Re: [opensource-dev] J2C fast decoder

2010-09-12 Thread Dahlia Trimble
Jpeg 2000 discard levels are also used for reducing the resolution of textures for distant objects which reduces data download requirements. Few other formats offer comparable compression ratios with the quality that Jpeg 2000 offers. HTTP transfer doesn't magically make data traverse the network f

Re: [opensource-dev] J2C fast decoder

2010-09-12 Thread leliel
On Sun, Sep 12, 2010 at 10:40 PM, Tateru Nino wrote: > If we're using HTTP textures, is there actually any need for the JPEG 2000 > format? There is the 500TB asset server full of jpeg2k images. Switching to a new format would be a massive undertaking. > Would it be a huge problem, for example,

Re: [opensource-dev] J2C fast decoder

2010-09-12 Thread Tateru Nino
If we're using HTTP textures, is there actually any need for the JPEG 2000 format? Since the transfer time of individual textures is vastly reduced (from the first byte to the last byte) the intermediate quality levels supported by jpg2k would seem to be redundant. Indeed, you could argue that

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Joel Foner
> > One possibility is if the Lindens set up an island, with an agent limit > of *1*. Region forces AV to face a particular direction. Avatar drops > in, and waits 5 mins. During that time, the system records frame rates, > CPU, and vid card. AV reports graphics settings (unless that can be > p

Re: [opensource-dev] J2C fast decoder

2010-09-12 Thread Brandon Husbands
Phoenix uses a newer openjpeg and its static compiled might want to check.its source On Sep 12, 2010 10:58 PM, "Sheet Spotter" wrote: Some comments on SNOW-361 (Upgrade to OpenJPEG v2) suggested that changing to version 2 of OpenJPEG might improve performance, while other comments suggested it

Re: [opensource-dev] J2C fast decoder

2010-09-12 Thread Sheet Spotter
Some comments on SNOW-361 (Upgrade to OpenJPEG v2) suggested that changing to version 2 of OpenJPEG might improve performance, while other comments suggested it might not support progressive decoding. http://jira.secondlife.com/browse/SNOW-361 Is an upgrade to OpenJPEG v2 under ac

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Jamey Fletcher
Tateru Nino wrote: > Another aspect to the numbers there is that (quite often) users will > crank up visual features until frame-rates become just short of > intolerable or unusable. That tends to make the results trend downwards. > They *could* be higher for the same hardware, but many of us will

Re: [opensource-dev] Client side scripting.

2010-09-12 Thread Brandon Husbands
I Am going to put together a test build this week with it and see what it can do and how well it works. On Sun, Sep 12, 2010 at 8:39 PM, Ricky wrote: > Hehe, client-side scripting has been in the works for a while now. At > least one dev has a working model, (Dzonatas Sol in SNOW-375 I > believ

Re: [opensource-dev] Client side scripting.

2010-09-12 Thread Ricky
Hehe, client-side scripting has been in the works for a while now. At least one dev has a working model, (Dzonatas Sol in SNOW-375 I believe,) and there has been loads of discussion on the idea on this very forum. Just got interrupted by one of the many "big" events that's happened since mid-Marc

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Stickman
> Are there any statistics out there about what kind of hardware people have? I know LL has information on this that they don't readily publish, though tidbits spill through the cracks sometimes. This Jira of mine requests more information about users, likely including information they don't coll

[opensource-dev] Client side scripting.

2010-09-12 Thread Brandon Husbands
Was looking at this it would be really simple and really powerful including new ui's and stuff. You could expose what llclass methods you want and create new ones. Wrap that up into a mono dll that they just use the name space of so they dont have to bother with any extern code syntax. http://www

[opensource-dev] (no subject)

2010-09-12 Thread Hitomi Tiponi
>I'm seeing what I believe is the same problem described in SNOW-745 in >our current development viewer. >Second Life 2.1.2 (209297) > >I added some detail to the issue description. > >It's very irritating. I think we need to do something about it (might >we be able to force Atmospheric Shaders

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Zabb65
It generally isn't fair to compare other engines results with that of second life, and I don't think it ever will be fair to compare results, or how it looks. The fundamental differences are too large. Most graphics engines deal with optimized static geometry that has specially designed textures t

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Ann Otoole
I am not in the fan club of miring Second Life in the past. Another reason people don't stay is because all the current video games look so much better. However that has nothing to do with something working right on one build and then not working right on the next build and then trying to hide

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Daniel Smith
On Sun, Sep 12, 2010 at 11:29 AM, Zha Ewry wrote: > This reeks of something we could seriously crowdsource. How hard would it > be to pick a base region, a base set of settings (Draw distance etc) and > have 100 or 200 of us > take turns getting a simple benchmark? set a bar for network (use spea

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Zha Ewry
This reeks of something we could seriously crowdsource. How hard would it be to pick a base region, a base set of settings (Draw distance etc) and have 100 or 200 of us take turns getting a simple benchmark? set a bar for network (use speakeasy to measure to a constant place, for example) and as pe

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Joel Foner
Another thought to toss in is that Second Life is fairly CPU dependent for performance too. Just last night, I upgraded a machine here from an AMD Athlon 8650 2.6 GHz triple core processor to an AMD Phenom II X4 965 3.4 GHz quad core. This system has an NVidia 9800GT-based card in it, and that stay

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Joel Foner
I hope... ??? ... that someone doing rendering dev has a typical netbook class computer to try things on, and actually does it and checks performance variations from build to build on a few classes of hardware... That would point the performance issues out quite directly, and cost a mere US $350 ea

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Lance Corrimal
Am Sonntag 12 September 2010 schrieb Celierra Darling: > On Sun, Sep 12, 2010 at 12:01 PM, Ponzu wrote: > > Several years ago, some Linden posted a table that showed the > > typical range of FPS for various graphics cards. At the time I > > thought that was a very interesting piece of data, and am

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Yoz Grahame
Might be worth running this past Team Shining, especially since they've worked on some major speed improvements to water recently. No idea how close they are to merging. On 12 September 2010 06:22, Oz Linden (Scott Lawrence) wrote: > I'm seeing what I believe is the same problem described in SN

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Tateru Nino
On 13/09/2010 3:18 AM, Celierra Darling wrote: On Sun, Sep 12, 2010 at 12:01 PM, Ponzu > wrote: Several years ago, some Linden posted a table that showed the typical range of FPS for various graphics cards. At the time I thought that was a very interesti

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Celierra Darling
On Sun, Sep 12, 2010 at 12:01 PM, Ponzu wrote: > Several years ago, some Linden posted a table that showed the typical > range of FPS for various graphics cards. At the time I thought that > was a very interesting piece of data, and am sad to have never seen it > again (maybe I missed it). > The

Re: [opensource-dev] Retaining Newbies (Was: The Plan for Snowglobe)

2010-09-12 Thread Patnad Babii
If LL plan to get more people in, they better lower those requirement, make a low-definition viewer if it can't be done in the current one. Give them minimal tools so they can still connect and enjoy second life. It's true that SL doesn't work everywhere, but the web does. This is in most part w

Re: [opensource-dev] Retaining Newbies (Was: The Plan for Snowglobe)

2010-09-12 Thread leliel
On Sun, Sep 12, 2010 at 9:01 AM, Lance Corrimal wrote: > Am Sonntag 12 September 2010 schrieb Altair "Sythos" Memo: >> > 1.) My computer can't handle it. (This is, by far, the #1 reason >> > people leave SL after trying it, I'm convinced. Maybe as high as >> > 90%!) >> >> this point have no viewer

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Ponzu
Several years ago, some Linden posted a table that showed the typical range of FPS for various graphics cards. At the time I thought that was a very interesting piece of data, and am sad to have never seen it again (maybe I missed it). For one thing, you could look at *your* graphic card, and if y

Re: [opensource-dev] Retaining Newbies (Was: The Plan for Snowglobe)

2010-09-12 Thread Lance Corrimal
Am Sonntag 12 September 2010 schrieb Altair "Sythos" Memo: > > 1.) My computer can't handle it. (This is, by far, the #1 reason > > people leave SL after trying it, I'm convinced. Maybe as high as > > 90%!) > > this point have no viewer side solutions :) actually it has... "do not add more shini

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread WolfPup Lowenhar
Yes SNOW-754 is the right issue as I was the one that reported it and that had appeared after a fix for higher altitude water flickering was put into the code for SG. Also thinking about having Atmospheric Shaders defaulted to on would severally affect those that are on older systems like my roomma

Re: [opensource-dev] [POLICY] Banning TPV not on the TPV list

2010-09-12 Thread Sythos
On Fri, 10 Sep 2010 10:50:01 -0400 "Oz Linden (Scott Lawrence)" wrote: > >> > You said "imho*ALL* non TPV listed viewers should be > >> > blacklisted" > > All viewers must comply with the Third Party Viewer Policy. > > Viewers in the directory are ones that have certified that they are

Re: [opensource-dev] Retaining Newbies (Was: The Plan for Snowglobe)

2010-09-12 Thread Sythos
On Sat, 11 Sep 2010 11:26:27 -0500 Bunny Halberd wrote: > 1.) My computer can't handle it. (This is, by far, the #1 reason > people leave SL after trying it, I'm convinced. Maybe as high as 90%!) this point have no viewer side solutions :) > I think a lot of headway could be made if the open s

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Sythos
On Sun, 12 Sep 2010 16:24:17 +0200 Tillie Ariantho wrote: > > I think that might be a bad idea... as already discussed here, 90% > > of new residents leave right away because their hardware is just > > not up to it. Forcing athmospheric shaders would raise the bar even > > higher. > > Are there

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Tillie Ariantho
On 12.09.2010 15:29, Lance Corrimal wrote: >> It's very irritating. I think we need to do something about it >> (might we be able to force Atmospheric Shaders to 'on'? That >> appears to suppress the problem). > I think that might be a bad idea... as already discussed here, 90% of > new resid

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Sythos
On Sun, 12 Sep 2010 09:03:35 -0500 Bunny Halberd wrote: > On Sun, Sep 12, 2010 at 8:22 AM, Oz Linden (Scott Lawrence) > wrote: > > > It's very irritating.   I think we need to do something about it > > (might we be able to force Atmospheric Shaders to 'on'?  That > > appears to suppress the pro

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Boroondas Gupte
On 09/12/2010 03:22 PM, Oz Linden (Scott Lawrence) wrote: > I'm seeing what I believe is the same problem described in SNOW-745 in > our current development viewer. > Second Life 2.1.2 (209297) You probably mean SNOW-7*54* . > I added some detail to t

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Bunny Halberd
On Sun, Sep 12, 2010 at 8:22 AM, Oz Linden (Scott Lawrence) wrote: > It's very irritating.   I think we need to do something about it (might > we be able to force Atmospheric Shaders to 'on'?  That appears to > suppress the problem). Horrible idea -- turning those off is one of your first lines

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Sythos
On Sun, 12 Sep 2010 09:22:22 -0400 "Oz Linden (Scott Lawrence)" wrote: > I'm seeing what I believe is the same problem described in SNOW-745 SNOW-745 is about timestamp/chat log... are you sure about numbers? (or maybe is new jira too weird for me) _

Re: [opensource-dev] 1-bit alpha textures

2010-09-12 Thread Sythos
On Sun, 12 Sep 2010 02:07:25 -0700 leliel wrote: > On Sun, Sep 12, 2010 at 1:13 AM, Stickman wrote: > > I was referring to what's mentioned in this Jira, actually: > > http://jira.secondlife.com/browse/VWR-6713 > > That issue is unresolved. > > > I'm not seeing any promises in the comments, bu

Re: [opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Lance Corrimal
Am Sonntag 12 September 2010 schrieb Oz Linden (Scott Lawrence): > I'm seeing what I believe is the same problem described in > SNOW-745 in our current development viewer. > Second Life 2.1.2 (209297) > > I added some detail to the issue description. > > It's very irritating. I think we need

[opensource-dev] Severe water flicker in recent development build

2010-09-12 Thread Oz Linden (Scott Lawrence)
I'm seeing what I believe is the same problem described in SNOW-745 in our current development viewer. Second Life 2.1.2 (209297) I added some detail to the issue description. It's very irritating. I think we need to do something about it (might we be able to force Atmospheric Shaders to 'o

Re: [opensource-dev] Retaining Newbies (Was: The Plan for Snowglobe)

2010-09-12 Thread Boroondas Gupte
On 09/11/2010 08:11 PM, Tateru Nino wrote: > Well, as far as this mailing list goes, it should largely be kept to > viewer features/changes/improvements. Anything that happens beyond the > viewer is kind of out-of-scope. I think the discussion would be very on-topic on the sl-ux mailing list <

Re: [opensource-dev] 1-bit alpha textures

2010-09-12 Thread leliel
On Sun, Sep 12, 2010 at 1:13 AM, Stickman wrote: > I was referring to what's mentioned in this Jira, actually: > http://jira.secondlife.com/browse/VWR-6713 That issue is unresolved. > I'm not seeing any promises in the comments, but I could have sworn it > was supposed to be in viewer 2 somewher

Re: [opensource-dev] 1-bit alpha textures

2010-09-12 Thread Stickman
On Sat, Sep 11, 2010 at 9:04 PM, Frans wrote: > I assume you are talking about Avatar Alpha Masks. It's in the viewer 2+, > and 1.23 has backwards compatibility. It is for avatars, so you can make > (parts of) the avatar invisible. > > http://www.youtube.com/watch?v=O8UDHD2S_-I I was referring to