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Ansariel Hiller

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Everything posted by Ansariel Hiller

  1. That even happens on the web profile in LL's own viewer. ?
  2. Sorry I don't own a 20K Euros "consumer" workstation GPU with 16+ GB VRAM to fullfil your needs. But if you pay me 20K Euros, I will gladly get you a special build only for you - with superspecial awesome window title mentioning how 1337 the super advanced changes in your special build are!
  3. Sorry, the viewer and its development process is so crippled, you unfortunately have to use a Wiki to teach yourself. With your experience, this should be easy to do though: Open Source Portal
  4. Yes! Declaring a workstation GPU as consumer GPU! ?
  5. That has never been a feature in Firestorm after LL put it on the drama list and disallowed that feature, so it had to be removed from Phoenix Viewer years ago already.
  6. Unless @Kitty Barnett pulled some magic trick in the meantime: Rather not.
  7. It's news to me we plan a blog post about it next week or so, but... The situation is even worse for the H.265 codec. That isn't under sole control of the MPEG-LA, but there are three different patent pools involved, representing the companies holding patents of the codec. While it is technically possible to enable those codecs in the CEF browser used within the viewer to display web pages, we better keep our hands off it due to the aforementioned legal issues Beq mentioned.
  8. 16 GB VRAM... on a consumer GPU... in 2018... out of date soon... I almost spilled my drink! Let's check how much memory the current "mainstream consumer GPU" nvidia RTX 2800 TI for reasonably cheap 1300 Euros has: https://www.nvidia.com/en-us/geforce/graphics-cards/rtx-2080-ti/ 11 GB - wow! The first 5 GB probably already vanished towards its successor... ?
  9. Skipping the words diarrhea further up, I could explain there is a good reason texture memory is limited, like... Because the texture pipeline also keeps copies of about twice the images in VRAM in actual system memory (Did somebody complain Firestorm is using so much system memory? Now what could be the reason for that? Anyone?)... Or maybe things like framebuffers and vertex buffers and other things use VRAM? Or the pointless Windows desktop or other applications daring to use VRAM as well? But I could just remove the limitation and then have Windows swap VRAM into system RAM and with a bit of luck even to the swap file on disk in the worst case - ok, that would be super slow as hell and people would start whining everything is lagging even more, but you could use waaaaaaaaaaaaaaaaaaaaaay more texture memory - even more as you have dedicated VRAM on the GPU. Even creators would love it, could they just plaster everything with 1024x1024 pixel textures! Woot!
  10. You have 200PB of data on your computer? Streamed via the Internet? Respect! ? SL is a lag hog and slow as hell because nobody cared updating the rendering pipeline after 2006, offloading all the complex calculations involved with avatars to the GPU that has hundreds of shaders that could do that, instead of letting the CPU do all that - and that in many cases even without using SSE2 (or newer). But if they did, a small but loud group of people trying to run SL on 10 year old hardware are going to complain...
  11. Oh yes, that is really cool. But Kitty has been a bad kitty and not released her source code for ages. Might have to try with catnip...
  12. So I checked and regarding the actual inventory filter options, I don't see much difference except a more granular way to filter for name, description and owner, a bit more options for date-specific filtering, and you can also filter for particular permissions, while in Firestorm you have an option to filter for transfer-only items. Personally I wouldn't say that is a killer feature. Really great is of course the option to add an inventory folder to the Quick Preferences window. For Firestorm, I created the Favorite Wearables feature that basically has the same purpose, but works a bit different in its technical implementation.
  13. Yes. Downloading them at the lower resolution even AFAIR. Goal was to reduce memory consumption on the 32bit viewers, but it should work on 64bit viewers as well to cut those 700MB textures houses down...
  14. Latest(?) LL maintenance release viewer enforces a maximum of 512x512px textures on 32bit versions. Maybe I should make that an option on the 64 versions... Hmmmm...
  15. Somewhere I heard somebody complaining about those lousy TPV developers just cheaply modifying the LL in a wink adding supposedly unneeded features without making their own viewer.
  16. I'm terrible sorry most of us also have RL jobs and don't have time to build a viewer from scratch. But I hereby swear and promise I will stop sleeping at night and use the gained time to build a new viewer from scratch. Would that please you, oh Great Phil? Would that make us worthy in your eyes, Keeper of the true Faith of Viewer Development?
  17. So are all other TPVs apart from Lumiya and Radegast - what's your point? And "small changes" made me laugh. Maybe check how much these "small changes" really are and how much time it needs to create them. I'm pretty sure Beq was referring to feature parity. But don't let me stop your agenda...
  18. ...and then everyone starts whining about lag if the amounts of animated avatars multiply (not talking about the bounding box issue) and the CPU is at their limit while the GPU with their tons of shaders that could do the calculations sits there and idles... But yeah, animesh will be a hit - a performance hit!
  19. Of course! Just hope there's enough money to pay the developer for the years of work this actually would be.
  20. Awwwww! You left out costs and other constraints!
  21. Since the viewer is a prime example of adhering to the SOLID design principles, the proposed approach should be fairly easy to be performed. Good luck and please keep us up to date with your progress!
  22. Yeah? Where are the JIRA tickets for it? Did you provide fixes? I mean, with your skill and experience it should be easy, right?
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