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Gavin Hird

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About Gavin Hird

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  1. The throttle also has to do with not feeding too much data to the viewer as there are limitations to how much new and updated content it can process between rendering each frame. If you feed it too fast, it will just be discarded and can be seen as cliches or tearing in frames, or cause the viewer to request the content to be reloaded.
  2. You completely forget this is the mode a lot of high end games on iOS operate. No, it does not peg the CPU 100% - in case it does the machine is very weak or the viewer code is hozed. On my Macs - even if the GPU might be hovering at close to 100% utilization, the CPU runs pretty cool mainly utilizing one core only. The same will be the case on iOS, while Metal will offload even more to the GPU.
  3. You'd run them in connected mode with a console keyboard plugged in for the iPhones. The recent iPads would be useful as they are, but obviously powered if running anything but shorter sessions. With no OpenGL you'd also have to completely redo all UI, which would be most efficient both memory wise and cooling speed wise to do in native iOS frameworks. These are also optimized the heck out of on Apple processors and GPUs. Most scenes will run comfortably in 2 GB application memory and far less GPU memory.
  4. Numbers given as estimates by Oz in a TPV meeting. Ask them in the next for an update. It was up for discussion when the Linux client was put on the back burner. Usage for Linux was said to be less than 1% of the user base.
  5. According to LL 15% of SL users are on macOS, and closer to 25% of the content creators are. So dropping the macOS viewer will impact their financial performance. What you tend to forget is that a Metal renderer will potentially broaden the market to the 1 billion iOS users. Not to be underestimated. Today's iOS HW is in many ways more capable than the desktops that ran SL only am few years back.
  6. Completely rewriting the renderer for Metal in 15 months is probably not doable both because there are significant dependencies between all LL content and OpenGL 2.1 currently used by all viewers. The other issue is that the Lab has had an open position for a rendering engineer for a very long time without being able to find anyone. The individuals out there who are capable of lifting the current OpenGL 2.1 code in to Metal are few and far between. Probably very expensive to hire too. Of course, succeeding to write a Metal renderer makes the road to an iOS version of the viewer ver
  7. Most of the viewers work on Catalina (beta versions). The challenge is the macOS version following Catalina where, reading the tea-leaves from WWDC 2019, OpenGL will not only be deprecated but also completely unsupported.
  8. There is no bluff. OpenGL on all Apple platforms are depreciated for Metal 2 which yields 2-10x draw calls over OpenGL on the same hardware. While I not necessarily think this is a good move by Apple, it is what will happen, and OpenGL should be gone in macOS 10.16 which can be expected in 2020 if they are on the same yearly release schedule as they have been. All new non iOS hardware introduced even this year have HW support for OpenGL still.
  9. The viewers are not built with OpenGL ES, which is what moltengl supports.
  10. @NiranV Dean why don't you stick to commenting on your own viewer. NOBODY is interested in your anti Mac spew!
  11. I suggest you open the Console app, find the System Reports on the left sidebar and look for memory_resource.diag reports for Firestorm in addition to .hang reports. Also in the User Reports section you should find Firestorm .crash reports. Although these reports probably is beyond your skills to analyze, you could share them with FS developers to identify the cause of the crash. Edit: If there is a GPU crash there should be a separate crash report file for that too in there.
  12. Why is it that you don't handle EU and European Economic Area citizens through your UK Tilia subsidiary when the GDPR regulation states you must do so? GDPR is a regulation meaning no implementation is required in national law for a regulation, as it is of direct application. The legal rules it creates are, depending on its subjects, directly applicable to any entity on the territory of the European Union and European Economic Area. Any citizen will be able to refer to the GDPR provisions after May 25th 2018, and its provisions will be directly enforceable by any court. This im
  13. It is hard to say exactly how Brexit will pan out in this respect, but many companies will have to register subsidiaries inside the EU to ensure they can make business with the EU market, which without the UK is 455 million (now 511 million with the UK). Europe overall is about 758 million. Having said that, UK legislation is more or less harmonized with the rest of the EU on the issues discussed, and will continue to be so unless the UK parliament change them to something else post Brexit.
  14. The problem presented for you in regards to EU citizens is that you have established a subsidiary; Tilia Branch UK Ltd, which is established inside the European Union / European Economic Area, and therefore make you 100% required to comply with EU legislation when it comes to privacy, consumer legislation, the GDPR directive and conflict resolution. As a matter of fact, since you have this subsidiary inside the EU, you HAVE to handle your European Union / European Economic Area customers through this company, in the same manner as i.e. Apple, Microsoft, PayPal HAVE to handle their custom
  15. Exactly. Or they could share the username and the hashed password (which cannot be decrypted).
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