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Issue Details (XML | Word | Printable)

Key: VWR-11828
Type: Bug Bug
Status: Resolved Resolved
Resolution: Fixed
Priority: Major Major
Assignee: Qarl Linden
Reporter: Aminom Marvin
Votes: 188
Watchers: 27
Operations

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1. Second Life Viewer - VWR

Sculpts either load extremely slowly or fail to load altogether.

Created: 31/Jan/09 04:21 PM   Updated: 07/Apr/09 02:12 PM
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Component/s: Graphics
Affects Version/s: 1.22 Release Candidate
Fix Version/s: 1.22 Release Candidate

File Attachments: None
Image Attachments:

1. broken_in_RC8 copy.jpg
(107 kB)
Environment:
CPU: Intel Core 2 Series Processor (2405 MHz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8800 GT/PCI/SSE2
OpenGL Version: 2.1.2
Issue Links:
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Relates

Last Triaged: 06/Feb/09 08:04 AM
Linden Lab Issue ID: DEV-27168
Linden Lab Internal Branch: viewer/viewer_1-22


 Description  « Hide
First, here's a SLURL to a build that uses a wide variety of sculpts, including oblongs: http://slurl.com/secondlife/Dearheart/25/26/56

Methodology:
1) Synchronise the settings on both RC and standard clients (IE draw distance, bandwidth, etc.) Suggested draw distance: 80 meters. Clear cashe.
2) Using 1.21.6, teleport to http://slurl.com/secondlife/Dearheart/25/26/56. Time how long it takes for everything to load. Clear cashe.
3) Using 1.22.7 RC client, teleport to http://slurl.com/secondlife/Dearheart/25/26/56.Time how long it takes for everything to load.

Observations:
1.21.6 Official Client
1:50 for most textures to load
2:30 for most sculpts to load
3 minutes for the entire scene to load

1.22.7 RC Client
40 seconds for almost all textures completely downloaded.
2:15 for most sculpts to load
After this, a good number of sculpts fail to load entirely (20 minutes spent and still they are half downloaded.)

Note: disregard sculpts that remain as spheres during the test. The sphereification is due to a separate sculpt bug with a pending resolution. Instead only use partially loaded (melted or half-formed) sculpts as a reference.

First off, there is improvement in 1.22.7 for the amount of time it takes all textures, and most sculpts to download. However, there is a serious bug that make sculpts "stick" in a partially loaded state. This appears to be similar to the lossless bug.

Also noted is the fact that it only takes the textures 40 seconds to download, but sculpts three times as long. This doesn't make sense given the much smaller file size of sculpts compared to the image textures. This is completely unacceptable. Slow loading times of sculpts are already the #1 complaint with sculpted prims by far, and the RC client makes the situation worse.

This is listed at major because not being able to completely download many sculpts is a major impairment of function.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Qarl Linden added a comment - 31/Jan/09 05:33 PM
Aminom - there is a known issue with oblongs failing to load. are any of the sculpts you see "sticking" oblong?

Aminom Marvin added a comment - 31/Jan/09 06:34 PM
teleported to sculptomancy, and so far, I haven't seen this on 128x128 or 64x64's. Some did seem to load slower than others, but nothing like the problems seen at Dearheart.
I did note that the problem with 256x256 sculpts not loading (which were used extensively prior to May to get around the lossless bug and could only be uploaded losslessly using a third party client) "sticking" seems to have gotten worse. Any chance this will be fixed? Note that 256x256's are a bit less than twice 128's in file size, but often load quicker.

Ramzi Linden added a comment - 06/Feb/09 11:26 AM
Thanks for this report.
Your observations seem correct, that since 1.22 RC6 sculpted textures receive less priority in downloading to the viewer over other textures. This is an effect of a Partial fix we made in RC6 to the issue VWR-8503.

We will continue to investigate the sculpt textures which seem to never download at all.
Thanks for the detailed methodology!


Aminom Marvin added a comment - 06/Feb/09 11:44 AM - edited
Oblong-heavy build that will be broken in 1.22. 3 weeks of development time; almost everything you see is sculpted, and textured, from scratch. What about all the other sculpt designers who use oblongs as well?
Today at Qarl Linden's office hours, I was informed that this bug, which is new in the 1.22 RC, will not be fixed in the final 1.22 client. This is completely unacceptable; it BREAKS CONTENT, and that content will be broken for 3-4 months until a new client is released.

Eleanora Newell added a comment - 06/Feb/09 12:25 PM
We have taken great pains to learn to work with oblongs and have started incorporating them into our work. This is totally unacceptable. It is one thing for the new RC to have bugs; that is to be expected, but with the number of oblongs being produced, a fix must be made before it reaches the general public with the final release. It would be horrid to have to redo the sculpts. This is livelihood of which we speak. We try to move forward and incorporate new features as soon as possible with the expectation that Linden Labs will support us as we support them. This needs to become a priority.

garion thielt added a comment - 06/Feb/09 12:34 PM
I have spent weeks developing on a project that i will finish early March and almost all sculpts involved are oblongs. This would decimate a project that is costing all involved huge amounts of time and effort to make a reality. If the oblongs fail the project will become an impossibility as its realism would require more normal prims and standard sculpts than we have prims for. As Eleanora so rightly says we 'expect' support on features you promoted and gave us, and as Aminom says, a change in the viewer that you know would break content is unacceptable. We'd all rather stay with the existing client until you have actually fixed it. Bringing it out with a major flaw would be worse.

garion thielt added a comment - 06/Feb/09 12:38 PM
I was just discussing this with another trainee sculptor using an inworld creation tool. Having been passed their in progress sculpts i can see that inworld tools may also be using oblongs, making newbie sculptors work fail and losing us potential talent when they think they just can't do it

Aminom Marvin added a comment - 06/Feb/09 01:46 PM
Further notes:
This bug is different than the bug that makes some oblong sculpts staying as spheres. That bug has a pending fix and can be worked around.
The bug is experienced by sculpts loading halfway. They will either look "melted" or otherwise partially loaded.
Partially loaded sculpts can be corrected sometimes by the following means:
1) relogging (so the sculpt is retrieved from cashe)
2) viewing the sculpt map as a texture (such as opening the edit tab of the object window)
3) camming out and in to force LOD to switch.
This also effects some normal sculpts, such as 64x64.
Subjectively, this bug seems similar to the lossless bug.

Qarl Linden added a comment - 06/Feb/09 02:13 PM
Aminom - i've requested that our release team look at this issue. i hope to get an answer to you soon.

Lucia Cyr added a comment - 06/Feb/09 09:40 PM
I am going to go ahead and chime in my support of this issue being looked into as someone else who is heavily invested in these sculpts. Thank you Aminom for the diligence and I am looking forward to seeing the progress made to rectify this serious issue.

whyroc Slade added a comment - 07/Feb/09 03:27 AM
Me too.. this needs to be fixed! Oblongs are very useful... please please

Qarl Linden added a comment - 09/Feb/09 09:54 AM
should be fixed in the next RC. please let me know ASAP if you continue to have problems.

Aminom Marvin added a comment - 12/Feb/09 04:28 PM
I don't know why or how, but this is completely fixed in RC9. everything loads blazingly fast now.

arton rotaru added a comment - 12/Feb/09 07:00 PM - edited
I'm sorry, but I can't confirm that it's completely fixed in RC 9. If I clear cache, and login in the same region, some of Aminoms trees don't load completely. Only if I relog without clearing cache, let them load fully for me.

Harleen Gretzky added a comment - 12/Feb/09 07:13 PM
@arton, can you supply a SLURL to the sculpts you are talking about?

arton rotaru added a comment - 12/Feb/09 08:07 PM
@Harleen,

I'm sorry, but it was a private region and it is not mine.

Cleared cache and logged in another three times now, and all sculpties load completely now. Maybe my problems was in conjunction with this issue?
http://status.secondlifegrid.net/2009/02/12/post498/

Only thing I know is, three times cleared cache and logged in, some sculpties didn't load fully. Watched them for about 15 minutes everytime.

I would recommend to wait a while and see if some others have still problems with this issue.


Qarl Linden added a comment - 12/Feb/09 08:57 PM
Arton - can you run a test for me on these troublesome sculpts? under the "Advanced" menu is an option "Render->Info Displays->Sculpt". selecting that will display internal data for each sculpt (it will look something like "T0C1V1 64x64", hanging above the prim like settext.)

can you give me the numbers for the sculpts you saw fail to load?


arton rotaru added a comment - 12/Feb/09 09:15 PM
The sculpts that failed were all "T0 CO V0 256x256".

But as I said, right now they all load completely, either I clear cache or not.


Qarl Linden added a comment - 12/Feb/09 09:46 PM
yeah, i suspected. 256x256 sculpt maps are not supported. sometimes they load fully - sometimes you only get 128x128. (which is still to big, the max necessary size is 64x64.) and to be fully clear here - we've never supported 256x256.

sorry...


Aminom Marvin added a comment - 12/Feb/09 09:57 PM
I cleared cashe and relogged many times. From what I can tell, every officially unsupported 256x256 that I use loads properly.

arton rotaru added a comment - 12/Feb/09 10:12 PM
Yes Qarl, I know. Unfortunatly, the bigger the sculpt map, the faster the loading. It, would be great if 64x64 would load faster than even 128x128. That's why I made my sculpts 64X64, because I hope one day they will load faster than the bigger ones.

And some time ago, 256X256 was the only size that load reliably. I think there is lot's of content out there wich uses that size. You know, for sure.


Qarl Linden added a comment - 13/Feb/09 07:49 AM
oofa. so long as you guys understand that they're not supported - so if you have problems with them loading again - we won't fix them.

about them loading reliably - i don't believe that's true. the code which requests only 128x128 has never changed.


Ramzi Linden added a comment - 13/Feb/09 10:50 AM
The original description should now be fixed in RC9. Please now download the Release Candidate 1.22 RC9, as it includes a bug fix to the code, where sculpts were not always properly being prioritized as expected.

We believe the performance regression that began in RC6 is now solved in RC9. Thanks again for reporting this!


arton rotaru added a comment - 14/Feb/09 01:21 PM
Qarl,

English is not my native language and I keep my sentence most of the time to short and my explanations are not that clear as they should be. I;m sorry for that.
I apologise for my incorerrect describtion above, about the reliably loading of 256x256 sculpts. It was the time when a lot of the smaler sizes failed to load, after LOD change. That time the 256x256 was not affectet of this issue.

I have no problem to eccept that 256x256 will be not supported and the Info Display>Sculpt come in real handy to see what size a sculpty use.