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Issue Details (XML | Word | Printable)

Key: VWR-12188
Type: Bug Bug
Status: Resolved Resolved
Resolution: Cannot Reproduce
Priority: Major Major
Assignee: Unassigned
Reporter: imnotgoing sideways
Votes: 3
Watchers: 7
Operations

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1. Second Life Viewer - VWR

RC9 texture loading stalls at the "blur" stage while RC8 would load them fully and quickly (world of blur and blurry textures)

Created: 24/Feb/09 05:20 PM   Updated: 12/Mar/09 02:58 PM
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Component/s: Graphics, Performance
Affects Version/s: 1.22 Release Candidate, 1.22 Public Nightly
Fix Version/s: None

File Attachments: None
Image Attachments:

1. Demonstration+of+mouse+over+control+II+Revisited.jpg
(535 kB)

2. Demonstration+of+mouse+over+control+II.jpg
(424 kB)

3. Demonstration+of+mouse+over+control+III.jpg
(335 kB)

4. Demonstration+of+mouse+over+control+IV.jpg
(493 kB)

5. Demonstration+of+mouse+over+control.jpg
(340 kB)
Environment:
CPU: AMD (Unknown model) (3000 MHz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 3 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8600 GT/PCI/SSE2/3DNOW!
OpenGL Version: 2.1.2

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
Audio Driver Version: FMOD version 3.740000
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.22011 (Mozilla GRE version 1.8.1.13_0000000000)

Graphics = Ultra, Avatar Impostors = Off, Graphics memory = 256MB, AF = Enabled, AA = 4x
Issue Links:
Relates
 

Last Triaged: 25/Feb/09 11:08 AM
Linden Lab Issue ID: DEV-27985


 Description  « Hide
While running in RC8, I found myself elated to escape from the 'world of gray' syndrome I was observing since 1.21 started its RC cycles. Textures loaded full and fast.

When RC9 was released, I saw all the textures load... Partially... Blurry... Then stop. Leaving me in a 'world of blur' experience. I'm able to rush textures through by hovering the mouse cursor over each object. But, it doesn't work for avatar skinning, and textures will simply just stall if I don't mouse over the objects.

I have posted demonstrations of what I'm seeing in http://jira.secondlife.com/browse/VWR-8503 but, I believe this isn't as general as the Meta being addressed in that Jira. Especially since the problem didn't exist in RC8.

And, yes, I did re-try RC8. I currently have both versions installed in separate folders with identical configurations. In re-trying RC8, I immediately saw the same texture performance I was observing prior to the release of RC9. Heck... For the fun of it... Check out the trend on my Snapzilla.com page and note that my peak of inworld photography was right around the time RC8 was the latest release.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
markbyron falta added a comment - 25/Feb/09 06:17 AM
I've noticed this issue with Second Life 1.22.10 (112393) Feb 18 2009 19:46:28 (Second Life Public Nightly) as well.

Maestro Linden added a comment - 25/Feb/09 11:21 AM
If you open the texture console (ctrl+shift+3 after the Advanced menu is enabled), do you see anything notable? For example State: BAD for certain textures or perhaps half-finished texture download progress bars?

imnotgoing sideways added a comment - 25/Feb/09 12:33 PM
Yes. The screenshots I submitted for VWR-8503 show the situations as I've been seeing them. Including an example or two with the texture console running. The most hilarious example was where I was able to 'write' my initials in a stack vendor boards by hovering the cursor in all the right places and having the whole thing persist for about 5 whole minutes before any other textures would start coming out of blur.

Dessie Linden added a comment - 25/Feb/09 12:39 PM
Hi Imnotgoing - Can you please provide the network bandwidth and draw distance settings you had when you saw this bug? Thanks!

Steve Linden added a comment - 25/Feb/09 12:58 PM
Also, could you please post your screenshots here, instead of VWR-8503, since there is so much information there it is hard to parse through what is relevant to 1.22.9? Thanks.

Ramzi Linden added a comment - 25/Feb/09 03:52 PM
Moving over the screenshots here to this issue....

Ramzi Linden added a comment - 25/Feb/09 03:56 PM
Comments from VWR-8503 to describe these screenshots:

Demonstration of mouse over control.jpg:
Graphics memory slider was set to 512. I was able to "draw" "IS" into the vendor boards using the mouse over trick to speed the textures along. You can see that all the common build textures still haven't loaded yet. Though, the vendor textures I moused over are already fully rezzed. (_)

Demonstration of mouse over control II.jpg:
5 minutes later some of the common build textures have finally loaded. You can actually still see my "IS" in the vendor boards by comparing the blurred to the rezzed textures. (_)

Demonstration of mouse over control II Revisited.jpg:
(another screenshot similar to "Demonstration of mouse over control II.jpg" and include the texture console)
Here's pretty much a repeat of what I did last time. I moused over a few vendors on the bottom and waited about 5 minutes for the rest of the textures to come in. Pretty much at the 6 to 7 minute point, the build textures starting coming in sharp. (_)

Demonstration of mouse over control III.jpg:
I drop my graphics memory slider to 256, TP out, TP in, arrange my camera like before and sloppily draw a "?" this time around. Before I TPed, nearly all textures were loaded and sharp..... Did this place even cache? (O.o) Disk Cache size set to 1000MB.

Demonstration of mouse over control IV.jpg:
4 minutes pass... You can still see my "?" question mark.... (T_T)


imnotgoing sideways added a comment - 25/Feb/09 04:44 PM
Yep... That's them. Thanks Ramzi!

@Dessie: I pretty much run with everything maxed out. Ultra mode graphics sets the draw distance to 255, I don't change that. With Bandwidth I keep it at 1500kbps and a 1000MB cache. Packet loss is rare for me. It probably peaks at 1.0% on a bad day, but, I'm usually not watching all that much. An example of the past 20 minutes: Packets Lost: 241/104683 (0.2%)


Maghnus Balogh added a comment - 26/Feb/09 11:35 AM
I've noticed this, and not exclusively to 1.22.9. For me it's been ever since that issue with large textures taking a very long time to rez was corrected. I've noted in the texture console that the blurry textures are almost inevitably "BAD" textures. It should be noted that they are not always bad. If I relog, for instance, they might rez properly. I should point out that things do not rez slowly for me. I'm rarely surrounded by a sea of gray as even the lowest resolution textures seems to download almost instantly. It's just, for me at least, that some things stay blurry forever (until I logout). I didn't notice as many "BAD" textures before the slow rez issue was corrected, but I'm not sure how good my perception is.

Second Life 1.22.9 (110075) Feb 10 2009 12:43:24 (Second Life Release Candidate)
Release Notes

CPU: Intel Pentium 4 (Unknown model) (3400 MHz)
Memory: 3070 MB
OS Version: Microsoft Windows XP Service Pack 3 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8800 GTS/PCI/SSE2
OpenGL Version: 3.0.0

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
Audio Driver Version: FMOD version 3.740000
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.22053 (Mozilla GRE version 1.8.1.13_0000000000)

Texture Memory: 256MB (to avoid a horrible STOP error, 640MB total VRAM)
nVidia Drivers: 182.06
Graphics Quality: Ultra
Draw Distance: 64
Anisotropic Filtering: Enabled
Antialiasing: 4x

A note on the AA. I've noticed it seems to be applied to textures on your avatar (those you bake yourself). It doesn't seem to be applied to other or already-baked textures, though.


imnotgoing sideways added a comment - 27/Feb/09 12:59 PM
Things haven't improved with RC10. But, currently all asset downloads have slowed due to apparent grid conditions. Even RC8 has been wonky these past 2 days. (T_T)

Ilmatar Balogh added a comment - 03/Mar/09 08:44 PM
I started using the Release Candidate v6 because of issues with textures not rezzing at all. I have seen the loading rate get worse and worse since v6. with the v10, it is too the point where I never see things fully come out of the grey boxes even after hours.

CPU: Dual i386 (Unknown) (2000 MHz)
Memory: 1024 MB
OS Version: Darwin 8.11.1 Darwin Kernel Version 8.11.1: Wed Oct 10 18:23:28 PDT 2007; root:xnu-792.25.20~1/RELEASE_I386 i386
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: ATI Radeon X1600 OpenGL Engine
OpenGL Version: 2.0 ATI-1.4.56


Ramzi Linden added a comment - 04/Mar/09 11:49 AM
Hi imnotgoing,
We have defintely been taking this report seriously over the past 7 days. We sent it through more rigourous testing, trying to keep some variables controlled. The region Bare Rose is definitely a good place for testing an intensive scenario, since that region has many hundreds of textures on walls, and lots of visitors. We chose to focus some controlled testing on the same wall of 13x8 items for sale that are shown in your screenshots.

As an example, here are some of the variables we tried to control, including attempting the tests at the same time of day.

  • Test Setup:
    • Location: http://slurl.com/secondlife/Bare%20Rose/91/19/30
    • Cache cleared AND relogged before each test.
    • Disk cache: 500
    • Network Bandwidth: 1500
    • Graphics Level: High
    • Draw distance: 256
    • Anisotropic filtering: Off
    • Anti-Aliasing: Off
    • Texture Memory (MB): 256
Graphics set to High 1.22.10 1.21.6
Test 1 RC10 Official vwr
All non-grey 0:30 0:41
All Sharp 2:13 0:50
Test 2 RC10 Official vwr
All non-grey 0:26 0:24
All Sharp 4:00 2:07
Test 3 RC10 Official vwr
All non-grey :20 :59
All Sharp 1:35 2:02
Viewer Set to High 1.22.10 1.21.6
Test 4 RC10 Official vwr
All non-grey 3:12 3:01
All Sharp 3:15 3:01

It was the Test 4 which is additionally puzzling; where stopwatch times reached over 3 minutes. However, then we immediate switched back to test 1.21.6, produced times at over 3 minutes as well. It is very hard to control for server performance but also to measure the number of avatars in the region. We did notice in Test 4 that the number of avatars was about 35 during that test.

We also tested with a lower Draw Distance (= 128 m) and with Avatar Imposters on

  • Test Setup:
    • Location: http://slurl.com/secondlife/Bare%20Rose/91/19/30
    • Cache cleared AND relogged before each test.
    • Disk cache: 500
    • Network Bandwidth: 1500
    • Graphics Level: High
    • Draw distance: 128
    • Av Imposters: on
    • Anisotropic filtering: OFF
    • Anti-Aliasing: Off
    • Texture Memory (MB): 256
Graphics set to High 1.22.10 1.21.6
Test 1 RC10 Official vwr
All non-grey :13 :48
All Sharp 1:49 1:56
Test 2 RC10 Official vwr
All non-grey :26 :31
All Sharp 1:37 1:10
Test 3 RC10 Official vwr
All non-grey :10 :24
All Sharp :58 1:14
Test 4 RC10 Official vwr
All non-grey :10 :18
All Sharp 1:25 :48
Test 5 RC10 Official vwr
All non-grey :14 :20
All Sharp 1:25 :39

There is a lot of fluctutation in the results on either viewer. The tests show that either viewer can behave comparably, or 1.22 better than 1.21, or vice versa. It is important to point out that these tests are not deterministic. There are many, MANY factors that can affect the texture download time including the priority of other objects in the region, presence & size of other sculpted prims in your draw distance, the performance & response time of the region, etc.

Particularly, circumstances like the presence of other avatars can have a large effect on this. The current design of the texture pipeline does prioritize textures that haven't loaded at all over the need to show higher-detail for textures that are partially loaded (blurry). This includes the textures on avatars that arrive. So if a large number of avatars cycle in at the time of your visit, it is possible to get 'stuck' for extended times to load new avatar textures; and it feels like you never get to higher resolutions of the blurry ones. This is a design flaw that is not new to 1.22, but we are working to correct it in future versions of the viewer.

I think what we can determine is that you and Maghnus are seeing fluctuations in rez time that are not uniquely determined by a new bug in code; under slightly more controlled testing, the viewer 1.22 RC10 can successfully complete all sharp, high resolutions of the textures. I'd invite & encourage you to try some additional testing like the above (including the same time of day and always clearing the cache) to see if you can narrow down a consistent, repeatable difference in a certain region. That helps us to investigate. We certainly thank you for raising this issue and letting us drill down on it as we prepare to release a final 1.22 viewer.


imnotgoing sideways added a comment - 06/Mar/09 05:16 AM
I guess I have to agree. I'm not sure what direction to go with this. One thing I can do is spend the weekend in RC8 to see if I can eventually spot any distinct differences.

One thing that has happened. Coincidentally since the Debian Etch rollout. Is that things have gotten consistently slower and clumsier in the scripts, simline, and teleporing activities. I'm not sure how texture loading was affected. But, my recent trials of RC8 have shown the situation getting closer to what I've seen with RC9 and 10.

It may just have been that RC8 was released during a coincidental week's worth peak on asset performance.


Ramzi Linden added a comment - 12/Mar/09 02:58 PM
For now, let's resolve this bug as Cannot clearly reproduce, as the world/textures can come in sharply in controlled cases where repeated cycling of new avatars is at a minimum. If we find a clear case where behavior diverges from 1.21 to 1.22 (or from an early RC to the final RC11), please do reopen with that information to reproduce.

Thanks for bringing us to investigate this carefully.