User:Torley Linden/Project updates

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WindLight

For almost-daily visual updates on how WindLight is coming along, Torley's Flickr photostream.

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[2007-09-10]

Our new reflective water is so pretty, but why oh why does it cause such a big FPS hit on my 8800GTS? (Typically I see a difference of 5-10 FPS in geometry-rich areas.) Note to self to inquire with Runitai (maker of the original ripple water!) and other graphics gurus about this.

[2007-09-06]

It's common for me to wake up early and start working to the tune of the sunrise — unbelievably conducive for WindLight, as you can imagine.

But today, today we have Grid issues right now (as I pen this), which sucks.

I'll make good use of this time and share more with you: "WindLight" has gone beyond "atmospheric rendering" because in the process of adding various optimizations, we're also going to make usability improvements — changes to the Preferences' Graphics tabs. I know they're confusing and tend to elicit reactions like, "What the !@#$ is a 'Vertex Buffer Object'?" Thus, we aim to simplify, and help you have better control over your choices.

There's some neat tech coming out, like "avatar imposters" to improve your framerate in big crowds by using less resources to draw further-away avatars. That means they will walk kind of jerkily and look like old-skool video game sprites, but the performance tradeoff may be very well worth it. This, of course, will be an OPTION so if you have a beefy rig and want to turn those imposters off, that's your prerogative.

Like I've mused on occasion, glow (aka RenderGlow) is being added as a build parameter on a per-texture-face basis. It currently isn't saved into the simstate, meaning I have to set it upon every login and teleport (if I've made an attachment like my hair glow), but it looks delicious, save for some blockiness. There are additional glow debug parameters to play around with, too.

By the way, there's some serious weirdness I'm experiencing with Preferences > Adv. Graphics > "Enable OpenGL Vertex Buffer Objects" on. It's supposed to give you a net gain in performance, but I often see it decrease my performance, or make my framerate stutter when I zoom and turn around. If you're seeing the same thing, feel free to email me with your system config... it's in our internal Issue Tracker (not the public one) but Runitai Linden, who's has the same type of graphics card as me — 8800GTS w/640 MB, but his config is SLI and mine isn't — isn't seeing this.

So, overall, crunching down on critical bugs and getting us primed for our First Look re-release continues. We're severely concerned with performance.

Internally, there are currently 284 WindLight issues, most of them bugs, with 170 of those fixed. I reported 98 of these, with 61 resolved.

I reckon this may be one of my fave WindLight shots yet.

[2007-08-31] A lot has changed

Wowzerama, so many moving pieces. Mid-week, we had a broader internal discussion about WindLight and future First Look programmes: we need to message clearly that First Looks are subject to much change, but at the same time, uphold a level of quality so they aren't badly buggy. As a pragmatic result, WindLight Team is focusing on squashing the most important bugs so you'll never know they were problems in the first place.

I know there was some panic when WindLight first came out, about how much it colored things too strongly or wrongly. A number of those were definite bugs, and some of the others are subjective aesthetics we can adjust. Appearance-wise, a lot has changed. It is really challenging to do a well-rounded default day cycle: Pastrami Linden has been super-open to our feedback, has been adjusting relentlessly, and I'm going to give his newest presets a spin over the long weekend.

Speaking of presets, I've created 22 water ones to learn the system better, including "Raw sewage" and "You're in luck" (guess what that looks like? Heh...).

I'd also like to take this time to EMPHASIZE that even if you don't have a fancy graphics card, you'll still be able to see so-called "fallback mode", meaning WindLight shaders will be off and you won't get the pretty new clouds and atmospheric lighting, but the general environment should still look better than the current main viewer's one, so consider it an improvement for just about everyone who can participate in Second Life, even on slower hardware. Also, those who don't want WindLight to tint scenes so strongly (even when we've done more tweaks) can go to fallback mode — it's a simple checkbox, "Enable WindLight Shaders" in Preferences. You'll understand it when you're actually using it within a few weeks, I hope.

And yes, thanks to issues like VWR-960, your "Classic Clouds" are still an option, so you can turn them on and off as you wish.

[2007-08-27] Ripple water custom settings

Like the sky, we've added the ability to customize the look of ripple water. Like the sky, it's viewer-side for now but we eventually want to make this all share-able assets like any inventory item. I'm having a great time changing parameters like the glassiness of the water, not to mention you can alter the normal map to come out with some really tripped-out FX. Keep referring to my Flickr photostream for more examples — I'm so excited for the time when you get to enjoy this hands-on!

Also, it looks like (subjectively) stuff with WindLight shaders on is still too bright at certain times like noon. Pastrami, Bridie, hopefully some QA engineers, and I will be going on a "shader safari" to investigate further this week.

To those of you who sent in questions re: deprecating scripting calls, we haven't decided what we'll do with some of them yet. Some will stay for the time being like llCloud, because we're keeping the classic cloud layer (see VWR-960) until such time we have a full 3D replacement, dubbed Nimble, for 'em. We do want to make a lot of the finer bits scriptable — imagine a rock concert scripted with songs to coincide with dramatic sky changes? But that is further down the road and relies on current work to be done first... so let's keep going. :)

[2007-08-25] Internal testing continues

Info can be caught, like a cold, only healthy. So what to do if you find the info on this page useful? SHARE IT WITH A FRIEND!

Sometimes, I leave blog comments filling in gaps, but those tend to get lost, so why not focus on this page? I can do both.

Anyhoo, I continue to both formally test WindLight and informally use it everyday. Internal bug-churning continues; I recently announced, within Linden Lab, an internal First Look as it were, to precede the public FL. My concerns right now? Partially to do with aesthetics (subjective, I know... tricky tricky!) because I'm finding a number of scenes look too white or washed out, e.g. noon with local lighting. HARD to understand if I don't show pictures or if you're not actually using it, but...

We have fallback mode ("shaders off"), which doesn't have clouds, but still looks better than the current sky, and is supported even if your computer doesn't have a fancy graphics card. And it doesn't exhibit the really bright overcasting of the WindLight Shaders, so I toggle on/off for relative comparison. We'll keep adapting it, Pastrami Linden has been tweaking the default day cycle because he cares so passionately about making it photorealistic. Yes, photorealistic. The ripple water has gone through several iterations too: you may've heard reflections got added as an option (understandably, negates performance on slower computers), but the most recent one looks SEXIER than ever. (I can remember when we got the first ripple water added, it and it looked like "liquid bling".)

So, it's the weekend now. I'm casually sauntering inworld and doing everyday stuff. I'm also warmly concerned about overall performance, we have some bugs to work out with that because we earlier, and continue to find issues that counteract the gains done with the aforementioned optimizations. Everyone on the team wants us to be plus, positive with that, so not only do you have prettier skies, but a better experience (that's the word!) too. Wider testing tends to reveal more, so I'm looking forward to your help come public First Look re-release.

LOTS LOTS LOTS of changes have been made since last public FL: WindLight so please don't base final judgment on that. A number of crashes were fixed. (We hate those!) I know shiny was dull in early releases, well now, it shines. Even better, it uses less CPU power ("single-pass shiny"). A lot of known WindLight issues were already fixed internally, and in our release notes, we'll document all the other changes that happened behind-the-scenes so you get a more comprehensive understanding of the work that went into WindLight.

You can keep observing this page for updates. Login to the wiki from the upper-right-hand corner and then click the "Watch" tab, or just bookmark it in your web browser.

If this section gets too long, I'll move it onto its own page. Thanks for keeping on going with me. +^_^+

[2007-08-20] When is First Look: WindLight coming out again?

Hopefully in a few weeks. I earlier hoped it would come out by the end of August, but it doesn't look like we'll hit that. The WindLight Team has been very busy fixing bugs (including those I've reported), and today, we just launched an internal testing round for Lindens (because previously, it was mainly just the WindLight Team using it). I apologize for the delay because I know how anxious a lot of you are, particularly from comments I've been getting on my snapshots.

Also for emphasis, you should know (if you don't already) that WindLight isn't just about "pretty skies" — performance improvements, rendering optimizations, and code cleanup to improve the viewer are an important part of it too. It's a false dichotomy that we spar between bug fixes vs. new features, and I am dogged (and obsessed) about improved performance & stability (aka P&S) for Second Life.