Difference between revisions of "Mesh/Mesh Tests"

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* [[Mesh_Prim_Equivalence_test]] How many prims a mesh counts as in the parcel limit and simulator limit.
* [[Mesh_Prim_Equivalence_test]] How many prims a mesh counts as in the parcel limit and simulator limit.
* [[Mesh_Accounting_Test]] is a starting point for several tests. Break the tests out and expanded on them.
* [[Mesh_Accounting_Test]] is a starting point for several tests. Break the tests out and expanded on them.
* uploading a rigged object that contains joint offsets
* Rigged meshes
* [[Mesh Shape Changing test]]
** uploading a rigged object that contains joint offsets
* bone offsets
** bone offsets
* Mesh viewer performance
* Mesh viewer performance
* [[Render_Cost_test]]
* [[Render_Cost_test]]
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* Target viewport streaming cost at 128m, medium detail (currently 2MB)
* 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."
** "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."
* Test swapping meshes onto mesh objects.
* Test swapping meshes onto mesh objects. [[Mesh Shape Changing test]]
** high prim equiv. mesh onto a physical object
** high prim equiv. mesh onto a physical object
** drag a boneless mesh onto a boned object on ground (and also attachment)
** drag a boneless mesh onto a boned object on ground (and also attachment)

Revision as of 10:30, 16 December 2010

Mesh tests required:

  • The walk-throughs function as a Mesh smoke test:
  • Mesh_Import_test Everything about the Mesh upload window.
    • Include test for model with multiple LOD's
  • Mesh decomposition tool needs more detail in Mesh_Import_test
  • Mesh_Prim_Equivalence_test How many prims a mesh counts as in the parcel limit and simulator limit.
  • Mesh_Accounting_Test is a starting point for several tests. Break the tests out and expanded on them.
  • Rigged meshes
    • uploading a rigged object that contains joint offsets
    • bone offsets
  • Mesh viewer performance
  • Render_Cost_test
  • Mesh sim performance
  • Prim size change (prim size increased to 64m)
    • (encroachment checking)
    • (allow manual return of encroaching objects)
    • (edit tools/camera when working with larger prims)
    • Viewer Performance testing for larger prims
    • Server Performance testing for larger prims
  • Load testing. assets<->sim, sim data<->client, client rendering, etc
  • Viewer caching of mesh objects
  • Physics shape type (with un/linking, de/rez, duplication, etc.)
  • Target overall scene triangle count at 128m, medium detail (currently 125K/tris)
  • 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."
  • Test swapping meshes onto mesh objects. Mesh Shape Changing test
    • high prim equiv. mesh onto a physical object
    • drag a boneless mesh onto a boned object on ground (and also attachment)
  • A linkset is not allowed to cost less than 1/2 the number of prims. That's to account for basic work the sim has to do in handling the LLTasks
  • PurePhysicsCost will be the sum of the physics resource costs of the prims before rounding and before accounting for that 1/2 num prims limit on linksets. PurePhysicsCost will determine if you can make a linkset dynamic (e.g., a vehicle)
  • setting the root prim of a prim object to Convex hull forces the object to use the new accounting system. Setting a child prim to None does the same.
  • Physics Material Settings test
    • Test the newly exposed physics options Friction, Density, Restitution
  • The "pure physics cost" must be < 32.0 before rounding to make the linkset physical.
  • Test LSL functions that interact with physics and size and textures.
  • Localization
  • Test for LlCastRay
  • Only the physics resource cost (not simulator resource cost or streaming cost) affects the ability to set an object physical.
  • Verify bulk upload fails for meshes.
  • The 10cm gap has been eliminated for nearly all(which ones?) objects.
  • Compatibility testing: Mac OS X 10.4.11?
  • Are there any ways to accidentally overflow a parcel(exceed the parcel's prim limit) and cause the return of other people's item on my parcel?
    • rez mesh
    • rez mesh via script
    • restore deleted object from inventory. is that a feature?
    • resize a mesh
    • change Physics shape type manually
    • change the physics shape type as a result of linking or unlinking.
    • change the mesh shape by dragging a different asset onto a mesh object
    • stand up from a vehicle
    • change a temporary prim into a temporary mesh