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Connor Nowles

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Everything posted by Connor Nowles

  1. It's very nice, especially if what i read here is a fact.. :-) " And right now the most effective way to fight texture lag is, strangely enough, to close all group chats as quickly as possible. When a group chat pops up, your computer starts loading the full size profile pics of every single person logged on to that chat. Those pictures add up to far more graphics than even the busiest in-world scene and to make matters worse, they have higher cache priority than the textures you actually see around you. " Source: https://community.secondlife.com/t5/Building-and-Texturing-Forum/Texture-Size-VS-Count-For-Performance/td-p/2931079
  2. I take no credit for this idea, i just thought I'd make a post about it since i can only find info here and there. The Problem: As far as i have found out, it is not AMD who **bleep**s up their openGL driver so people can't se mesh and various other problems. It is SL that runs on openGL code that is so old that it should have been replaced many years ago, and it is no longer supportet since no one use it anymore "except sl" The Fix: 1. Install the latest AMD Graphic driver. 2. Get these 4 little DLL files of your choice, either from the 14.9 or the 14.4 driver. The files are extracted from those versions of the AMD driver and can be downloaded here: 14.4: https://www.dropbox.com/s/ig1cz5sdjdgs3a2/ATIFix_dll_14.4.zip?dl=0 14.9: https://dl.dropboxusercontent.com/u/6867656/SL/BUG-7653_ATIFix_dll_14.9.zip Personally i use the 14.4 files. 3. Get the files and extract the folder, you can just use 7 zip. http://www.7-zip.org/ 4. Now copy the files, and paste them into your SL Viewers instalation folder. Like mine is located at: C:\Program Files\Firestorm-Releasex64 Thats it... It works.. Latest driver installed and no SL issues with it. :-) If you wish you can see further documentation about it here: http://modemworld.wordpress.com/2014/12/13/amd-catalyst-drivers-additional-windows-workaround/
  3. Ohhh, thanks... That actually worked to find it in there... It was 1725m away from the platform where i rezzed it.. :-) Thanks for the tip.. :-)
  4. I think it is awesome that you "LL" care to do something to improve the loading of mesh and things.. :-) If you could somehow do the same to sim crossings that would be totally awesome.. Considering how bad sim crossings can be, even in very low Li objects, that are low scripted, wearing vertually no scripts at all, you can still end up in weird places or in Limbo land, and the only way to get back to sl is to relog... Not all people hang around in clubs, there are actually manny manny peolpe riding mc, driving cars, flying, sailing and so and have to cross sims... I don't know how to improve that, maybe if you are close to a simborder, the the next sim could preload you incase you cross over or something.. To my knolage the places where people fly, drive, sail and so on are not overcrouded places like clubs, so it can't be that much of a server load issue to preload a few people sometimes.. :-) Well just an idea.. :-)
  5. I rezzed a boat today, nothing new about that, except i did it on a building platform, and i checked in about land if there is enought prims avalible to rezz it, and there was... So i rezz it, it flickes for a moment like it will rezz, and then it's gone.. Totally gone.. It does not show up as a bright spot on radar.. It is no where to be seen when i enable to see inviseble things... It is not there in Wireframe look... It does not excist on the land useing Area Search.. Relogging and tp from sim to sim does not make it appear... And i can't bump into it where it is sopouse to be... But it does however still use 32 LI on the land....??? Now i often try that something wont rezz, but never thought of if it use Li if it don't rezz, i only noticed it because it is not my land, and i looked in about land before i rezzed... A friend of mine on their land, there they have over 100 pirms they have no idea where are soppouse to be, could that maybe be the same problem..?? Have anyone else had that problem.?? :-)
  6. Yeah i tried it but it didn't work for me, many uv-maps wasn't there then and so on.. :-) What i did was i created a new file, and then import "Append" all the objects into that file... All is then the same, except for some reason then it all works again... :-)
  7. Well, it's kinda funny, because i have the excact same problem.. The only difference is that it is not one object, it is everything.. Even backups of the .Blend file i made a month ago where nothing was wrong and everything was uploaded to sl now gives me that error message... I have even reinstalled Blender, Updated blender, it ain't working... It says there is no mesh in the file, it is empty, even though it maybe is 598kb... And that is with objects backed up a month ago that was working 100%.. Well it is only a month of work gone if i can't fix that, no biggie...
  8. Go to the SL homepage, and change your password for SL... then the inventory on beta grid will be updated within some 24 hours.. :-)
  9. If there is something i would worry about regarding economy, then it is the marketplace... Ever since they changed it so people can just sell directly from inventory the things added to mp has gone crazy.. There are about 3.1 million items there now.. People just throw on mp what ever they can steel to earn a linden... Many may think ohh that is cool, then things cost almost nothing.. :-))) The problem with that is that alot of things are almost given away when we look at the price.. That means creators earn less, and LL also earn less when things are sold... If it gets much worse it will mean that the mp is almost worthless.. Plus many really good creators does not want to spend days on creating an item just to sell it for 10L inorder to compeet.. And that again means alot of good stuff that would have been made is not made.. In my oppion they ruined mp even more with making it possible to sell from inventory, plus the negative effect it has had inworld regarding many shops and land rent... But of course, i may be all wrong.. :-))
  10. Or maybe just use it with high graphic settings in a room with aircon.. :-) And "lower your sl expections" when it is to warm.. :-) A nice feature is to set max fps.. My computer always trys to give me as many fps a possible.. and i really don't need 170 fps in a sandbox and a burning hot computer.. 25 fps is more than enough for me, then it looks smooth on the screen.. :-)
  11. Yeah i don't excarly know how it should work in the upload window, but maybe you have a good idea there.. :-) Maybe animators can even add the beat point to a certain frame in the animation.. Like: Beat 1 = Arms down Beat 2 = Arms up Beat 3 = One leg up Beat 4 = Arms down and one leg down But maybe some animations will look weird with some music, since music can have different beats.. Like 1-2-3 1-2-3 and some music is like 1-2-3-4 1-2-3-4.. Like if you dance a waltz i think the dance is like 1-2-3 1-2-3.. if you then go to a club with modern music then maybe most beats are 1-2-3-4 1-2-3-4.. So it would look stupid with a animation where we dance a waltz.. But then again, it would also look stupid in rl to dance a waltz to modern music, and if they aim for a more real life feeling then it is soppouse to look all wrong.. :-) Idk, there must be a solution to that also.. maybe just change the dance then, hehe.. :-)
  12. Yeah you might have some good points there.. :-) If i think a little about then then i could come up with dumb ideas like: "the problem is that each user must download each animation before it plays" Yes that should not matter. Each animation is somehow created and uploaded.. Maybe in the upload window some code is added to each animation so it is able to follow some beat. So if you are at a club and click on the dance ball all the animations are able to do so if you want then to.. :-) "This means that animations start at different times for different users" Does not matter since the animations are able to change speed and therefore automatically will fall in with the rythm.. :-) "Not only that, but the way one user hears a music stream may also be out of sync other users" Yes true, it is already like that.. If i dance with a girl it might look fine on my computer and look different on her computer.. :-) And that is just the way it should be, because the animations "all you see on your screen" are processed by your own computer. That means it don't matter at all if you and someone else see something not exactly at the same time. Because my computer process the animations so i see it on my screen compared to the music that comes out of my computer.. And her computer does the same on her screen somewhere else in the world.. Don't matter if they don't do it exactly at the same time or with half a sec delay, you cant look at her screen anyway.. :-)
  13. Where do i talk about unrestricted, unlimited and uncontrolled user content..?? :-) That would be like instant death to sl.. :-) Peer to peer upload and download has nothing to do with unrestricted user content, i am sure there would even be a hash check or something comparing files to orginal files on a linden server to make sure the files are not altered or damaged in any way.. It would just save linden lab millions of gb of bandwith and make loading times faster for users.. :-)
  14. Naehh i don't agree.. :-) There is software that can detect the rythm "beat" of music.. Then some script of some sort makes the animation run in a certain speed to follow the music.. Or lets say dj's has the option to load a script that tells the beat of the music they play, and the different animations are then able to follow that beat.. Idk, just ideas.. I'm not a programmer.. :-)
  15. Another thing i think that would be cool in the new world, is that when people are dancing, that they then would actually follow the rythm of the music.. :-) May sound like a dumb thing, but i have noticed that when i am at a club, i am use to people just jumping random around.. But if i see someone that purely by chance dance and follow the rythm, it just looks so much better.. :-) I have no idea how to suggest to make that technically, but i think it would be a cool way to add to the "real life" feeling.. :-)
  16. Yes true, when there are many people on a sim who needs to download textures the loading times for textures can be insane.. I tried clearing my cache, logged in and made sure all my inventory and stuff was downloaded.. Then i went to a busy sim to see how long it took to download and rezz it all. Believe it or not, it took over 30min, and i have a 30/30Mbit Fiber internet connection. That is what i call a long time.. :-) When i looked at the download speed for textures it was sometimes at 200Kbps and sometimes stuck at 25Kbps, that is just slow.. The solution to that problem in a professional online game could be peer to peer download and upload for textures. I'm not talking about assets or objects, just the textures. Like i have a 30/30Mbit internet connection, i could easily have all the textures store in my cache because i have been there a while and provide lets say 25Mbit texture upload to other people on the same sim. I could upload all the textures to someone in 1min or so, and if i go to a sim, then maybe i can download textures from others.. It would work just like Torrent sites, just with textures.. Fast and effective.. Club and sim owners could maybe even have some "personal tex upload script" they could add to an object, and provide faster texture upload to their visitors from their own computer to give people a better sl experience in their club. And regarding large textures, no one says that everything should be allowed to have a 4096x4096 textures.. There could easily be propperties that allow a 4096 texture for the avi, but a avi textures cannot be used for like a wall texture. There could maybe be max texture size for clothing 2048, and lets say max texture size for inworld objects are 1048 or something.. Like a brick wall don't need a 4096 texture, might as well use a little 256 textures and repeat it 100 times, you still only have to download it one time because it is the computer that repeats the tex on the wall, that is the bennefit.. While a repeating tex as skin on the avi would not look so good.. :-)
  17. Yes it is true that textures can make sl lag, infact anything makes sl lag if you use a cheap laptop that has onboard graphic card and crappy shared ram and was only meant to browse the web and edit a text document. The only "lag" i see duo to textures is slow texture download and slow loading on busy sims, but that is not the computers fault. A better solution for people who dont want to buy a decent computer would be some setting that only downloaded the lowest texture lod because the computer cant handle anything else, then people with a decent computer can still enjoy a great looking sl because of high quality textures. Then some say "So unfair to say so because i can't afford a decent computer".. Well i guess not, because you had time to use thousind of hours to play sl that is your hobby and what you live a breathe for, therefore you ofcourse did not have time to study how to build your own cheap computer with good specfications instead of buying a crappy cheap laptop and complain all the time. But let me tell you that i bought the cheapest new 4 core amd cpu on amazone, the almost cheapest graphic card i could find with 2gb ddr5 ram, really cheap motherboard and cheap 8gb ram and so on... the computer i made is just as cheap as a crappy laptop, however it runs sl on the most busy sim at about 25fps with graphics at almost the highst level, shadows are turned off and so.. In other words, it works just fine, i dont have lag and it was cheap.. Sorry, but if people have so much time to play sl and they really enjoy it, then why not use just a fraction of the time to study how to make a cheap computer and get a lot better experience i sl, instead of just buying some cheap crap laptop that can't do anything..??
  18. A really good answer you gave there, i like it.. :-) I don't understand the complayning, like you say, if people are so attached to their stuff then for god's sake stop complayning and stay in the old sl and use your old stuff, it does not seem like anyone is forcing anybody to abandon their dear inventory.. And besides, i am sure that most of the decent newer well made stuff we will be able to transfer over, and if for some reason clothes needs to be uploaded again by creators inorder to work, maybe to add better cloth physics instead of crappy alphamaps, i am sure it won't take long before there is plenty of good stuff to get, and in my point of view is it worth a few lindens to get new if it looks alot better and more real, people also get new stuff in the current sl if it looks better, so whats the difference... :-) Personally i hope the avatars will be top dollar in the new sl and not look like a 14 year old low poly avatar with jacked edges and insanely bad weightpainting. I also hope they allow really high quality textures for the avi so they look as real as possible.. :-) I'm looking foward to sl version 4 or 5, then maybe i am able to just plugin my brain and it feels like rl except i can fly and do anything i want.. Who care if it is backwards compatible then, smiles.. :-)
  19. Hmm maybe i misunderstand, but i'm not quite sure why you talk about computer preformance..? Changeing the weights makes no difference to preformance.. Old weights vs new weights is same same to the computer.. :-) And if we talk about texture clothes the current weights breaks alot more, it almost can't get any worse, new weights can only make that part better.. :-) If we talk about advanced lightning, I or no one who i asked to enable it has had any preformance issues with it.. The issue are if the shadows get enabled with it, but the shadows can be disabled in the dropdown menu, and you can still have advanced lightning.. :-) I may hurt some peoples feelings saying this, but SL is a computer game, and if they lag with settings on low and draw distance on 32, then maybe they should realize that they can't play computergames on a 7 year old laptop that was made just to browse websites and edit text.. :-) It is just unreal to expect that sl should not lag if you sit with a crappy old laptop that was never meant to play games.. :-)
  20. I somehow like the defauld weights on the avi.. If we add some blood, it would look like broken ribs sticking out of the chest.. Kind'a cool :-)) I believe it is said, it won't be fixed because it would break content.. But i sometimes wonder what content and how much content it would actually break... If we look at texture clothes, that is created on the uv map so it looks good on the avi in a T pose, and then it deforms as the avi bends... With new weights it would just deform alot better.. With rigged mesh if we look at the chest, mesh rigget to the standard weights does not bend inwards like the avi also does not do, so with new weights on the avi i don't think it would be a problem.. There is also alot of problems on the rest of the avi, but not as oveious as the chest, i think the rest of the avi would only give minor conflicts if any at all... But ofcourse there can be custom weights people made where there maybe would be conflicts if the weights on the avi was changed.. But still, i wonder how much.. If we look at fitted mesh, in wich i am no expert.. I can however see that good weights on the avi somehow follow good weights on fitted mesh.. this image below is not the avi, it is the avi as fitted mesh where i work on the belly, And the weights on the chest area are exactly the same on the modified avi and on the fitted mesh.. And it somehow seems to be true for the rest of the avi also.. And on top of that it also bends well at default size when looking at animations.. However making it fit the avi with all sliders seems to be imposible, that is pure "bleep".. :-) But ofcourse now we also already have many different fitted mesh weights out there.. But would it give conflicts, i don't know.. new weights on the avi does not change how it deforms with the morph.. Atleast i don't think so, i don't know everything.. :-) There can be many reasons for not fixing it.. :-) But i do know that it will not be fixed, it is pointless to complain about it.. And in some way i can understand LL, people tend to complain no matter how much they get.. However the avi is nr1, it is what most people relate to, it is big buisness, it is the first thing people see when they join and think wow or think damn this looks crappy and leave again.. If i were the boss the avi would be nr1 priority in every way, it is the most important object in sl without a doubt and should be as flawless as possible... But it is a nice discussion / conversation.. Or what ever.. Sry, i'm not english.. :-)
  21. Just for fun.. An example of what it actually can look like.. both are rotated forward -20, no vertices have been moved, only "moved" by weightpaintting.. I just put a texture on the modified avi to see the texture distortion.. :-)
  22. I don't know if this is a stupid idea or even technical possible.. :-) When looking at the object and sculpt lod slider it controls the lod of all object both worn and in the landscape.. There is also a Avatar lod slider, but it only controls the avatar... In a really crouded place, i set my draw distance to 32 trying to limit my render to mainly the avatars, and i set avatar imposters to 10 "so i render 10 avatars".. Then i play with the lod slider.. Setting the lod slider to 1, and then to 4, i saw a difference of up to 1.500.000 Tris the computer had to render.. "and that is per frame"... And the effect has to come from the avi's, because it changes compared to how many avi's i set to render... I don't know if it is tecnically possible for the program to see avatar attachments as part of the avatar, and other objects in the landscape as other parts.. But if it was possible, there could be a avatar attachment lod slider.. That would gain alot of preforamce in crouded places when lowering lod on it, without distorting sculpts in the landscape.. And by the way, when set to 1, all the prim hair, sculpted shoes and things people wear still look just fine.. :-)
  23. The Develop->Show Info->Render Info seems to work very well, thanks for that info.. :-) Have often thought there must be a way to see the tri count of a mesh inworld, and you can actually do it that way.. :-) And it is also a very good way to se the lod when camming away.. :-) I think many people would have a lag problem there, since many are told to set lod to max in the viewer by creators who made sculpts that will deform fast to save primcount... :-) The lod setting in the viewer can make quite a difference about how many tris the comp has to render in a scene.. :-) But then again many low poly things to save li will distort.. So i guess in some sence low poly things can be just as bad as high poly things.. There are so many ways to look at it, guess i will just have some coffee and think sl is sl.. :-)
  24. Yeah, the first time i saw shadow enabled vs KTris rendered i also thought no wonder i lag.. I'm no expert in how it all works when it gets that technical, but my conclution was that without shadows enabled, the computer only rendered the Tris facing the screen to create the frame... And with shadows enabled it also had to render the "backside" that you can't see anyway inorder to create shadows. Just a theory of course. :-) If i test it at a place with some people dancing around, the number of KTris doubles 2x when turning on shadows.. Therefore my theory.. But then again, your test with the cube show that it always render all the Tris, so that cant be.. It would actualy be smart if the computer did not render the Tris on the backside of an opject that can't be seen anyway and is not needed to calculated shadows or something else, and maybe also not rendered un needed tris on flat surfaces.. :-)
  25. From the statistics window in the firestorn viewer.. the one you get when you press Ctrl + Shift + 1.. :-)
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