Am Sonntag, 19. Juni 2011 schrieb Carlo Wood:
> Something that seems to correlate a lot with a low FPS
> is the number of avatars that have to be rendered.
for me a big factor on FPS is the number of textures that the client
is still waiting for... the more grey, the more lag.
bye,
LC
__
Draw distance never makes a significant difference for me.
Strange actually, cause I think it should... But it's not
a very important factor it seems :/
Something that seems to correlate a lot with a low FPS
is the number of avatars that have to be rendered.
On Sun, 19 Jun 2011 06:49:19 -0400
"Oz
This has gotten a bit out of hand... We are absolutely not going to
automate draw distance.
This got started as a speculative discussion that forked off of the draw
distance slider in which I asked whether or not it might be possible to
create a system that _if_explicitly_requested_, some smar
v-boun...@lists.secondlife.com] On Behalf Of Lance
> Corrimal
> Sent: Tuesday, August 24, 2010 4:25 PM
> To: opensource-dev@lists.secondlife.com
> Subject: Re: [opensource-dev] Draw Distance - TPV Solution Example
>
> Am Tuesday 24 August 2010 schrieb Science Fiction Computer -
Miro Collas :
> FWIW, I still prefer a type-in field to a slider for this. Much faster.
I do, too. In general I miss various of Emerald's chatbar commands
when I use V2.
Draw-distance, and gth (Go To Height) and flr ("floor"; go to ground
height) the most.
fwiw,
Dale (finally posting from my
FWIW, I still prefer a type-in field to a slider for this. Much faster.
On 08/24/2010 02:14 AM, Science Fiction Computer - SCi-Fi PC wrote:
> If you find the time, download the latest "Kirsten's Viewer" S20(33).
>
> There is a neat little Draw Distance slider located in the TOP-LEFT of the
> Viewe
On 24/08/2010 4:49 PM, Lance Corrimal wrote:
> Am Tuesday 24 August 2010 schrieb Science Fiction Computer - SCi-Fi
> PC:
>> Apologies all, correction, the SLIDER is located, off-center, TOP
>> RIGHT.
>
> you mean there is one in the original skin too? neat.
>
--
Tateru Nino
http://dwellonit.tat
Am Tuesday 24 August 2010 schrieb Science Fiction Computer - SCi-Fi
PC:
> Apologies all, correction, the SLIDER is located, off-center, TOP
> RIGHT.
you mean there is one in the original skin too? neat.
bye,
LC
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Subject: Re: [opensource-dev] Draw Distance - TPV Solution Example
Am Tuesday 24 August 2010 schrieb Science Fiction Computer - SCi-Fi
PC:
> If you find the time, download the latest "Kirsten's Viewer"
> S20(33).
>
> There is a neat little Draw Distanc
Am Tuesday 24 August 2010 schrieb Science Fiction Computer - SCi-Fi
PC:
> If you find the time, download the latest "Kirsten's Viewer"
> S20(33).
>
> There is a neat little Draw Distance slider located in the TOP-LEFT
> of the Viewer UI, which conveniently provides an EASY TOOL for
> adjusting de
If you find the time, download the latest "Kirsten's Viewer" S20(33).
There is a neat little Draw Distance slider located in the TOP-LEFT of the
Viewer UI, which conveniently provides an EASY TOOL for adjusting detail vs
performance.
It's simple, elegant, and most importantly, "Functional on the
On 24/08/2010 6:06 AM, Martin Spernau wrote:
> Am 23.08.2010 um 21:39 schrieb Arrehn Oberlander:
>> This is just off the top of my head. Many of these depend on user's
>> preference for framerate vs scene details at a moment in time, and
>> can't be reliably guessed purely from inworld behavior (
Oop! Sorry, i meant "Arrehn's comments" and "Arrehn's mail," not
"Erik's." No offense, Erik.
- AK
i really like Arrehn's comments! He gives lots of good examples. The best
draw distance isn't always a function of the best performance. Sometimes
it may not even make sense to someone who's not
i really like Erik's comments! He gives lots of good examples. The best
draw distance isn't always a function of the best performance. Sometimes
it may not even make sense to someone who's not there at the time.
i think one of the important ideas in Erik's mail and some of the earlier
messages
On Mon, Aug 23, 2010 at 3:06 PM, Martin Spernau wrote:
> Isn't that much like in photography, where you have different kinds of
> 'automatic' (shutter speed vc aperture auto) ... and depending on your
> creatice needs the one is betzer than the other and vice versa
> Maybe the 'optimize for high
Am 23.08.2010 um 21:39 schrieb Arrehn Oberlander:
> This is just off the top of my head. Many of these depend on user's
> preference for framerate vs scene details at a moment in time, and
> can't be reliably guessed purely from inworld behavior (although there
> are hints, I will grant).
Isn't t
On Mon, Aug 23, 2010 at 3:22 PM, Erik Anderson
wrote:
>
> Shouldn't the SL client be able to figure out what a good draw distance
> would be? Maybe have it start autodetecting draw distance based on rolling
> average number of polygons visible or something?
>
It's not that simple, there are are
Just a quick/late comment for a thread that seems to have left the subject
line a couple days ago anyhow...
Requiring the draw distance to be changed that easily smells like a bad
paradigm that needs adjusting. It reminds me of a database engine I was
using that required me to set the hash size o
On Sunday 22 August 2010 18:22:56 Lance Corrimal wrote:
> related line of thought:
>
>
> how much faster could the viewer be if every single of these "do not
> change this ever" settings was replaced with a #define in a central
> include file?
> or in other words, what is the cpu cycle penalty fo
On Mon, Aug 23, 2010 at 5:49 AM, Laurent Bechir
wrote:
>
>
> Marine Kelley a écrit :
>> Please be careful not to screw up debug settings that must NOT be
>> changed. Some are capital for the viewer to function normally, and
>> would completely shut out users who don't know how to change them back
Marine Kelley a écrit :
> Please be careful not to screw up debug settings that must NOT be
> changed. Some are capital for the viewer to function normally, and
> would completely shut out users who don't know how to change them back
> offline, and to what.
Wouldn't it be possible to have an
On 2010-08-22, at 10:14, Lance Corrimal wrote:
> Am Sunday 22 August 2010 schrieb Marine Kelley:
>> Please be careful not to screw up debug settings that must NOT be
>> changed. Some are capital for the viewer to function normally [...]
> could someone please elaborate on why those settings even e
Am Sunday 22 August 2010 schrieb Marine Kelley:
> Well, I believe there are SOME debug settings that are worth
> changing for a developer, but NOT for the user. I am thinking of
> "ConnectionPort" for example. Change that for the average user and
> they can't connect to SL anymore until they actua
related line of thought:
how much faster could the viewer be if every single of these "do not
change this ever" settings was replaced with a #define in a central
include file?
or in other words, what is the cpu cycle penalty for a
SavedSettings.getBOOL() and the others?
bye,
LC
Am Sunday
On 22 August 2010 17:14, Lance Corrimal wrote:
>
> could someone please elaborate on why those settings even exist and
> are changeable?
>
>
Well, I believe there are SOME debug settings that are worth changing for a
developer, but NOT for the user. I am thinking of "ConnectionPort" for
example.
Am Sunday 22 August 2010 schrieb Marine Kelley:
> Please be careful not to screw up debug settings that must NOT be
> changed. Some are capital for the viewer to function normally [...]
could someone please elaborate on why those settings even exist and
are changeable?
i mean, basically, a de
Please be careful not to screw up debug settings that must NOT be changed.
Some are capital for the viewer to function normally, and would completely
shut out users who don't know how to change them back offline, and to what.
It would be easy to make a gesture that completely messes up your debug
s
On Sun, Aug 22, 2010 at 7:01 AM, leliel wrote:
>
> /set debugvar value
>
>
+1 lelie
This symmetrical handling for all parameters is far superior to defining
abbreviations for each one, and it is inherently extensible as the set of
parameters grows. I support this.
Morgaine.
==
On Sun, Aug 22, 2010 at 2:36 AM, Robin Cornelius
wrote:
>
> Thats a powerful idea, is there a new feature JIRA for this on the LL
> pJIRA currenty? if not could I kindly ask you to create one for it and
> post the issue number back here.
http://jira.secondlife.com/browse/VWR-20887
> The problem
> I like a lot leliel's suggestion about Windlight control
> via commandline, especially because I guess that would
> evolve into gestures = tradeable assets (correct?)
Assuming that everyone using that gesture has the same windlight prefs
installed, probably yes. That's also assuming that the c
On Sun, 22 Aug 2010 10:36:18 +0100, Robin Cornelius
wrote:
> On Sun, Aug 22, 2010 at 10:09 AM, leliel
wrote:
>> On Sun, Aug 22, 2010 at 12:09 AM, Miro Collas
>> wrote:
>>>
>>> That's what I referring to, the command line commands. VERY handy! And
>>> dd is one I use a great deal.
btw, recent K
On Sun, Aug 22, 2010 at 10:09 AM, leliel wrote:
> On Sun, Aug 22, 2010 at 12:09 AM, Miro Collas wrote:
>>
>> That's what I referring to, the command line commands. VERY handy! And
>> dd is one I use a great deal.
> /set RenderFarClip 128
> /set RenderVolumeLODFactor 2.0
> /set WindLightUseAtmosS
That makes sense yes. I wasn't asking for Emerald to be copied, which is
why my initial response to the issue was vague. But the basic idea is
nice, I think: a nice, fast and easy way to set parameters without
having to use clumsy sliders and navigate pages of dialog boxes, all via
the command
On Sun, Aug 22, 2010 at 12:09 AM, Miro Collas wrote:
>
> That's what I referring to, the command line commands. VERY handy! And
> dd is one I use a great deal.
The problem I have with that is that the draw distance is only one of
several debug settings that affect performance. I've been running w
That's what I referring to, the command line commands. VERY handy! And
dd is one I use a great deal.
On 08/22/2010 03:01 AM, Serra Anansi wrote:
> I like the command line in emerald, you just type in "dd 512" and it's done.
>
> ((I really like all the command lines in emerald. Took me a bit to g
I like the command line in emerald, you just type in "dd 512" and it's done.
((I really like all the command lines in emerald. Took me a bit to get used
to them, but after I did I am really missing them now that I came back to V2
to give it another go while you all are working on it.))
On Sun,
On Sat, Aug 21, 2010 at 9:36 PM, Miro Collas wrote:
> How about bbeing able to just type it in? Why a slider, or mouse wheel,
> which is inaccurate? How about being able to type it in chat?
Instead of a one off thing just for the draw distance, I'd rather we had a
general command input system s
How about bbeing able to just type it in? Why a slider, or mouse wheel,
which is inaccurate? How about being able to type it in chat?
On 08/22/2010 12:19 AM, a...@skyhighway.com wrote:
> !! YES !! If all i had to do was mouse up over the camera widget and roll
> the scroll button i would be *so
!! YES !! If all i had to do was mouse up over the camera widget and roll
the scroll button i would be *soo* happy! Serious. i mean, Henri's
Cool VL innovation is great! And i think that even if it were a mouse
wheel scrollable widget it should still have some kinda additional text
box to i
I probably use the draw-distance slider more often than any other UI
widget. I'd probably map it to my mouse's scroll-wheel, if I could.
On 22/08/2010 10:31 AM, Suz Dollar wrote:
> This is one concept that I have wanted for at least four years in SL. I
> change draw distance multiple times a da
This is one concept that I have wanted for at least four years in SL. I
change draw distance multiple times a day depending on where I"m
visiting. Many of my own estate regions I can use a full powered 512
draw distance. Going to my public sandbox, however, requires an instant
drop to 128 or lo
On Sat, 21 Aug 2010 13:29:12 -0700 (PDT), a...@skyhighway.com wrote:
> There was some talk lately about draw distance. i mentioned that from my
> place if i have my draw distance turned up over about 150 i can almost
> count on crashing when i tp. i'm really sorry i can't describe the
> problem
There was some talk lately about draw distance. i mentioned that from my
place if i have my draw distance turned up over about 150 i can almost
count on crashing when i tp. i'm really sorry i can't describe the
problem any better than that. If someone wants to tell me how i could
understand it b
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