Unsure if RealXtend or if the RealXtend Dev group is the right place for
this post but here goes.

One thing that has annoyed me for a long time in Second Life, that I do not
have to deal with in game engines, is the lack of proper alpha test support,
as well as high quality normal maps. I really believe some of this is due to
the dependence on the JPG2000 format, and the desire for some reason, not to
enable the ability to upload 1 bit alpha images - Linden Lab insists on
doing this on the fly through file conversion instead, which often results
in a lower quality product, not to mention JPG2000 is not an ideal format
for compressing large areas of a single color.

Is there any plans to add DXTC support, especially when it comes to DXT1
alpha and 3Dc format for normal maps? These are more ideally suited to the
graphics card, even though JPG2000 is a better format for diffuse due to the
savings in compression. I wrote up a JIRA request for this for the Second
Life client (which I am sure will be ignored like just about all JIRA
requests there do) but folks are welcome to read what I have posted there,
so I offer it up as a topic for discussion.

http://jira.secondlife.com/browse/VWR-20322

--

Second Life content creators use a heck of a lot of textures, and the lack
of ability to really optimise textures, is really one of the major sources
of lag in the viewer.

JPG2000 is not a good algorithm for normal map creation (3Dc format is), nor
is it really good for making alpha test textures (DXT1 is) - as evidenced by
the fairly crappy automatic "fast alpha" that we see in SL and the lack of
normal maps (aside from the water - but JPG2000 limitations are clearly seen
there). We need more than JPG2000, as it has limitations that can be
overcome by other formats. JPG2000 is good for regular textures, but we need
better technology for alpha test (1 bit) textures and for the eventual use
of normal maps, to improve the visual experience and frame rates inworld.

DXT1 is ideally suitable for alphatest textures and is smaller than JPG2000,
it is also supported by the graphics card natively. Additionally 3Dc format
is much more optimised for normal maps.

Links to further information on this topic for discussion:

http://www.evl.uic.edu/files/pdf/ag2007-renambot.pdf
http://developer.nvidia.com/object/texture_tools.html
http://softwarecommunity.intel.com/UserFiles/en-us/Image/1221/Real-Time%20Texture%20Streaming%20&%20Decompression.pdf>
read online
http://cache-www.intel.com/cd/00/00/32/43/324337_324337.pdf

and on normal maps:

http://developer.nvidia.com/object/real-time-normal-map-dxt-compression.html

>From the Intel/id Software document (third pdf) -

"Although JPEG 2000 produces superior quality compared to JPEG, the gains
are modest at medium compression ratios (10:1). The improvement is typically
much larger at higher compression ratios [5] but there may also be a
noticeable loss in quality. JPEG 2000 eliminates some of the compression
artifacts introduced by JPEG at higher compression ratios, such as blocking
artifacts. However, JPEG 2000 can introduce quite prominent blurring and
ringing artifacts. *Furthermore JPEG 2000 decompression is significantly
more computationally expensive than JPEG decompression and requires more
memory during decoding.*"

--

In general I am very happy with the frame rates I get in the Naali viewer -
they are way higher than framerates in Second Life and also significantly
higher than framerates in the old RealXtend viewer - I am looking forward to
seeing it more fully fleshed out in features.

Also I am getting a bug in that alpha textured surfaces do not cast shadows
for me, on either my Win7 x64 on an ATI HD 5770, or on my Vista x64 on a
NVIDIA 8600 GTS, in either Naali or the old RealXtend viewer - is there any
way to fix this? I havent experimented harder yet (maybe a plane needs to be
two sided?) but the trees definitely are not casting shadows for me from the
leaves.


take care,

-- hypatiaa

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

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