Difference between revisions of "Streaming Cost test"

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* "I got this number by flying around some prim heavy builds (the city north of Ahern) with all rendering disabled but prims, view distance set to 128m, and prim detail set to mid, and watching the peak triangle count per frame in the statistic floater. The average was around 75k/triangles per frame with a peak of 150k, so for meshes a good target would be 125k. On MeshHQ 3, after disabling all rendering but prims (meshes fall under the same category as prims in the render pipeline), the peak triangle count per frame was close to 300k/triangles. On that build, there was no LoD enforcement and a ratio of 8KB/prim for mesh costs, so I'm hoping with a ratio of 4KB/prim and strict LoD enforcement, recreating that build within the new criteria will result in under 125k/triangles per frame."
* "I got this number by flying around some prim heavy builds (the city north of Ahern) with all rendering disabled but prims, view distance set to 128m, and prim detail set to mid, and watching the peak triangle count per frame in the statistic floater. The average was around 75k/triangles per frame with a peak of 150k, so for meshes a good target would be 125k. On MeshHQ 3, after disabling all rendering but prims (meshes fall under the same category as prims in the render pipeline), the peak triangle count per frame was close to 300k/triangles. On that build, there was no LoD enforcement and a ratio of 8KB/prim for mesh costs, so I'm hoping with a ratio of 4KB/prim and strict LoD enforcement, recreating that build within the new criteria will result in under 125k/triangles per frame."
== Verify duck.dae cost ==
Upload duck.dae, set the physics to the Lowest LOD, then click Upload.
Rez the duck and resize it to 20x20x20m
Streaming Cost = (MAX(256-Dlowest, 1.0)/32 * KBYTES_IN_LOWEST + MAX(Dlowest-Dlow, 1.0)/32 * KBYTES_IN_LOW + MAX(Dlow - Dmid, 1.0)/32 * KBYTES_IN_MID + MAX(Dmid, 1.0)/32 * KBYTES_IN_HIGH) * COST_SCALER

Revision as of 15:36, 13 January 2011

Test Plan Name:

Streaming Cost test

Sources

https://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost
https://wiki.secondlife.com/wiki/Mesh_Accounting_Test

Purpose

Verify the amount of data streamed to the viewer is within the expected range.

Tests

Target viewport streaming cost at 128m, medium detail (currently 2MB)

  • "I got this number by flying around some prim heavy builds (the city north of Ahern) with all rendering disabled but prims, view distance set to 128m, and prim detail set to mid, and watching the peak triangle count per frame in the statistic floater. The average was around 75k/triangles per frame with a peak of 150k, so for meshes a good target would be 125k. On MeshHQ 3, after disabling all rendering but prims (meshes fall under the same category as prims in the render pipeline), the peak triangle count per frame was close to 300k/triangles. On that build, there was no LoD enforcement and a ratio of 8KB/prim for mesh costs, so I'm hoping with a ratio of 4KB/prim and strict LoD enforcement, recreating that build within the new criteria will result in under 125k/triangles per frame."


Verify duck.dae cost

Upload duck.dae, set the physics to the Lowest LOD, then click Upload. Rez the duck and resize it to 20x20x20m


Streaming Cost = (MAX(256-Dlowest, 1.0)/32 * KBYTES_IN_LOWEST + MAX(Dlowest-Dlow, 1.0)/32 * KBYTES_IN_LOW + MAX(Dlow - Dmid, 1.0)/32 * KBYTES_IN_MID + MAX(Dmid, 1.0)/32 * KBYTES_IN_HIGH) * COST_SCALER