[BUG-9962] [Project QuickGraphics] Avatars often permanantly stuck as jellybabies even when Max complexity = No Limit #17390
Comments
Whirly Fizzle commented at 2015-08-24T05:57:28Z, updated at 2015-08-24T06:00:57Z This bug does not only reproduce on busy regions. I reproduced it with my alt on Testylvania Sandbox with only the 2 agents on that region.
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Whirly Fizzle commented at 2015-08-24T15:39:49Z Note to self: Add AvatarRender tag to logcontrol.xml. |
Whirly Fizzle commented at 2015-09-05T05:04:25Z So far on Second Life 3.8.4 (304761) Sep 2 2015 13:29:34 (Second Life Project QuickGraphics) I have not been able to reproduce this bug. |
Whirly Fizzle commented at 2015-09-23T12:17:41Z Cross posted on BUG-10127 I'm also seeing lots of stuck Jellybabies on Second Life 3.8.4 (305063) Sep 14 2015 14:14:18 (Second Life Project QuickGraphics) when Max Complexity = No Limit. It doesn't matter how long you wait, the jellybabies never render normally unless you leave Max # non-imposters set to No Limit or right click -> Always Render Fully. Example: http://prntscr.com/8jdo6i Second Life 3.8.4 (305063) Sep 14 2015 14:14:18 (Second Life Project QuickGraphics)
Release Notes
You are at 219.2, 117.5, 29.0 in Black Mire located at sim10478.agni.lindenlab.com (216.82.51.184:13021)
SLURL: http://maps.secondlife.com/secondlife/Black%20Mire/219/118/29
(global coordinates 263,899.0, 255,606.0, 29.0)
Second Life RC BlueSteel 15.09.14.305053
Release Notes
CPU: Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz (3491.91 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: 10.18.0013.5582
OpenGL Version: 4.5.0 NVIDIA 355.82
libcurl Version: libcurl/7.38.0 OpenSSL/1.0.1h zlib/1.2.8
J2C Decoder Version: KDU v7.2
Audio Driver Version: FMOD Ex 4.44.31
Qt Webkit Version: 4.7.1 (version number hard-coded)
Voice Server Version: Vivox 4.6.0017.21209
Built with MSVC version 1800
Packets Lost: 3,617/199,362 (1.8%) |
Kyle Linden commented at 2015-09-24T18:10:16Z Hello Whirly, We are about to publish a new build of this project viewer. Will you please retest this issue on the latest Quick Graphics project viewer. http://wiki.secondlife.com/wiki/Linden_Lab_Official:Alternate_Viewers Thanks! |
Whirly Fizzle commented at 2015-09-27T10:53:23Z, updated at 2015-09-27T11:04:06Z This still reproduces on http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/lindenlab_391-blizzard/rev/305448/index.html
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Whirly Fizzle commented at 2015-09-27T11:05:25Z Possible clue - both those avatars that were stuck as Jelly Babies were wearing particle emitting objects... |
Whirly Fizzle commented at 2015-09-27T11:31:53Z Hmmm looking at all the avatars I am seeing stuck as jelly Babies on recent builds, they all seem to have one thing in common - a pretty high total attachment byte size (the bottom number when "Show avatar complexity information" is enabled. |
Whirly Fizzle commented at 2015-09-27T13:30:13Z, updated at 2015-09-27T13:53:31Z Ok I'm convinced now a high total attachment byte size is the repro for the stuck Jelly Babies. I'm not sure how high the total attachment byte size has to be to reproduce this because different avatars see a different reading and it can vary by a lot. Anyway this set of steps will always reproduce the problem for me now :) REPRO
Observed Behaviour
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Whirly Fizzle commented at 2015-09-27T13:42:37Z, updated at 2015-09-27T13:45:03Z Example outfit for Avatar A to wear which will always reproduce this:
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Whirly Fizzle commented at 2015-10-06T05:07:15Z This still reproduces on http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/3.8.5.305528 |
Kyle Linden commented at 2015-10-06T23:42:46Z Hi Whirly, This appears to be a case of hitting the 10MB limit for memory. As you slowly zoom in the memory count increases to deal with all that hair. I will update the team. Thanks! |
Whirly Fizzle commented at 2016-03-13T05:44:53Z So far I cannot reproduce this on http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/4.0.2.312297 \o/ |
Steps To Reproduce
Login on default settings (for myself, default graphics quality is High-Ultra).
TP to a good test region with many avatars of varying complexity, for example http://maps.secondlife.com/secondlife/Franks%20Place%202/237/128/24
Note that on my default of High-Ultra: Max Complexity = 60k
Observe which avatars in the scene render as jellybabies.
Disable the jellybaby feature by setting Max Complexity to No Limit.
Observe if any avatars in the scene still render as jellybabies.
Observed Behaviour
After disabling the jellybaby feature by setting Max Complexity to No Limit, several avatars in the scene will still display as jellybabies.
It does not matter how long you wait, those avatars will remain rendered as a jellybaby.
See attached images - note Max Complexity = No Limit, I should not see any jellybabies.
Setting the Max Complexity slider to a lower value then back to No Limit does not fix the problem.
The perma-jellybaby avatars never load their complexity information (Advanced -> Performance Tools -> Show avatar complexity information).
The only way to render these avatars is to disable standard imposters altogether. So either:
Lowering the Max # non-imposters setting to anything less then No Limit renders the stuck avatars as jellybabies again.
See Fig 3 gif attached showing stuck jellybabies unless Max # non-imposters = No Limit.
Whirly_1.log attached from the session at Franks Place 2 where I took the attached images.
I TP'd into Franks Place 2 at 2015-08-24T03:52:29Z.
Expected Behaviour
If jellybabies are disabled by setting Maximum Complexity to No Limit, I should never see a jellybaby avatar.
All avatars should load their complexity information.
Other Information
It's now 37 minutes later and the stuck avatars are still jellybabies & their complexity information still hasn't loaded.
Reproduces on different regions.
See Fig 4 attached showing another stuck jellybaby which never rendered fully at http://maps.secondlife.com/secondlife/Sweethearts/129/7/24
In this image, Max Complexity = No Limit, Max # non-imposters = 65
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