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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.
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?
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.
Hi Imnotgoing - Can you please provide the network bandwidth and draw distance settings you had when you saw this bug? Thanks!
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.
Moving over the screenshots here to this issue....
Comments from VWR-8503 to describe these screenshots:
Demonstration of mouse over control.jpg: Demonstration of mouse over control II.jpg: Demonstration of mouse over control II Revisited.jpg: Demonstration of mouse over control III.jpg: Demonstration of mouse over control IV.jpg: 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%) 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) CPU: Intel Pentium 4 (Unknown model) (3400 MHz) libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3 Texture Memory: 256MB (to avoid a horrible STOP error, 640MB total VRAM) 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. 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)
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) 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.
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
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. 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. 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. |
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