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Issue Details (XML | Word | Printable)

Key: VWR-9979
Type: Bug Bug
Status: Resolved Resolved
Resolution: Won't Finish
Priority: Major Major
Assignee: WorkingOnIt Linden
Reporter: Mircea Lobo
Votes: 4
Watchers: 6
Operations

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1. Second Life Viewer - VWR

Deferred rendering pipeline does not work with ATI Radeon X1300

Created: 21/Oct/08 03:02 AM   Updated: 03/May/09 05:36 PM
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Component/s: Graphics
Affects Version/s: Source code
Fix Version/s: None

File Attachments: None
Image Attachments:

1. RenderDeferred_False.jpg
(292 kB)

2. RenderDeferred_True.jpg
(248 kB)
Environment:
CPU: Intel Pentium 4 (Unknown model) (3014 MHz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 3 (Build 2600)
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: Radeon X1300/X1550 Series
OpenGL Version: 2.1.8086 Release
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.18971 (Mozilla GRE version 1.8.1.11_0000000000)
Packets Lost: 0/45915 (0.0%)
Issue Links:
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Last Triaged: 18/Nov/08 09:00 AM
Linden Lab Issue ID: DEV-24033


 Description  « Hide
I have been trying the Deferred rendering pipeline with both the latest SL release and SL releases that have the latest alpha / beta of the Shadow Draft technology in them with my ATI Radeon X1300/X1550 Series video card / Catalyst Control Center, official drivers. However, the Deferred rendering pipeline does not seem to work with it which, given the fact my video card is pretty recent and has most modern shader technologies that most video cards these days have and is up to date with all drivers I consider a viewer bug. Whenever I open the small Debug Settings window and try enable RenderDeferred (while having RenderUseFBO also set to TRUE) I experience a different issue which each version of the viewer:
  • With the latest official SL viewer or First Look / Release Candidate viewer where the Shadow Draft technology was not yet included, enabling RenderDeferred causes the rendering to become like the one posted in the screenshots below. Basically, every alpha texture stops rendering, terrain and sky stop rendering, and solid prims render in some bright rainbow color that changes depending on the angle you look from.
  • On clients which do include the experimental Shadow Draft system, attempting to enable RenderDeferred causes the client to freeze for a second then the setting jumps back to false. At first RenderDeferred will look as it sticked to true, but if you deselect the Debug Settings window you'll see it switching back to false and refusing to apply.

I'm marking this as major given the fact it's probably going to hit First Look in the next few months and compatibility with all recent graphics cards is I believe a priority. If any other questions or info is needed feel free to ask as I check these entries often.



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Maggie Darwin added a comment - 01/Dec/08 06:06 AM
I see exactly the same problem on nVidia, both on 1.21.5 and KirstenLee's ShadowDraft

Second Life 1.21.5 (98701) Oct 6 2008 10:27:21 (Second Life Release Candidate)
Release Notes

You are at 173253.5, 285675.3, 99.3 in Harrington located at sim5513.agni.lindenlab.com (8.2.34.69:13000)
Second Life Server 1.24.9.98659
Release Notes

CPU: Intel Core 2 Series Processor (2399 MHz)
Memory: 3327 MB
OS Version: Microsoft Windows Vista (Build 6000)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8800 GTS/PCI/SSE2
OpenGL Version: 2.1.2

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.19960 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 6/2923 (0.2%)


Maggie Darwin added a comment - 04/Mar/09 01:27 PM - edited
I heard a comment on SLDEV today that Shadowdraft has been merged into trunk and will be the basis for 1.23. It sure would be nice if this got fixed.

Vector Hastings added a comment - 14/Mar/09 10:57 PM
I can't speak to ATI, but I do have NVidea. I get the same no-texture rendering when setting RenderDeferred to True by itself as described here.

But these steps work for me to activate shadows on the shadow clients (yes, trunk has shadows in it, more buggy than Kirsten's):

1. Go to Edit>Preferences>Graphics and set the following:
a. Avatar Rendering: Hardware Skinning ON
b. Shaders: Basic Shaders ON and Atmospheric Shaders ON
2. set Debug setting RenderUseFBO to True, (this has to be done before the next step)
2. set RenderDeferred to True (wait for it...shadows)

Hopefully one of those steps was missed?

This works for me in two environments:
Windows XP SP3 with GeForce 8800 at 180.48
and Windows Vista 64 with GeForce 9800 (I think, or 9600, I'm not at that computer and will update when I get there).


Brad Linden added a comment - 16/Mar/09 09:52 AM
Please do not attempt to enable deferred rendering on any 1.22 or 1.21 viewers. It will never work regardless of graphics card.

Maggie Darwin added a comment - 16/Mar/09 10:01 AM
What about 1.23?

Brad Linden added a comment - 16/Mar/09 10:09 AM
In 1.23 it will be an experimental feature and not officially supported (hence the reason that there's no way to enable it in the normal preferences).

The radeon X1300/X1550 is not recent enough to support deferred rendering at all.

On the nVidia 8800 GTS it "should" work.


Maggie Darwin added a comment - 16/Mar/09 10:42 AM
Thanks for the update, Brad.

I understand that it's experimental, and we're looking forward to doing some experimenting.


Poppy Linden added a comment - 16/Mar/09 05:28 PM
Deferred rendering requires a shader model 4 capable graphics card.

Poppy Linden added a comment - 16/Mar/09 05:30 PM
Please open separate jiras for every different video card that has a graphics pipeline bug.