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[BUG-5978] Rendering problems with Project Interesting viewer #13880

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sl-service-account opened this issue May 10, 2014 · 11 comments
Open
3 tasks

[BUG-5978] Rendering problems with Project Interesting viewer #13880

sl-service-account opened this issue May 10, 2014 · 11 comments

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@sl-service-account
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sl-service-account commented May 10, 2014

Steps to Reproduce

Building, exploring ... everything. It happens all the time

Actual Behavior

Project Interesting may be the most important new feature in SL recently and most of the time it's a great improvement. There seem to be a few bugs that need to be ironed out though:

  1. Close textures going out of focus.
    Textures on large and close objects - exactly the objects Intersting is supposed to prioritize - have a tendency to shift in and out of focus seemingly at random. This is of course particularly troublesome when I'm working with aligning textures and when I'm trying to find a texture in a texture organizer. But it's rather annoying all the time.

  2. Objects failing to render
    Sometimes objects fail to render at all.

  3. Reduced Mesh LOD
    Project Interesting causes mesh objects to stay at the low and mid resolution models at much closer range than they used to. This means that many existing mesh objects that used to be good quality now have to be regarded as broken.

Expected Behavior

I expect textures and objects to render just as well with Interesting as without.

Other information

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Original Jira Fields
Field Value
Issue BUG-5978
Summary Rendering problems with Project Interesting viewer
Type Bug
Priority Unset
Status Accepted
Resolution Accepted
Reporter ChinRey (chinrey)
Created at 2014-05-10T14:46:52Z
Updated at 2015-04-01T18:51:08Z
{
  'Business Unit': ['Platform'],
  'Date of First Response': '2014-05-10T10:18:58.104-0500',
  'System': 'SL Viewer',
  'Target Viewer Version': 'viewer-development',
  'What just happened?': "Project Interesting may be the most important new feature in SL recently and most of the time it's a great improvement. There seem to be a few bugs that need to be ironed out though:\r\n\r\n1. Close textures going out of focus.\r\nTextures on large and close objects - exactly the objects Intersting is supposed to prioritize - have a tendency to shift in and out of focus seemingly at random. This is of course particularly troublesome when I'm working with aligning textures and when I'm trying to find a texture in a texture organizer. But it's rather annoying all the time.\r\n\r\n2. Objects failing to render\r\nSometimes objects fail to render at all.\r\n\r\n3. Reduced Mesh LOD\r\nProject Interesting causes mesh objects to stay at the low and mid resolution models at much closer range than they used to. This means that many existing mesh objects that used to be good quality now have to be regarded as broken.",
  'What were you doing when it happened?': 'Building, exploring ... everything. It happens all the time',
  'What were you expecting to happen instead?': 'I expect textures and objects to render just as well with Interesting as without.',
}
@sl-service-account
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Whirly Fizzle commented at 2014-05-10T15:18:58Z

For #2, ref BUG-4752 and BUG-4163

@sl-service-account
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ChinRey commented at 2014-05-10T15:46:51Z

Thanks Whirly! I may have to withdraw #3 too. I've ben unable to reproduce it and it may just have been the same problem as #2, not a general mesh object problem.

@sl-service-account
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Whirly Fizzle commented at 2014-05-10T16:08:54Z, updated at 2014-05-10T16:11:01Z

Heya ChinRey,

Please can you go to the top menu bar of the viewer, Help -> About Secondlife, click the copy to clipboard button and then paste all your system information into a comment here.

1. Close textures going out of focus.

  • Is this definitely a new problem for you since viewer-interesting?
    This problem has been reported already on pre-interesting viewers - ref BUG-2514, BUG-3472 and linked issues.

  • If you change into one of the default library avatars, do you still see this problem? Wearing certain HUDs or avatar attachments can trigger texture thrashing on certain systems. The Toddleedoo avatar HUD is known to be a common cause of this.

  • Do you see the texture thrashing problem in all regions or just certain locations? If it only happens in specific locations, please can you give a SLURL to those locations.

  • The next time you see the textures thrashing (textures going blurry, sharp, blurry, sharp...), if you enable the Develop menu in the top menu bar with CTRL+ALT+Q, then Develop -> Consoles -> Texture console, you will see a reading there for "BIAS".
    Does the Bias reading go over 5.00 when you see the textures thrash?

  • There is also a Direct X bug (BUG-4900) which causes the wrong Approximate Total Memory to be reported. This causes the viewer to report the wrong value for video memory and will cause texture thrashing.

  • Please can you run a session where you reproduce this texture thrashing and after logging out, before relaunching the viewer, zip up your entire logs folder and attach it to this issue using More Actions -> Attach files.
    This page tells you where to find your logs folder: http://community.secondlife.com/t5/English-Knowledge-Base/How-to-report-a-bug/ta-p/733545#Section_.3

2. Objects failing to render

Refer to the comments on issue BUG-4163 for the info LL asked for.

  • If you login or teleport to a region and objects are failing to render and they do not render once right clicked on (well, right click about in the area they should be...), promptly save the SecondLife/objectcache/objects_????.slc file off to the side (before you logout).
    You will find the SecondLife/objectcache/objects
    ?? _??.slc file in the following locations...
    • Windows XP: C:\Documents and Settings\ [USERNAME] \Local Settings\Application Data\SecondLife\objectcache
    • Windows Vista, 7, 8: C:\Users[USERNAME]\AppData\Local\SecondLife\objectcache
    • Mac: ~/Library/Caches/SecondLife/objectcache
    • Linux: ~/.secondlife/cache/objectcache
  • Each region will have a different objects_ ??_ ??.slc file. I'm not sure where to find the _ ??_ ?? numbers for a region on the official viewer (will update shortly when I have worked that out :D).
  • Attach the objects_ ??_ ??.slc file to this issue and give the region name/SLURL where this happened.

@sl-service-account
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Whirly Fizzle commented at 2014-05-10T16:25:36Z, updated at 2014-05-10T16:38:20Z

Huh, I cant see anywhere where the region grid coordinates are exposed in the viewer UI.
Add this script to a rezzed object or attachment and touch it to get the grid coordinates of the region you are on:

default
{
    state_entry()
    {
    }
    touch_start(integer ana)
    {
        string message;
        float xxx;
        float yyy;
        vector corner = llGetRegionCorner();
        xxx = corner.x/256;
        yyy = corner.y/256;
        message ="objects_"+(string)((integer)(xxx))+"_"+(string)((integer)(yyy))+".slc";
        llOwnerSay(message);
    }
}

This will give you the numbers for the correct slc file.

@sl-service-account
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MartinRJ Fayray commented at 2014-05-14T00:22:57Z

The global coordinates are visible under Help->About Second Life

(global coordinates 276,709.0, 251,079.0, 27.1)
Is that what you mean, Whirly?

@sl-service-account
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Whirly Fizzle commented at 2014-05-14T00:34:37Z, updated at 2014-05-14T00:45:51Z

No, these are different coords.

eg) Testylvania sandbox shows "global coordinates 332,659.0, 306,270.0, 21.6" in Help -> About.
The grid position coordinates needed for the slc filename are 1299_1196

On Firestorm the grid position displays under Region/Estate -> Region under the Estate ID. On the official viewer I can't find them anywhere

ETA: Found it, Admin -> God Tools -> Region

@sl-service-account
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MartinRJ Fayray commented at 2014-05-14T01:03:44Z

eg) Testylvania sandbox shows "global coordinates 332,659.0, 306,270.0, 21.6" in Help -> About.
The grid position coordinates needed for the slc filename are 1299_1196
Right, you have to divide them by 256 : )
global coordinates 332,659.0, 306,270.0 divided by 256 are 1299/1196.

@sl-service-account
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Whirly Fizzle commented at 2014-05-14T01:05:42Z

Ahhh! Ty Martin <3

@sl-service-account
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Whirly Fizzle commented at 2014-05-14T21:58:00Z, updated at 2014-05-14T22:56:07Z

After spending more time using the Interesting viewer, I am also seeing the "Close textures going out of focus" problem.
When this happens, the bias in the texture console just stays stuck on 5 and never lowers, even after teleporting to a pretty empty region.
A relog will fix the texture thrashing for a while but it will come back.
Before Interesting, I rarely had a problem with texture thrashing.

Demo video: http://www.screencast.com/t/gBS4oijMv
On the video, you can see the bias is stuck on 5 and the texture on the path around the pool blurring and sharpening over and over.

Logs from this session attached - Whirly_logs.zip
System info:

Second Life 3.7.8 (289922) May  9 2014 17:10:49 (Second Life Release)
Release Notes

You are at 115.0, 94.0, 21.6 in Testylvania Sandbox located at sim9298.agni.lindenlab.com (216.82.42.234:12035)
SLURL: http://maps.secondlife.com/secondlife/Testylvania%20Sandbox/115/94/22
(global coordinates 332,659.0, 306,270.0, 21.6)
Second Life Server 14.04.16.289178
Release Notes

CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (3491.92 MHz)
Memory: 16268 MB
OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce GTX 750/PCIe/SSE2

Windows Graphics Driver Version: 9.18.0013.3750
OpenGL Version: 4.4.0

libcurl Version: libcurl/7.24.0 OpenSSL/0.9.8q zlib/1.2.5
J2C Decoder Version: KDU v7.0
Audio Driver Version: FMOD Ex 4.44.31
Qt Webkit Version: 4.7.1 (version number hard-coded)
Voice Server Version: Vivox 4.6.0009.20030

Built with MSVC version 1600
Packets Lost: 0/0 (-1.0%)

@sl-service-account
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ChinRey commented at 2015-03-24T04:28:07Z, updated at 2015-03-24T04:32:51Z

I see this JIRA has been dormant for almost a year now while the problem has grown steadily worse. :-(

I'm not sure if this info helps pinning down the cause. Probably not but just in case:

Right now my avatar is standing on an almost empty work platform 2000 m in the air above Coniston: http://maps.secondlife.com/secondlife/Coniston/73/212/2000

  • The platform itself is a 256x256 m megaprim covering the entire sim. It has three textures, a 1024x1024 grass texture on the top, the default plywood texture on the sides and the default blank texture on the underside.
  • The build I'm working on is an oak tree, currently it consists of a sculpt trunk and 95 prims for foliage (and anchors for the foliage sheets while I rotate them into position). The build has two 1024x1024 bit textures.
  • In the distance, barely visible, is a teleporter pad, just a cube prim textured on all sides with the 512x512 "Old Wood" texture from library
  • My avatar is wearing some prim jewelry, flexihair, some old sneakers, a fairly standard ZHAO-II AO and system clothing (t-shirt, jeans and stocking). Render weight is either 116049, 94327 or 63987 (apparently the viewer is unable to decide how much the flexihair adds).
  • There are no other items or avatars within my draw distance.
  • There are no other avatars in the sim but of course lots of other objects - the closets ones about 250 m away.
    This is of course about as simple a scene as you can possibly get in SL but I went afk for a few minutes to grab some breakfast and when I returned everything was a blur. I had my back turned away from the tree I was working on when I left so the only thing in view on my screen was the platform, my avatar, the AO interface and the windlight.

So it's obvious the complexity of the scene doesn't matter. Project Interesting texture thrashing happens anyway. There is absolutely no way this scene could even have been even close to filling up my 512 MB texture cache yet the viewer kept thrashing necessary textures to make room for - something.

Watching the texture console, it seemed to me that the list of textures it was loading seemed much longer than the actual number of textures peresent in the scene. So I did a test: I made a copy of the platform, moved it up to 3900 m, removed all textures from it, removed everything from my avatar and stood right in the middle of it. Even in this completely blank and static scene the texture console showed that my viewer was busy loading textures.

It seems obvious that what happens is that the viewer is so busy rendering objects outside the draw distance it doesn't have enough time or resources available to handle the actual scene - exactly the opposite of what Project Interesting was supposed to do.

Second Life 3.8.0 (299338) Feb 24 2015 18:44:39 (Second Life Release)
Release Notes

You are at 70.8, 211.3, 2,000.6 in Coniston located at nolink>sim10479.agni.lindenlab.com (216.82.51.185:13007)
SLURL: http://maps.secondlife.com/secondlife/Coniston/71/211/2001
(global coordinates 263,239.0, 258,259.0, 2,000.6)
Second Life RC BlueSteel 15.03.11.299741
Retrieving...

CPU: Intel(R) Core(TM) i5-4460 CPU @ 3.20GHz (3192.6 MHz)
Memory: 8141 MB
OS Version: Microsoft Windows 8.1 64-bit (Build 9600)
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: AMD Radeon R7 240

Windows Graphics Driver Version: 8.17.0010.1230
OpenGL Version: 4.2.12422 Compatibility Profile Context 13.152.1.6000

libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1h zlib/1.2.8
J2C Decoder Version: KDU v7.0
Audio Driver Version: FMOD Ex 4.44.31
Qt Webkit Version: 4.7.1 (version number hard-coded)
Voice Server Version: Not Connected
Built with MSVC version 1600
Packets Lost: 0/2,417 (0.0%)

@sl-service-account
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ChinRey commented at 2015-04-01T18:51:09Z

One final comment. A few days ago Nalates Urriah posted some interesting info in a thread about texture thrashing on the SL forum:
https://community.secondlife.com/t5/Second-Life-Server/Zero-spare-time-68-scripts-Run-Frequent-texture-blurring/td-p/2915216/page/3
Seems the cause of texture thrashing has been identified and the problem should be fairly easy to fix.

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