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I am aware of this. I know what the options do. I am talking of starting out at a sub 1fps framerate on a brand new machine. I have tried many combinations of settings to no avail. I think it has to do with the fact that they recently changed the hardware used in the macbook pros.
Screenshot showing framerate and hardware info
I'm experiencing this issue too, with a 15-inch MacBook Pro of the same specs as reported. I notice the process' memory footprint climbs very rapidly as scenery rezzes, and begins eating heavily into swap (which I guess is the reason the system becomes unresponsive).
Running the viewer in Windows on the same machine via Boot Camp results in a perfectly smooth experience. I noticed this same memory usage problem, it was nearly using all of the available 2gb of memory. Glad I'm not alone, i thought it was just me for a sec
I am getting the same performance on my brand new macbook pro 2.2 ghz Core 2 Duo, Geforce 8600M GT 128MB, 2 gig RAM. More specifically, if I am alone, my framerate can climb upward to 50 fps. I can face a wall with an avatar at my back All different combinations of graphic settings yield similar results. Avatars, and large open areas, seem to be causing the largest issues to my frame rate. I got my friend with a different edition macbook pro, the ones that still had ATI X1650s with 128MB. in the presence of avatars and open areas crowded with prims, his frame rates were trippled my own. I suspect apple needs to release further driver updates, I don't know if this is primarily a SL issue.
From what I have heard, the NVIDIA openGL drivers for the Mac's are not nearly near those from ATI yet. Another thing you can try in regard to memory (this may save up to 180MB memory) is to reduce the setting for preferences, adv.graphics to 128MB. Thanks for the suggestion, Nicholaz. I had tried that based on
It does "feel" like a NVIDIA driver issue - on occasion I'll see texture corruption, particularly on un-rezzed or partially rezzed textures. It's a little curious that other OpenGL applications seem okay, though. Amanda, what you are describing seems to be my exact problem I'm having. I get texture corruption sometimes as well.
Texture corruptions happen on Windows as well (I have seen them too) and failuire to rezz (grays) seem to be happening more since the 1.18 update. This may be related, but probably not. Assigned to myself since I'm about to file bug to apple for highly related issue. Yeah, this machine is not handling SL so hot RN
Corrected summary; w00t Poppy!
Changed summary to match internal issue.
I have been having the exact same issues on my MacBook Pro 15" w/NVIDIA 8600M GT.
When I boot into Vista using Bootcamp, then Second Life runs extremely fast and I usually get 40 FPS or better, even with settings at 128m Draw distance, maxed out detail settings, all graphics features turned on. I always get about twice the FPS in Vista that I ever get while using SL in OS X (even with minimal settings). So something is definitely wrong! Also in Vista, there is NVIDIA Control Panel where I can force Anti-Aliasing to be used for Second Life, and it works great and is utterly gorgeous! There is NO NVIDIA Control Panel on the OS X side, which must be some kind of vast oversight on the part of Apple and/or NVIDIA?? Also, Avatar Vertex Program remains grayed out on the Mac side no matter what. It will not turn on. I'm not sure what it does, since my avatar looks the same with or without it, but it did not used to be grayed out on my PowerBook G4. Maybe this is related? I observed this as well Gistya. This is probably the apple nvidia drivers fault and not SLs. Oh by the way avatar vertex program does neat things like make your clothes blow in the wind and swish around when you walk
Thanks for emailing me about this, Kerian – I will confirm this issue continues to be very important to us. Several Lindens including Poppy have affected new MacBook Pros, too. Most recently I checked (yesterday), Poppy was continuing to investigate this. If you haven't seen Poppy's most recently comments in the related
» https://jira.secondlife.com/browse/VWR-1749#action_21942 I'll also ask Poppy if there's any new info which should be here. We'll keep you posted. Changing summary back, creating another issue from the memory leak. Tracking and verifying performance is different than for a memory leak, as we haven't verified that the memory leak causes the slow performance (as likely as it is).
The poor performance (and eventual hang) is still there for me with the MacBook Pro Software Update 1.1.
Posted in the
I have been trying different things in order to try to keep the viewer running as long as possible without having to relog and I think I found one way to extend the usability period until you have to logout or crash. Basically, when I see the VM approaching the 2GB mark (I have 3GB RAM), I switch to full screen using Option-Enter, then back to window mode. I've seen the viewer going from over 2GB of VM down to 1.5GB just by the switch. However, that trick seems to work once or twice if you're lucky. At some point, the laptop freezes. In any case, the driver seems to be the problem based on previous useful analysis but it seems that the viewer is somewhat related too. Or else, how explaining that around 500MB of VM are released just by switching resolution? I'm crying twice because I had a perfectly good MBP with the ATI card that died in an unfortunate accident. Not only did I have to replace it, but now I can't play SL without constant freeze ups and crashes. I thought I'd get better performance given it has a better processor, more memory, and a faster graphics card. For everything except SL that has been true.
I see the same results with SL that have been reported here - system resources start getting consumed and held and then crash. Nothing seems to stop it. I also see the weird texture corruption as well. I have the issue with the pre-voice and post-voice clients. I've since loaded Windows vista w/ Bootcamp - not one issue - no crashes - and I get much better performance. Only Catch-22 is that the drivers with Bootcamp for Vista won't let me set my external display at anything greater than 1024 X 768 - so I have to use my laptop screen with SL to get a decent resolution. Anyone that can solve this will be my hero. At this point I'm so close to returning the MBP and getting something else. It just doesn't make any sence to spend so much on a top of the line system that crashes all the time. Wow.. wish I'd known.. I've got the EXACT same problems. Which means.. this is a replicable situation... which is the first step to resolution. Any news or updates Torley? BTW... still have my old MBP with the ATI card.. prolly take that on my next trip instead of the NEW faster more memory MBP.
One week until September, and still SL is completely unusable on the Mac OS X 10.4.10 w/MacBook Pro 2.4GHz. In fact if anything, since the advent of the useless voice feature it seems to have gotten worse. Now I often crash after just one minute, usually five... with voice activated or not activated, it doesn't matter. It often happens right when switching between a web browser and SL. Many times it will lock up, then recover after a few seconds. I have tried every conceivable combination of different graphics settings to no avail.
This is getting really old. Please let us know if the new 10.4.11 seeds improve things? Sorry for cross-posting this to the other thread but I want to know (a) if crashes gets fixed and (b) if performance gets fixed. -Gistya Poppy Linden or Torley Linden,
It has been a month since either of you posted on this issue, PLEASE post with some comment , has Apple responded to you on the radar report you filed? Have you identified this an a SL programing problem or an Apple IOKIT issue or a GeForce driver problem yet? My machine crashes (or the activity monitor indicates that I need to log out/in again) every five minutes, that's 20 crashes an hour, I can't build anything or do any business that way. Latest update: (copied from VWR-1978 - Meta-issue: 2007 MacBook Pro (nVidia 8600M GT) issues)
Hi everyone, I have been in contact with Apple regarding this issue. This is what we know:
I am sorry for the lack of updates. I'm not convinced this is anything more than a summary of what we knew before, but I'm hearing that's better than silence. Another workaround (aside from relogging) is to toggle fullscreen modes. This deletes and re-creates your GL context. Thanks to Runitai Linden for that insight, and other debugging help. Another vote here. This problem makes SL unusable.
Can you please post links to the Apple radars or bug reports or any internal Apple links on this. I've been in touch with Apple support and they deny that there is any problem with the bugs, I'd like to have a link to where they acknowledge it – or at least any internal reference number so when I call their support they won't be able to deny it. Thank you.
Same MPB setup and same problems everyone else is experiencing.. looking everyday for a driver fix somewhere to run Sl smoothly on the OSX side. Can't wait to see a fix.. to finally see my comp do what it's supposed to do.. Really do not want to install Xp or Vista on my mac just to play SL .. but if this doesn't get fixed soon I think it's my only hope.
Poppy - can you let Apple know that this is seriously damaging the reputation of OSX & Apple hardware. Apple have a reputation for never crashing (deservedly or otherwise), and the frequency of complete system crashes due to insufficient available memory, and viewer crashes toggling between fullscreen and windowed modes (in order to reclaim some RAM) have made Macs a laughing stock in Bruges, Hellsdeep sim. Considering the number of people who visit the Bushy Beard pub (traffic currently >10K) they're practically starting a viral ad campaign against themselves. They need to pull their fingers out right now. I've spent a LOT of money on a MBP laptop & am really not happy at all. Currently, I crash on average every 20-30 minutes, with a pretty much standard 15" MacBookPro with NVidia 8600M GT video. Not good at all.
Two comments: First, this running in full screen mode seems to make SL client stay up a bit longer than window mode, although the graphics are not nearly as nice. Switching between window mode and full screen mode seems to help by forcing release of the obscene amount of memory that SL steals (all of it, eventually, 1.4 gig!), but crashes about a quarter of the time.
Second, one can reliably, always, crash SL on my MB Pro NV 8600M GT, by setting Client:Debug Settings:RenderGlow --> TRUE Hope this helps. I confirm all of the above mentioned on my MBP 2.4/2GB/Santa Rosa. Only difference is that I had only few crashes, most of the time the system "just" slowed down to absolutely unusable performance.
To add something, today I upgraded from 2GB to 4GB memory (YES!) I monitored the memory leak whilst subjectively judging the performance. I found the following: Actions: walking around, turning, heavy camera movings with disabled camera constraints. Most perfromance slow downs recognized when passing moving lights, like in dance clubs. 1. Windows XP/Bootcamp: flawless perfomance as expected
Conclusion: even 4GB do not solve the problems at all. I also used to play SL on a 2.17GHz machine aith AI graphics and have been so impressed. My new machine is also brilliant - but I can play SL only under Windows, which I don´t want to do at all. Please, please solve these issues! It is a shame for both parties, Apple and Linden, that still no progress can be reporteted. Sorry, but this is my honest opinion. May I add that I find it irresponsible not to reflect this issue in the compatibility list! All MBP of the most recent series have the concernig nNIDIA 8600m GT graphics card inside - and none of them will work with SL today!
From my perspective it is a must to rate the MBP with 8600M GT graphics as not compatible! As commented in VWR-1978...
Hi everyone, There is a new workaround for this issue. Scot Linden discovered that you can use a different driver for this video card and the computer should not crash. He wrote up instructions on the Second Life wiki. Apple has not committed to a date for a fix, but this workaround should help. Hope it works as well for you as it does for me! https://wiki.secondlife.com/wiki/MacBook_Pro_2007_Graphics_Freeze_Workaround + poppy Thanks Alot Poppy. I tried the work around seems to be doing much better so far.. objects and textures look alittle granulated from a distance but atleast my ram isn't filling up and causing my whole computer to crash and I no longer see purple textures on everyone and everything. I CAN FINALLY MOVE AGAIN FREELY without the worries of crashing from zooming in on my builds. Even if this is a temp fix I'm sure we all appreciate it someone finally coming up with some sort of response and/or soloution. Now lets just hope apple or Nvidia gets off there butts and comes up with a true fix for this. Seems like a simple one if using a ATI driver stops the memory loss and crashes.. but what do I know. Ok enough rambling by me..
Thanks Again, Thanks Poppy. I also tried the fix and can confirm all of what Colin said. However, it is a workaround, nothing more, but it points to where the problem is, I think. Unfortunately the texture display quality is weigh below what we know from SL and the performance still is much below the one from the Windows version.
But I am not forced to boot XP any more in ANY case related to SL - that´s a great improvement! Thanks a lot again. I tried to do the workaround, but the OpenGL profiler did not enable the Launch button (this was after installing the update.)
You might need to click on the Secondlife.. filename first to enable the launch button.
Remark: This workaround prevents your computer from crashing - the performance, even being better than with the native driver, still is quite poor. Thanks, Rush - that did it. I have to concur with you and Colin - no crashes, but still very slow with very grainy textures.
I am getting curious why no updates (fixes, not workarounds!) about this issue are reported? Is this related to the future release of SL with the Havok 4 graphics engine? I wonder if this one might not have this problem any more? Can anyone from the Linden-Pros comment on that?
Rush,
I apologize if the situation is unclear. Apple has acknowledged a driver problem. We can't make a fix for this, we can only issue workarounds. To hear about resident mu bikcin's experience with Apple, see the parent issue, VWR-1978. FYI - I just installed Leopard and it doesn't appear to help any.
I'm reassigning the MacBook Pro NVidia tasks. I have been focused on simulator development and really not doing any viewer / graphics work. Fortunately I had a talk recently with BigPapi and he casually mentioned working with vendors for graphics issues in windlight. We talked about it, and he feels confident he can name sets of calls that are problems on certain sets of hardware, and that's what needs to happen.
Here is the Process Sample from the SL Client as it was hung with the spinning beach-ball. And look at my FPS! This is on MacBook Pro 2.4GHz w/4GB RAM and 200GB 7200RPM drive
Sampling process 352 for 3 seconds with 1 millisecond of run time between samples
Sampling completed, processing symbols... Analysis of sampling Second Life (pid 352) every 1 millisecond Call graph: 331 Thread_2503 331 start 331 _start 331 main 331 main_loop() 331 idle() 331 send_stats() 331 getCurrentRSS() 331 vm_region 330 mach_msg 330 mach_msg_trap 330 mach_msg_trap 1 vm_region 331 Thread_2603 331 thread_start 331 _pthread_start 331 dummy_worker 331 LLThread::staticRun(apr_thread_t*, void*) 331 LLQueuedThread::run() 331 LLThread::checkPause() 331 pthread_cond_wait 331 _pthread_cond_wait 331 semaphore_wait_signal_trap 331 semaphore_wait_signal_trap 331 Thread_2703 331 thread_start 331 _pthread_start 331 dummy_worker 331 LLThread::staticRun(apr_thread_t*, void*) 331 LLQueuedThread::run() 331 LLThread::checkPause() 331 pthread_cond_wait 331 _pthread_cond_wait 331 semaphore_wait_signal_trap 331 semaphore_wait_signal_trap 331 Thread_2803 331 thread_start 331 _pthread_start 331 dummy_worker 331 LLThread::staticRun(apr_thread_t*, void*) 331 LLQueuedThread::run() 331 LLThread::checkPause() 331 pthread_cond_wait 331 _pthread_cond_wait 331 semaphore_wait_signal_trap 331 semaphore_wait_signal_trap 331 Thread_2903 331 thread_start 331 _pthread_start 331 dummy_worker 331 LLThread::staticRun(apr_thread_t*, void*) 331 LLQueuedThread::run() 331 LLThread::checkPause() 331 pthread_cond_wait 331 _pthread_cond_wait 331 semaphore_wait_signal_trap 331 semaphore_wait_signal_trap 331 Thread_2a03 331 thread_start 331 _pthread_start 331 glvmDoWork 331 pthread_cond_wait$UNIX2003 331 __semwait_signal 331 __semwait_signal 331 Thread_2b03 331 thread_start 331 _pthread_start 331 PR_Select 331 nsThread::Main(void*) 331 nsSocketTransportService::Run() 331 nsSocketTransportService::Poll(unsigned int*) 331 PR_Poll 331 PR_OpenDir 331 poll 331 select$DARWIN_EXTSN$NOCANCEL 331 select$DARWIN_EXTSN$NOCANCEL 331 Thread_2c03 331 thread_start 331 _pthread_start 331 CAPThread::Entry(CAPThread*) 331 HALRunLoop::OwnThread(void*) 331 CFRunLoopRunInMode 331 CFRunLoopRunSpecific 331 mach_msg 331 mach_msg_trap 331 mach_msg_trap 331 Thread_2d03 331 thread_start 331 _pthread_start 331 CAPThread::Entry(CAPThread*) 331 HP_IOThread::ThreadEntry(HP_IOThread*) 331 HP_IOThread::WorkLoop() 331 CAGuard::WaitUntil(unsigned long long) 331 CAGuard::WaitFor(unsigned long long) 331 pthread_cond_timedwait_relative_np 331 _pthread_cond_wait 309 semaphore_timedwait_signal_trap 309 semaphore_timedwait_signal_trap 22 _pthread_cond_wait 331 Thread_2e03 331 thread_start 331 _pthread_start 331 PrivateMPEntryPoint 331 FSOUND_Stream_UpdateThread 202 FSOUND_Time_Sleep 202 MPDelayUntil 202 mach_wait_until 202 mach_wait_until 129 FSOUND_Stream_UpdateThread 331 Thread_2f03 331 thread_start 331 _pthread_start 331 PR_Select 331 nsThread::Main(void*) 331 TimerThread::Run() 331 PR_WaitCondVar 331 pthread_cond_wait 331 _pthread_cond_wait 331 semaphore_wait_signal_trap 331 semaphore_wait_signal_trap 331 Thread_3003 331 thread_start 331 _pthread_start 331 PrivateMPEntryPoint 331 FSOUND_AsyncThreadCallback 258 FSOUND_Time_Sleep 258 MPDelayUntil 258 mach_wait_until 258 mach_wait_until 73 FSOUND_AsyncThreadCallback 331 Thread_3103 331 thread_start 331 _pthread_start 331 CarbonSelectThreadFunc 331 syscall 331 syscall 331 Thread_3203 331 thread_start 331 _pthread_start 331 CarbonOperationThreadFunc 331 pthread_cond_wait$UNIX2003 331 __semwait_signal 331 __semwait_signal 331 Thread_3303 331 thread_start 331 _pthread_start 331 PrivateMPEntryPoint 331 FSOUND_Sockbuf_UpdateThread 171 FSOUND_Sockbuf_UpdateThread 160 FSOUND_Time_Sleep 160 MPDelayUntil 160 mach_wait_until 160 mach_wait_until 331 Thread_3403 331 thread_start 331 _pthread_start 331 PrivateMPEntryPoint 331 TSystemNotificationTask::SystemNotificationTaskProc(void*) 331 CFRunLoopRun 331 CFRunLoopRunSpecific 331 mach_msg 331 mach_msg_trap 331 mach_msg_trap 331 Thread_3503 331 thread_start 331 _pthread_start 331 PrivateMPEntryPoint 331 TFSEventsNotificationTask::FSEventsNotificationTaskProc(void*) 331 CFRunLoopRun 331 CFRunLoopRunSpecific 331 mach_msg 331 mach_msg_trap 331 mach_msg_trap 331 Thread_3603 331 thread_start 331 _pthread_start 331 PrivateMPEntryPoint 331 TNodeSyncTask::SyncTaskProc(void*) 331 MPWaitOnQueue 331 TSWaitOnConditionTimedRelative 331 TSWaitOnCondition 331 pthread_cond_wait$UNIX2003 331 __semwait_signal 331 __semwait_signal 331 Thread_3703 331 thread_start 331 _pthread_start 315 kevent 315 kevent 16 _monitor_file_descriptor_ 16 _monitor_file_descriptor_ 331 Thread_3803 331 thread_start 331 _pthread_start 331 select$DARWIN_EXTSN 331 select$DARWIN_EXTSN 331 Thread_3903 331 thread_start 331 _pthread_start 331 _NSThreadmain_ 331 -[NSThread main] 331 -[NSUIHeartBeat _heartBeatThread:] 331 -[NSConditionLock lockWhenCondition:] 331 -[NSConditionLock lockWhenCondition:beforeDate:] 331 -[NSCondition waitUntilDate:] 331 pthread_cond_timedwait_relative_np 331 _pthread_cond_wait 331 semaphore_timedwait_signal_trap 331 semaphore_timedwait_signal_trap 331 Thread_3a03 331 thread_start 331 _pthread_start 331 PrivateMPEntryPoint 331 TFolderSizeTask::FolderSizeTaskProc(void*) 331 MPWaitOnQueue 331 TSWaitOnConditionTimedRelative 331 pthread_cond_timedwait_relative_np 331 _pthread_cond_wait 331 semaphore_timedwait_signal_trap 331 semaphore_timedwait_signal_trap Total number in stack (recursive counted multiple, when >=5): Sort by top of stack, same collapsed (when >= 5): With Apple's help, I've made very good progress on this issue. Our internal WindLight code base now contains a substantial fix that appears to solve this issue. I can only ask that you to be patient with us a just little bit longer, as I believe (cross your fingers) that this may finally be solved.
I know it's hard to tell without actually knowing everything that has been going on internally, but this has been a very difficult issue to find the exact cause of and likewise to fix once we knew the cause. Apple deserves a LOT of credit for how extremely, extremely helpful they've been to us in tracking this issue down and helping us solve it and I personally can't thank their devs enough. I've been monitoring these issues for a few months now in dismay. I was planning on getting a MBP for travel over the next few months. My decision has literally been verging on this issue – mostly concerning the system lock up which has plagued everyone (I can't imagine your pain, guys
In the meantime has anyone got any resources showing the performance or screenshots using the workaround? If it's usable, and the fix is hopefully finally around the corner, it might be worth going ahead. Maybe someone could attach some snapshots of the workaround here, or (better) on the wiki? I'd love some insight on how effective it is and if its' worth a compromise for now.... I don't mean to be impatient, but on 1-11, it seemed as though a fix was imminent. Has something changed or will we be seeing a fix to this issue in the very near future? Thanks to all of those who are working hard on it...
The next release of the WindLight viewer will fix the issue with shaders falling back to software rendering (1 FPS whenever you enable all the shaders, or switch the rendering preferences to high). This has already been checked in internally, but there is a lag between when something gets solved and when it gets released to the public, as all of the fixes done since then need to be QA tested before we can make another release to the public (trust me, you want us to QA stuff). So, yes, the fix is in the pipe and should be out soon.
Keep in mind that this still leaves the freeze and memory leak issues unsolved, as they are Apple driver issues and cannot be solved from our end. However, they know the root cause of the issues and have made great progress on them (I'm not allowed to talk about details due to NDAs). Hi BigPapi, thanks for this update and the light on the horizon! Certainly we understand that each fix MUST pass certain QA steps before being released. However, I must admit, I am so much looking forward to it....
One part of your comment makes me concerned and I like to understand things clearly. Is following table correct? Edit: it seems that space characters are eliminated when submitting a comment, so my table lost the layout and I had to change it, sorry: Issue / Root cause known / Responsible / Fix pending / Release If this is correct it seems to be important to continue applying public pressure on Apple. It also proves, that the "we blame each other" between Linden and Apple has waisted months of time, which should have been spent into bug fixing work....anyway. Concerning the NDA, which obviously does not allow you to tell anything about things happening at Apple. Last time we read such comment from Poppy just before the release of Leopard 10.5.0, which gave us some hope to have the bugs fixed after. However, the opposite came true. Systems running SL on 10.4.10 smooth before (iMac 20" with ATI 1600) can not run SL on Leopard up to now, as it is painfully slow and stuttering. Hopefully pointing to the NDA this time does not mean same negative outlook again....?! Your chart is a decent overview of where things stand right now.
However, I need to clear up some things regarding your blame comment and wasting of time. We've never actually blamed each other. We've been working together for months to both isolate the root causes of all the issues we were seeing and actually fix them. These issues were actually very hard to actually track down as the link between the symptoms and what was actually triggering them was extremely convoluted. It took a lot of work and a lot of active collaboration with Apple to get this far. Anyways, please be patient. There is actually light at the end of the tunnel. Hi BigPapi,
thank you for your feedback. It is really good to know that things are on the way. Again, this blame comment... It mainly seems to be a communication issue, because if you see the history in this thread and the relating ones, you will easily sense a massive frustration and also doubts about that anyone at Linden or Apple had taken serious actions for quite some months. I was among the complainers and if I have been wrong, I apologize. In fact, only since you took responsibility we immediately could see progress, which is a great thing! Thanks so much for that. On the other hand almost 8 months time certainly are enough to fix even a complex software problem. It´s just a matter of resources put into that, I am sure you will agree. This leads us back to the insufficient bug fix management at Linden I pointed to before. Am I too demanding in this regard? Quote: "On the other hand almost 8 months time certainly are enough to fix even a complex software problem."
There are a great many counterexamples to that, Rush. You can easily see from the comments here how confused people have been over the cause(s) and what is relevant or not to this issue. I think we should just be satisfied that people have been working on the problem and have apparently come through with a solution. BigPapi:
Does this NDA keep you from answering questions as simple as: "Do the latest 10.5.2 seeds or the graphics update fix the problem?" I don't see how an NDA can possibly cover something like this, since that information in no way hurts Apple. Not to mention I see a LOT of people talking about new features and fixes in 10.5.2 on the net, so I doubt the NDA is that broad. "Does this NDA keep you from answering questions as simple as: "Do the latest 10.5.2 seeds or the graphics update fix the problem?" "
Hi BigPapi,
I like to give some feedback. I tried WindLight 1.18.6 (77495). I found some of the bugs others alreday reported, but I will focus on performance here: 1) The viewer comes with graphic settings to lowest by default. This gives FPS in the range of 25-28FPS with non-moving textures 2) Adjusting the graphic settings to "High" and viewing distance to 256 or 320, as I have it when using SL with Windows XP, reduces the frame down to 8 to 11FPS compared to 15 to 20FPS on WIndows. 3) Once moving textures must be displayed (e.g. from even distant Disco lights), the viewer stutters and the performance drops down to 3FPS. The Windows version offers 15FPS under exactly duplicated conditions. 4) The viewer crashes the entire OS after about 20 minutes of playing. This seems to be inline with your comment, that this bug has not been fixed by Apple yet. 5) The CPU load is about half compared with the earlier SL versions. This proves, that now the graphics card hardware is involved instead of pure SW rendering before. Conclusion: a GREAT improvement of about 400% in FPS compared to before! But this is by coming from 0.7FPS to 3FPS... I am looking forward to the next driver updates from Apple to fix the viewer crash and memory leak issue (memory leak seems not to crash my computer, possibly because I have 4GB RAM?). Please keep on going for OSX FPS - we need a bit more, if possible! Thanks a lot for your work, BigPapi! Second Life 1.18.6 (77495) Jan 22 2008 15:22:55 (Second Life WindLight) Adding Screenshot for WindLight 1.18.6 (77495):
Still low FPS when displaying moving textures, even when distant. i'm just here to add another name to the list who is struggling with this issue. I'm going to install the workaround as previously suggested - will this also address the occasional pink shading i get on some textures when running windlight? The system crashes are on both standard and windlight clients, the "pinking" is just windlight from what I've seen.
I notice that there are no screen shots of this "pinking" would it be helpful to post some up? Not too sure if this is a common issue, like the memory leak. It's good to realise that this is problem is being dealt with. Lets all hope for a speedy conclusion. Second Life 1.18.6 (77495) Jan 22 2008 15:22:55 (Second Life WindLight) CPU: Dual i386 (Unknown) (2400 MHz) 'Fools rush in where angels fear to tread..."
Despite all the good natured vitriol exchanged on this issue, may I timidly inquire if this bug also relates to mac pro (not macbook), xeon based systems too? I've looked around in jira (what does 'jira' standfor, btw? I've often wondered...), and could find no clear hit. I'm seeing crippling performance in all recent RC and WindLight viewers despite my best tweaking efforts and think it's germane to this bug. I'm a casual OpenGL developer (arguably) not completely inept and would welcome any insights or opinions on this. Fairly bummed cuz I bought the pro for SL development, but so far it's been violently unusable [nVidia GeForce 7300 GT on mac pro 2007 edition (quad core xeon) & Leopard.] "Mad Turk"
As Edwin Star almost sang I don't know whether you are aware of the "workaround" that (presumably) most of us sufferers are using https://wiki.secondlife.com/wiki/MacBook_Pro_2007_Graphics_Freeze_Workaround but it might be worth a shot to give that a go on your machine, just to see if it will stabilise SL as it has done for me. It's a bit of a fiddle remembering to select the different driver each time you start up your machine and log on, but it's far better than suffering a system crash every 20 minutes or so. Good luck mate. glad to be of assistance
I just want to ask for feedback about the fix released in Second Life 1.18.6 (77495) WL? What is your experience?
As I posted before I can see some improvement, but still the fps is unaccetably low and the viewer still crashes after about 20 minutes. The latter seems to be related to unresolved issues inside the Apple graphics drivers. In my German SL forum I started an initiative to collect performance comparison data from all Mac users there. Obviously no one uses 10.5.1, as SL des not perform well under 10.5.1. All use 10.4.11 or XP. Unfortunately on the concerning MBP w/nvidia 8600 graphics neither Tiger, nor Lepard do work.... Any comments are welcome. @BigPapi: I know well that your hands are tied by an NDA with Apple. Does this allow you to give a hint to when we can expect the driver big fixes from Apple? The issue is not that BigPapi knows when the drivers are being released and won't tell us; not even Apple knows that. As recently as yesterday, Apple's been seeding new betas to developers for testing. We're in an 'any day now' situation - when they feel it's ready, it'll be released. Big days to look out for it are Tuesdays and Fridays and on the days of product launches.
There is really no point whatsoever, at all, to complaining about performance before getting the graphics patch. You've still not eliminated one of the major variables in the equation. Thanks a lot for your hard work on this problem, BigPapi. I really hope this finally resolves this issue. @Kalemika
I got this point, no worries. I am not complaining (anymore). I just wonder, why it suddenly became so quiet here compared to before, when the issue was so hot? If I am the only one not being happy now, I must look for anther root cause of the poor performance. An interesting result from my investigation about SL/OSX so far is, as said, that independent from the computer type people seem to clearly prefer 10.4.11 instead of 10.5.1 for performance reasons. According to that most other applications have been speeded up on Leopard, SL not. In opposite, movements are not smooth, etc. Is there a JIRA thread about this phenomenon? I couldn´t find any. @Rush
I think that it's quiet as mabye most people are using the work around, which while isn't perfect, does allow us access to our second lives; and while there's nothing more to report, we're all just sitting and waiting for the fix. 10.5.2 is out.
Installing it now. We'll see what happens. And in case you weren't aware, the graphics driver updates are a separate package.
So you'll need to update to 10.5.2, then install the Leopard Graphics Update 1.0. Just a heads up. Not quite resolved at all, but better.
Performance still peaks at about 5-10 frames per second. Not acceptable, sorry. Issue not resolved. No apparent crash, though. Edit: Still experiencing freezing. Odd. I find the "Leopard Graphics Update 1.0" page, but the download link returns "Hmm, the page you're looking for can't be found.".
Have you downloaded the update yet? [UPDATE]: Nevermind. The "Software Update" found it after the 10.5.2 Update was finished... Are you using the WindLight client (you should if you are not)?
Can you describe the freezing (full system freeze, or just second life unresponsiveness)? Where are you seeing 5-10 fps? How many avatars are on screen? What are your graphics settings? If possible, can you give me your performance figures on the 4 tests located at "First Look Isle"? Make sure each part of the scene has finished downloading, so that your framerate corresponds to the actual renderer and not network updates. Are you sure you installed both 10.5.2 and the graphics update? I'll try this version on one of our 8600M MBPs, as the pre-release versions had in fact solved these issues. These issues should have been solved with 10.5.2, so I need more info to determine what is going on. Thanks! Sorry for my earlier frustration; the amount of time I've spent on the phone with apple and following updates and beta releases have really worn at me and considering it's been two months on the edge of my seat in hopes of a fix it's been even more frustrating.
I have both 10.5.2 and the graphics update. It's 5-10fps in any situation, anywhere in any populated sim regardless of avatar count. Sometimes, moving the camera quickly will spike it, specifically if I put the camera over the head of my avatar. It starts out around 30 and then slowly begins to drop. 5-10 is steady regardless of surroundings, though I've noticed that being indoors (surrounded by prim structures) causes a drop. As my avatar rezzes there's a substantial drop in framerate to around 6. Freezes are full-system most of the time. Graphics settings are on 'high'. Test results on first look island: Test 1: 20.8fps All the tests performed at about a quarter speed with my avatar in view. Most noticeable performance drop occurs when I turn my carmera in the direction of test 3 which caused every one of the symptoms that we previously experienced before the graphics update. Hope that helps. Hi BigPapi,
I can confirm Kalemika´s results. In addition I found the following: Once the performance dropped down to 4 fps or even below (see attached picture <WindLight 10.5.2+Graphic update 1.0 _002.jpg> showing 1.3fps on a SIM with no avatars, except me!) it sticks to that and won´t recover reasonably. Interesting: the whole machine responds very poor, as if the CPU ratio would be 100% all the way - but it isn´t. As I took the attached picture both cores showed may be 25-30%, but he machine is so slow, that it is difficult to even type a simple text, as this one. FYI, under Windows same place, same time, same machine, same settings: 15fps, no remarkable side impact to computer performance compared to above. 1.3fps under 10.5.2 and Graphics fix 1.0 12.02.08, Windlight 1.19.0 (79185)
The high SIM ping value appeared just at the time I shot the picture. It dropped down to usual values after without impacting the low fps. To all of you seeing really low FPS still: Have you tried reducing graphics memory size to half your actual size? The symptoms (the whole GUI slowing down, extremely low FPS) are very reminiscent of running out of VRAM.
@Zorin, good point! I changed the texture buffer in the hardware options from 256MB to 128MB and the performance went up, but not for long. But I did not experience this extremely slow GUI anymore (at least so far). The miimum fps is nw 4, same as Kalemika reported. At least there is an issue with the texture buffer, I think. On Windows I use 256MB buffer without problems.
But, I am a bit curious: the concerning MBP has 256MB VRAM? Why there is a problem? Other findings: The spinning Beach Ball still occurs each few Minutes for about 8 to 10 seonds. During that one of the cores is up to 100% and the application doesn´t respond. Vertex Open GL Ojects must be enabled, this improves performance Any time hardware settings are changed, the performance goes up for a limited time to fall back to low fps after seconds or minutes In areas with a lot of textures and smoke (the typical freeware Hobo barrel) Avatar moving and camera moving does cause very inkonsistent fps rates, the picture quite often stucks, which does not happen in the Windows version that way. If the camera comes close to the smoke, fps go up, the more away, the worse the fps. I made the "First Look Island Tests again and could not reproduce the 4fps - strange. But I must say the object arrangements on the test island seem not to reflect the situations where I see the very poor fps rates. On the island the viewer behaves rather fine with decent fps. In the real world it doesn´t. What I want to say is, that the Island tests might give a reference to certain graphics task performances, but are not enough to work on the issues we discuss here.
EDIT: I tried finding spots showing similar fps drop effects on the First Look Island as I experience elsewhere. I could reproduce it in principle by moving my Avatar INSIDE the boxes of test 3 (147,77,22) and turned him to view the moving objects of test 2. No mouselook, just standard view. The performance dropped down from 25 fps to about 10 fps and the display became stucky. It seems to be an issue to have objects and textures around the avatar when displaying distant moving objects or particles. Another concern is, that the textures used on the test objects are very simple (small), whilst in the SL world we find higher resolution and size textures more and more on buildings, signs, etc. Considering the temprarily positive effect of reducing the texture buffer, could this be another hint? Unfortunately I am not expert enough to point to something more particular, but I am open to meet with somebody in world to jointly find out! @BigPapi - I almost forgot to say some positive words, I am so sorry!
In fact you and Apple made a big, big step forward and since yesterday it is possible to play SL on the MBP with 8600 graphic card! Many many thanks for that huge achievement. This is so much appreciated. However, there still is some work to do, that´s why I concentrate a bit on pointing to that and try to support. There are major drawbacks compared to the Windows version and still I will use the Windows version for "serious" SL play, not the OSX one. This still is too unstable and offers much less graphics fps performance, than the Windows version. But things are on the way, this is a quite good feeling.Thanks again! OS X 10.5.2 w/Leopard Graphics Update 1.0 appears to resolve the crashing issue.
FPS seems improved but I don't know how it compares with Windows. This bears investigation. BigPapi, thanks for all of your hard work.
After upgrading to 10.5.2 and installing the graphics update, Windlight performance seems much improved though I still see the beachball fairly often. I'm delighted by the improvements but we're still not out of the woods. What diagnostic data would help you at this point? I should still be running the latest Windlight viewer, right? I have about 20 years of Unix use under my belt, so don't hesitate to throw lots of command-line stuff at me. So, I've been able to duplicate one slowdown so far (thanks to a resident's note card which contained a slurl and VERY detailed reproing info, you know who you are).
However, I need more info to be able to actually narrow down the cause. So I have three quick tasks for anyone seeing this issue that would help me track down the cause of this issue faster: 1. Please post a slurl here to any location than causes the slowdown issue on the WindLight client with 10.5.2 + graphics update. 2. I suspect the issue lies in video memory usage so it would also be helpful if you can press "control+shift+1" to bring up the frame stats. Click on "Simulator" so that section collapses. Now, expand "Advanced" and then expand "Texture". I'm interested in the value that appears in "Bound Mem" at the very bottom of the Texture section. Please note what this value is at for corresponding slurls (and viewing directions) that trigger this issue. Ideally, there will be a threshold in "Bound Mem" above which we can see the performance slowdown and below which we do not. 3. Does setting "Preferences -> Graphics -> Hardware Options -> Texture memory" to a value smaller than this "threshold" help things? will any fix made only be for leopard os do you think? i'm on tiger at the moment and wasn't looking to upgrade...
I'm not sure if this is the right issue. But with the current release viewer (not Windlight), I am getting regular periodic freezes of about 30 seconds. The client totally locks, but I'm able to switch to other programs. After the 30 seconds then it unfreezes and behaves as normal.
While frozen: Sort by top of stack, same collapsed (when >= 5): While not frozen: Sort by top of stack, same collapsed (when >= 5): That's the abbreviated process samples. I'm happy to post the entire things. Hope this helps!!! Any more progress on this, especially for Mac OS10.4 users (which this issue was originally created under)?
The current 1.19.1 Release Candidate viewer should have this fixed on 10.5.2. I don't know if a fix will be forthcoming for 10.4 users, since a major component of the fix was the Graphics Drivers Update that Apple released with 10.5.2.
I went out and purchased Leopard as a fix for Tiger didn't seem to be forthcoming, and am still getting splotchy performance with the windlight release candidate, in addition to pretty regular lock-ups.
Yeah these lockups are pretty bad and the frame rate is pretty poor for me. I wouldn't call this issue resolved. I attached a screenshot with my performance stats
I almost hesitate to mention this, but the latest Dazzle client (1.19.0.82745), while occasionally / often exhibiting less than optimal frame rates, does not seem to exhibit the beachball effect; locking up for 10 seconds or more every few minutes.
Can we triangulate on the differences between windlight and dazzle, or am I hallucinating (again)? Yep, period UI freeze is back
1.20.0.84432 Also Beachballing Frequently on 2.4 Penryn MBP here.
Re: (ahem) Beachballing I applied Michael Schlenker's bypass (from the SLDev mailing list): (in llviererstats.cpp around line 692) agent["agents_in_view"] = LLVOAvatar::sNumVisibleAvatars; ... and have hardly seen a beachball yet. More testing needed though. Ellen Demina seems seems to be zeroing in on the same bug , per yesterday's entry on this Jira: https://jira.secondlife.com/browse/VWR-1715 OK... I don't want to get everybody's hopes up... but...
I installed Leopard on my 07 MBP with the infamous GeForce 8600. It was against my better judgment, because I'd heard bad things, but after seven months, I am getting desperate. SL performed worse. No surprise. BUT THEN! About five days ago, Apple did a big update. And... no hard crashes. Not one. I'm spending a lot of time on SL5B right now, putting up a display, and its fairly laggy there. Maybe 5 hours per day with that and other work. Using the Release Candidate. No hard crashes. A little beachballing, maybe – slowdowns, and sometimes I had to reboot, but I am getting all sorts of work accomplished. But who knows. By posting this message, I may have jinxed the whole thing. I wish a sl viewer for Mac, capable running at 512 m distance setting, and all Graphics set to maximum, as the windows sl viewers are operating for years now ...
LL, pls put some nice real Mac Cocoa programmers on this ? Please ? Come on. I haven't really played since I created this issue, because of it, and its still happening? Unacceptable.
Keiran:
I've got to admit it's a lot better, if nigh on disappeared now. With the arrival of 1.20 (iirc - whatever client had Spacenavigator support in it) I can use sl quite happily again with having to resort to using the gl buffer/video card "work around" - which means that I can also enjoy windlight features (reflections and glow)! Though I still get crashes*, it's no way as regular as it was and is quite usuable. I'd almost go as far to say that I'm happy. I'm not too sure if my experience is unique - I hope other responders can offer feedback. *doesn't everybody? This specific slowdown was fixed at the beginning of the year. Most shaders were falling back to software. If you have other performance issues specific to this hardware (that is, you have verified it doesn't occur on other mac hardware) please open a sub-task on VWR-1978.
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You might take a look at this: http://sliki.info/wiki/Optimizing_the_Performance_of_Second_Life