvidia to develop the game so in the past AMD card would sometimes have video issues etc with SL especially in shadow mode etc. Something due to OpenGL drivers being different from Nvidia. Your performance seems to be quite different. Do you have any glitches etc to speak of and how do yo think it compares to an Nvidia product? I do know the AMD's have many more shaders so I would have thought that was a benefit. Has anyone compared performance of your card to something like a GTX 670?

  7. This is a brilliant tutorial especially #8 DoF and keeping the focus where I want it which has been an irritating issue for years.    

      One other thing you can do with the SpaceNav is by enabling it in build mode. Of course building with a SpaceNav is virtually impossible and aggravating but if you click and object in edit mode while the Joysick is enabled for building you can actually move that object (with avatar sitting on it if you like) while hiding the UI. Very effective for filming flying objects etc. It's only a local effect however.

  8. I agree with Chibbchichi. It depends on what you do in SL and which features you use the most in my case anything to do with Machinima but if you're a builder you may wish a different viewer than me or others. May also depend on your hardware. Your choice of an AMD video card might be an issue as well as only 3 gb of RAM which might determine which viewer performs best for you. It's probably best to do some tests with a few of them especially Firestorm, Singularity or Exodus. From what I have heard you may need to tweak viewers for the AMD. LL uses Nvidia cards to develop the game.

  9. Right click your video clips and "disable resample" in the editor and you will get rid of the ghosting in your videos. Also try recording at 720P instead of 1080P and maybe you can enable 2x AA instead. Very imaginative videos by the way and the dialogue is quite funny.

  10. Very interesting explanation of the issues with animations. I use animations for Machinima and even though not an animator I do see the limitations you mention because of priority. Is there a way to edit the animation's priority level? Are these still issues in SL? I have seen some improvement with couples dances so maybe everything is fixed? One thing I have been tryng to do is film a combat. Hud anaimations are generally way too fast. The best way seems to be an approach to use a couple's animation and be able to pick and choose animations and timings. However can a director like myself have options to do that or is that strictly in the domain of an animator at this time. There may already be options out there just difficult to find googling and on Marketplace.

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