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Issue Details (XML | Word | Printable)

Key: VWR-1118
Type: Bug Bug
Status: Resolved Resolved
Resolution: Needs More Info
Priority: Normal Normal
Assignee: Unassigned
Reporter: Haravikk Mistral
Votes: 9
Watchers: 0
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1. Second Life Viewer - VWR

Scenes with partially downloaded/downloading textures cause tremendous lag

Created: 07/Jun/07 02:08 PM   Updated: 15/Jun/09 03:35 PM
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Component/s: Graphics, Performance
Affects Version/s: 1.15.0.x, 1.15.1.x, 1.16.0.x, 1.17.0.x
Fix Version/s: None

Environment: PowerMac G5 Dual 2.5ghz, NVidia 6800 Ultra 256mb, 2gb DDR RAM
Issue Links:
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 Description  « Hide
It seems that the worst scenes are ones with downloading textures. Even if the scene itself is relatively simply, a number of downloading textures will kill performance until they've finished loading.

For this reason, entering a complex scene where the prims load quickly, leaving you with gray faces is extremely fast. It's not even so much the quantity of textures, but simply the fact that many are downloading that kills the performance completely.

Not sure why, as with the progressive download abilities of JPEG-2000, only smaller low-res textures need to be used and simply swapped with the larger one as more of the file downloads.



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Lex Neva added a comment - 08/Jun/07 12:16 PM
Interesting... I never made this connection before, but I might well have experienced it. Maybe it's because decoding JPEG2000 files is cpu-intensive? There's also the processing involved in generating meshes from prim data.

Haravikk Mistral added a comment - 08/Jun/07 04:20 PM
Very likely, it's one of the reasons why SL desperately needs better multi-core capabilities. Even in single-core systems, having the game able to do things in a separate thread will allow to to work on them without preventing other things running at the same time. Same with LOD and occlusion calculations.

There is a "Render using multiple CPUs" option or similar in the debug menu which gives a small FPS boost for me (dual processor), but there's still a lot of places where it will lock up. It's especially annoying when graphics lag causes packet-loss to start occuring which makes things worse and worse, when some sensibly used threads would fix it. And for multi-core systems of course it would speed SL up =)


Torley Linden added a comment - 25/Jun/07 09:57 AM
^ That option is Client menu > Rendering > Run Multiple Threads.

I experience similar problems.


Ramzi Linden added a comment - 15/Jun/09 03:35 PM
This issue was resolved as "Needs More Info" during a batch clean-up of PJIRA issues.

Reason: for an extended length of time, this bug seems to be missing enough details (reproducible steps) for Linden Lab to import the bug and investigate. Also the last affected version of the viewer on this report is viewer 1.21 or 1.20, 1.19, or even earlier, which are versions that are no longer actively supported.

It is possible that this bug is indeed valid and should remain open-- however, Linden Lab needs the following pieces of information before it is Reopened:

To reopen, please do all of the following:

(1) It is very important to confirm that this bug still occurs in the latest official version 1.23. Please upgrade to that version by browsing to http://get.secondlife.com , and test if you can still reproduce the bug using Viewer 1.23.

(2) If so, then please Reopen this issue and BE SURE to choose the "Affects Version/s" = 1.23

(3) Also, re-describe the steps that another person can follow to experience this bug. An example of a good "recipe" for a bug report can be found here: https://wiki.secondlife.com/wiki/Issue_tracker#Guidelines_for_a_bug_report

(4) Come and attend the inworld bug triages, where you can meet with Linden Lab employees to consider, verify, and expedite bugs for fixing. For more information, see http://wiki.secondlife.com/wiki/Bug_triage

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