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Faubio Alter

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Blog Comments posted by Faubio Alter

    Linden Lab's New CEO

    Welcome Rod. A common comment for newbie to SL is ............ "SL is not a game". I would suggest you spend as many hours online, inworld as possible to grasp its complexity before making any major moves. There's more to it then might first be apparent, far more. Great work you and the people at EA have done, job well done. I'm sure you'll find SL a much greater challenge. Good luck.

  1. Well you partly had it right with viewer 1 when you allowed users to directly tp to items they wanted then  viewer 2 arrived and that method of searching vanished.

    Still little or "no relevance" for nearly all search results and without it search is virtually worthless.

    Content relevancy:  How well a                    search accurately matches a searchers question. If the results do not match the results are irelevent

    http://www.rankforsales.com/relevancy-explained.html

    Oddly, however, search does seem to work well in the Market Place.

  2. Hmmmm .........

    Could you tell us more about how your bandwidth settings would effect some one else and cause them lag.

    The discussion so far has not been about creating lag with bandwidth, by-the-way.

    Streaming music comes through another channel not through the viewer. Perhaps what is happening when you reduce it to 50 kb/sec is your free up resources for the music to flow through your chips/sound card more efficiently creating a trade off of sorts, in effect using less band width by one component to free up more bandwidth for another.

  3. For what it's worth.

    I did as suggested in the video today and ran a little non scientific test. The results were very rapid loading of objects and textures for about five minutes followed by numerous and frequent crashes and DSN errors. I have not had problems with DSN errors in months, actually I believe over a year and only occasion crashes, normally.. I lowered the slider to half with the same results then dropped it to 100 kb/sec faster then my DSL service, there it stabilized with some increase in loading time without the crashes and DSN errors. (The trial took about 15 minutes.)

    On this PC, with this connection, increasing the slider to full is a bad idea.

  4. We all want better performance. Several here are saying that will not happen by applying the information in the video. If they are correct then the video is little more then misinformation impairing performance not improving it.  If it is incorrect that information could impair 10,000's, if not 100,000's of users.

    If you would like to improve your computer performance go here:

    http://wiki.secondlife.com/wiki/Category:Improving_Performance

    Where you will also find other incomplete, vague, mis., dis., and convoluted information that in some cases will harm you not help you.

    This one for instance being absolute crap:

    http://wiki.secondlife.com/wiki/How_can_I_make_Second_Life_run_faster%3F

    Sometimes you have to get it right.

    .................................................................................

    Read this ...............

    https://sites.google.com/site/powerlinks7/

  5. From

    http://en.wikipedia.org/wiki/Frames_per_second

    Frame rate, or frame frequency, is the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to computer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (FPS), (fps) and in progressive scan monitors as hertz (Hz).

    How many frames per second can the human eye see?

    If the image switches between black and white each frame, the image appears to flicker at frame rates slower than 30 frame/s (interlaced).

    Frame rates in video games

    Frame rates in video games refer to the speed at which the image is  refreshed (typically in frames per second, or FPS). Many underlying  processes, such as collision detection and network processing, run at  different or inconsistent frequencies or in different physical  components of a computer. FPS affect the experience in two ways: low FPS  does not give the illusion of motion effectively and affects the user's  capacity to interact with the game, while FPS that vary substantially  from one second to the next depending on computational load produce  uneven, “choppy” animation.

    A certain amount of discarded “headroom” frames are beneficial for the  elimination of uneven (“choppy” or “jumpy”) output, and to prevent FPS  from plummeting during the intense sequences when players need smooth  feedback most.

  6. It performs visibility calculations on objects and land and transmits  the data to the client.  (This part creates the world in the appropriate locations with all its current content.) It transmits image data in a prioritized  queue. (images sent FPS,  frame1,  frame2,  frame3, etc..)

    ...........................................................................

    No where did I say the server rendered anything internally, yet it could. But it does send it as if it where rendered to the viewer where repetitive textures are added to appear on your monitor. Not all textures are stored client side. Ads fore instance are largely unique creations and stored server side and must be called from the server before being applied to the objects.  "Yet it could" is a very important statement. The images are   set to be viewed by the client with the exception of textures before they  leave the  server. If they were not they would arrive in a jumbled mess thus the FPS.

  7. If it were not handling graphical information then there would be no need to measure it in FPS.

    http://wiki.secondlife.com/wiki/Server_architecture#Simulator

    Simulator

    The primary SL server process. Each simulator process simulates one  256x256 meter region. There are about 31,000 regions in total currently.   Each one has to be  hosted on a server running copies of the Simulator  program. there is one  simulator per region, 4 or more sims per server,  8000 or so servers. As the viewer moves through the world it is handled  off from one simulator to another. It handles storing object state,  land parcel state, and terrain height-map state. It performs visibility  calculations on objects and land and transmits the data to the client.   It transmits image data in a prioritized queue. Physics simulation is  handled with the Havok physics library.  Chat and instant messages are  processed here.

    Running at full tilt, a simulator will run at 45 frames/sec.  If  it can't keep up, it will attempt time dialation without reducing frame  rate.

    Simulators communicate with one another using a circuit via UDP.  A "circuit" is a UDP network connection.  Circuits are maintained between adjacent simulators.

    Simulator vs. Viewer

    It helps to understand the division of labor between the simulator  and the viewer, since the split in Second Life is very different than  most other virtual environments:

    • Simulator's job: 
      • Runs physics engine
      • Collision detection
      • keeps track of where everything is
      • Sends locations of stuff to viewer
      • Sends updates to viewers only when needed (only when collision occurs or other changes in direction, velocity etc.)
    • Viewer's job: 
      • Handle locations of objects
      • Gets velocities and other physics information, and does simple physics to keep track of what is moving where
      • No collision detection
  8. Graphics are also indicated in the 45 frames per second; graphics are also created in the server environment. 30 FPS are all that is needed to processes the images. The additional 15 FPS are the carrier for the information you have mentioned. If SIM FPS drop below 36 FPS graphics develop a jerky appearance and "all" other functions begin to lag with the exception of music that runs on a different pathway separate from graphics. I have no interest in voice but logic would suggest it runs on the music channel as well, maybe not.

  9. Bandwidth is determined by the ISP you use. You can not use more bandwidth then is being provided by them. If your purchasing 3 GBs of bandwidth increasing the slider much past this will do little and may in fact cause packet loss. Run it lower then the ISP speed provided and in some instances lag develops.

    Second life has a fixed frame rate of 45 FPS from the server system with rare occasional frame rate spikes. This is 15 frames per second more then is available on a standard television. FPS rates above 45 FPS can not be seen by the human eye. They make no appreciable visual difference to the users of Second Life.

    Increasing the numeric intervals on the bandwidth slider on viewer 2 too 100 (100, 200, 300) was a mistake. Change it back to the single unit (1,2,3,4,5,6,7,) system available on viewer 1  to accommodate packet loss problems..

  10. Does your  cache really reload - the cache contains low level indicators of the  textures to fetch and on a fast system should only take 5 seconds to  obtain all textures after logon (especially since using HTTP textures).

    The cache is stored client side to speed loading of textures, if it is not there it can not load them.

    Is adjusting the bandwidth in 100 Kb chunks really not sufficient?

    No, packet loss adjustments require a finer tuning.

    If not you can set it manually using 'ThrottleBandwidthKBPS' in debug settings.

    This feature does not hold the settings. I tried that.

    but I'd rather, like you, that they fixed the big things like antialiasing not working on Macs.

    Only five percent of home computer users use Macs. Mac users aren't a "big thing".

    http://marketshare.hitslink.com/operating-system-market-share.aspx?qprid=8

    I think there are a lot of features/bugs fixed that other people really care about as well in this release.

    I hope your right.

    https://blogs.secondlife.com/people/Faubio.Alter

    These are not a list of my personal preferences, These are a list of items that need attention to improve navigation, efficiency, operation and other nagging problems concerning the viewer.

  11. They are listed in priority.


    Group #1

    1. I want a spell checker

    2. I want to not have to click in the chat box to start typing after using the cursor in the inventory.

    3. The cache reloads every time I log on, stop this.

    4. Half the time my money does not show and requires a relog for it to appear.

    Edit 5. The friends tab should be a button on the bottm of the HUD.

     

    Group #2

    1. I want to adjust my bandwidth slider more accurately.

    2. The x,y,z, coordinated should be viewable by default

    3. Stop mini map rotation by default.

    4. I would like for all permissions in the build HUD to be independent of each other.

    5. I would like to have the LM tab removed in the sidebar. I can get to LMs just fine from inventory.

    Edit 6. Go directly to "edit outfit" and remove the section containing the "my outfit"  and "wearing" tabs.

     

     

    My guess is 10 useless items will be repaired or added before these are fixed. ( I have not used viewer 2.2.)

     

    Signed a committee of one

     

    Edit addition: (The strategy is simple, it should work before things get added. Focus on making it run well, first.)

  12. User hours are down. Less time inworld means users aren't as happy as they were. If they are not here they do not use the services nor do they spend money. The less time they spend in rentals the less useful those rentals become.

    The money supply chart is unclear. It does not tell what old is measuring compared to new. In either case some numbers massaging has been done or the total volume of SL currency is off my a wide margin over last quarter or last year.

    It is not surprising Xstreet has continued its upward growth it represents a tiny fraction of all merchandising done inworld. There are still way to many stores empty of buyers and I do not believe this will change anytime soon unless income sources are created for residents inworld. In fact those sources are drying up and along with it the money supply..

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