Re: [opensource-dev] Draw Distance will not be automated

2011-06-19 Thread Lance Corrimal
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 __

Re: [opensource-dev] Draw Distance will not be automated

2011-06-19 Thread Carlo Wood
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

[opensource-dev] Draw Distance will not be automated

2011-06-19 Thread Oz Linden (Scott Lawrence)
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

Re: [opensource-dev] Draw Distance - TPV Solution Example - SLIDER Correction

2010-08-24 Thread Trilo Byte
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 -

Re: [opensource-dev] Draw Distance - TPV Solution Example

2010-08-24 Thread Dale Innis
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

Re: [opensource-dev] Draw Distance - TPV Solution Example

2010-08-24 Thread Miro Collas
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

Re: [opensource-dev] Draw Distance - TPV Solution Example - SLIDER Correction

2010-08-23 Thread Tateru Nino
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

Re: [opensource-dev] Draw Distance - TPV Solution Example - SLIDER Correction

2010-08-23 Thread Lance Corrimal
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 ___ Policies and (un)subscribe informat

Re: [opensource-dev] Draw Distance - TPV Solution Example - SLIDER Correction

2010-08-23 Thread Science Fiction Computer - SCi-Fi PC
@lists.secondlife.com 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

Re: [opensource-dev] Draw Distance - TPV Solution Example

2010-08-23 Thread Lance Corrimal
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

Re: [opensource-dev] Draw Distance - TPV Solution Example

2010-08-23 Thread 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 detail vs performance. It's simple, elegant, and most importantly, "Functional on the

Re: [opensource-dev] Draw Distance

2010-08-23 Thread Tateru Nino
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 (

Re: [opensource-dev] Draw Distance

2010-08-23 Thread aklo
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

Re: [opensource-dev] Draw Distance

2010-08-23 Thread aklo
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

Re: [opensource-dev] Draw Distance

2010-08-23 Thread Bunny Halberd
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

Re: [opensource-dev] Draw Distance

2010-08-23 Thread Martin Spernau
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

Re: [opensource-dev] Draw Distance

2010-08-23 Thread Arrehn Oberlander
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

Re: [opensource-dev] Draw Distance

2010-08-23 Thread Erik Anderson
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

Re: [opensource-dev] Draw Distance

2010-08-23 Thread Thickbrick Sleaford
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

Re: [opensource-dev] Draw Distance

2010-08-23 Thread Robin Cornelius
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Laurent Bechir
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Argent Stonecutter
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Lance Corrimal
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Lance Corrimal
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Marine Kelley
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.

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Lance Corrimal
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread 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, 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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Morgaine
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. ==

Re: [opensource-dev] Draw Distance

2010-08-22 Thread leliel
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Martin Spernau
> 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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Opensource Obscure
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Robin Cornelius
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Miro Collas
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread leliel
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Miro Collas
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

Re: [opensource-dev] Draw Distance

2010-08-22 Thread Serra Anansi
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,

Re: [opensource-dev] Draw Distance

2010-08-21 Thread leliel
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

Re: [opensource-dev] Draw Distance

2010-08-21 Thread Miro Collas
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

Re: [opensource-dev] Draw Distance

2010-08-21 Thread aklo
!! 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

Re: [opensource-dev] Draw Distance

2010-08-21 Thread Tateru Nino
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

Re: [opensource-dev] Draw Distance

2010-08-21 Thread Suz Dollar
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

Re: [opensource-dev] Draw Distance

2010-08-21 Thread Henri Beauchamp
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

[opensource-dev] Draw Distance

2010-08-21 Thread aklo
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