WindLight/Office Hours/2008-01-31

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Revision as of 10:19, 1 February 2008 by Torley Linden (talk | contribs) (New page: '''Jeremy Linden:''' Hello, Big Da-- er... Papi.<br> '''Torley Linden:''' OMG nice avatar.<br> '''BigPapi Linden:''' Hey jeremy!<br> '''Torley Linden:''' BigDaddyPapi.<br> '''Torley Linden...)
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Jeremy Linden: Hello, Big Da-- er... Papi.
Torley Linden: OMG nice avatar.
BigPapi Linden: Hey jeremy!
Torley Linden: BigDaddyPapi.
Torley Linden: I saw a sick video once with that drill arm on YouTube.
Yuu Nakamichi smiles
Yuu Nakamichi: Hi everybody!!! :D :D :D
BigPapi Linden: Yeah those Big Daddies are bad asses.
Jeremy Linden: Hello! We're glad you made it. Welcome to... THE FUTURE!
Torley Linden: LAWLZ.
Torley Linden: Wow, I got a lot of IMs begging for L$.
Torley Linden: Alas, I cannot oblige.
Zen Linden: Pastrami says he'll be here in five and to start without him
Torley Linden: OK cool beans!
Torley Linden: I'm going to IM the First Look group...
Jeremy Linden: BigPapi, your eye holes need glow.
You shout: I can moderate until Pastrami gets here... anyone have any WindLight questions? Please IM them to me so Team WindLight can answer! :)
Torley Linden: (Thanks to Jeremy for the signage.)
Ryder Dryke: greetings :)
Torley Linden: First question!
Torley Linden: Keisha Ninetails: just how , "Significantly toned down the dynamic range difference between point lights and the sun during the daytime." are we talking here?
Zarkela Tucker: A big Dragon Greetings
Torley Linden: Dragonly greetings! Welcome to our WindLight office hour!
Pam Yumako: Good news about Windlight bug items invisible?
Torley Linden: I'm moderating until Pastrami Linden gets here, please IM your questions to me and Team WindLight will answer 'em in turn!
Pam Yumako: oh
Kevin Paisley: bling off
Zen Linden: Keisha: Ask that again when Pastrami gets here in a bit. He can probably answer that the best
Torley Linden: I'll make sure to remember too.
Torley Linden: The queue is empty right now... anyone have questions?
Zen Linden: Oh, announcement
Zen Linden: if you are having skirt issues
Zen Linden: come grab me
Zen Linden: I still can't repro
Zen Linden: just send me an IM if I'm around
Torley Linden: YES! Anyone with invisible skirts in WindLight, just like https://jira.secondlife.com/browse/VWR-2778 — please let Zen know, he's eager to track it down.
Keisha Ninetails: that could sooooooo be taken wrong
Torley Linden: *awaits questions*
Zen Linden: Keisha: lol
Kevin Paisley: :)
Torley Linden: Keisha: In hindsight, I see what you mean! X_X
Torley Linden: <.<
Keisha Ninetails: lol
Zen Linden: this is why i love job :)
Torley Linden: HAHAHA.
Zarkela Tucker: I do not wear a skirt
Yuu Nakamichi: eek :) nice one BPapi
Torley Linden: Forwarded from Jeremy...
Torley Linden: Pam Yumako: type bug you can see Face lanps and invisible items puted on in the avatar
Torley Linden: Pam, can you please explain more about what you mean?
Funk Schnook: I think shes trying to say that you can see invisible items
Funk Schnook: people have reported that invisible items become visible
Runitai Linden: fixed in next release
Torley Linden: Oh good to know!
Funk Schnook: although I havent experienced it
Runitai Linden: it only occurs if atmospheric shaders are off
Entering god mode, level 200
Funk Schnook: ah ok
Funk Schnook: so people setting a lower gfx preset possibly
Runitai Linden: I (stupidly) left an optimization that requires shaders on when shaders are off
Funk Schnook: are you going to leave the alpha optimisations in?
lincoln33 Hax: ola ola
You shout: WindLight questions, WL questions, we're answering your WindLight questions! IM me so we can answer them! :)
Runitai Linden: I'm going to make a toggle next to "object object occlusion"
Ryder Dryke: i dont know if it was reported yet ... when i disabled water rendering today ... some prims also disappeared
Davina Glitter ... rezzing...
AZARO Beaumont: hi
Torley Linden: The queue is still empty... and yet we have a crowd here! Anything? Bueller? :)
Torley Linden: =^_^=
Torley Linden: Ohhh! Thanks Funk...
Torley Linden: Funk Schnook: concerning the optimisations in WL which cause transaparent textures to become solids. Is this going to be changed or removed?
Runitai Linden: if you disable water rendering, prims that are under water (or on the other side of water from you) will disappear
Runitai Linden: it's been changed so that only objects that are more than 85% transparent will disappear when small
Funk Schnook: I noticed terrain dissapears if you ctrl+alt+shift+7 to turn off water
Runitai Linden: and only objects less transparent than 50% will become solid
Torley Linden: (And if you're referencing specific bugs, PLEASE have the Issue Tracker # handy! Thanks.)
Runitai Linden: and I'm planning on adding a toggle for it in the client menu
Runitai Linden: if it turns out to not help much in most places, I'll default it off
Funk Schnook: so if 50% of the texture has transparencey?
Funk Schnook: or if the prim transparencey is set to 50%?
Runitai Linden: it's based on the face transparency value
Runitai Linden: for textures, parts of the texture that are less than 50% transparent will become solid, more than 50% will become invisible
Runitai Linden: modulated by the face transparency value
Funk Schnook: Im seeing the problem on a texture which has text on it
Funk Schnook: so its alpha trans background
Funk Schnook: with white text on it
Funk Schnook: what would happen in this case?
Runitai Linden: the edges of the text would get a little jagged when the letters are small enough
Funk Schnook: yeah Im seeing this
Funk Schnook: a little jagged... hmm they become unreadable actually
Runitai Linden: so zoom in
Funk Schnook: yeah but text is placed in several differnt places
Funk Schnook: it looks bad when viewing the whoile scene
Runitai Linden: give me a land mark and I'll tune it
Funk Schnook: then you need to soom into each texture individually
Torley Linden: We'll get to the next question shortly...
Torley Linden: Yuu Nakamichi: Q. Can you give us an overview of the invisibility issue(s), if there are any known workarounds, and when you expect toget it under control? :)
Pastrami Linden: hey all!
Torley Linden: [13:17] Yuu Nakamichi: I mean disappearing avatars (name tag only) both at height and recettnly alsoat ground level
Torley Linden: Hey Pastrami!
Pastrami Linden: better late than never, I suppose
scoun Etchegaray: salut pastrami
Pastrami Linden: :)
Torley Linden: Yuu, we have a fix pending for the avatars at higher altitudes... http://jira.secondlife.com/browse/VWR-3123
Torley Linden: So watch for that to be resolved in a future update coming soon.
Pastrami Linden: salut pastrami = salumi, a tasty italian plate of meats
Kevin Paisley: yay
Torley Linden: I haven't seen the "invisible avatars on ground" one... anyone know? Have a repro?
AV Puli Neko ZHAO: Couldn't find animation U A Neko
AV Puli Neko ZHAO: Couldn't find animation U A Neko
You shout: I'll finish the queue I've got, and then all questions go to Pastrami Linden please!
Pastrami Linden: thanks Tors
AV Puli Neko ZHAO: Couldn't find animation U A Neko
Torley Linden: Next...
Torley Linden: Kevin Paisley: in Prefs > Graphics > Hardware options is Texture Memory (MB) the amount of ram on video card? Because I have Nvidia Geforce 7600GS 512MB and when I set to 512MB the viewer performance drops to 1FPS in crowded areas after say 20 mins whereas if i set to 256MB i can run the client for 10 hours without an issue. Also is this a known issue or should i add it to jira?
Funk Schnook: I get the same, its a memory leak. I have a 512 card and need to set 128
Kevin Paisley: not only me then :)
Funk Schnook: if you set 512 after about 30 minutes sl will be chewing up close to 3GB
Funk Schnook: 2GB
Zen Linden: Texture memory is how much texture memory OpenGL uses. It's preferable that it be memory on the graphics card, but it can be system memory if I understand it correctly
Torley Linden: Funk: Gee, that sounds crazy high... I've had SL using 1.6+ GB but not that high (yet).
Zen Linden: so, if it starts using system memory, it's going to be a bit slower
Kevin Paisley: ok was wondering why it would let me set to 2GB :P
Funk Schnook: well at that point sl dies
Zen Linden: we usually try to default it to how much video memory you have
Zha Ewry: on a Nvidia 570M, I see 2GB page sets, before I crash
Runitai Linden: it shouldn't let you set texture memory to 2GB, sounds like a bug
Torley Linden: On a likely related note too, I know Steve's been assembling the "Out of Memory in Smartheap Library errors" that also happens in RC... https://jira.secondlife.com/browse/VWR-3943 so if you've been seeing that, we know.
Zha Ewry: Takes about 1 hours, generally
Funk Schnook: zen if you default to the amount of mem on the card, and its 512MB, then the user is going to have problems
Funk Schnook: if I set to 128 I can sit happily on sl all day
Kevin Paisley: i stand corrected...max is 1024
AV Puli Neko ZHAO: Couldn't find animation U A Neko
Funk Schnook: if I set to 512MB of video mem sl dies withing the hour
Neil Prevost: ya I have 768Mb on my card and frequently get situations where too much memory is used and I get paging
Funk Schnook: *within
You shout: I have one more Q after this... and remember, all questions now go to Pastrami Linden for Team WindLight answerage. Thanks!
Runitai Linden: right, 1GB cards exist
Zen Linden: we might aught to have something a little lower. Funk: yeah, sounds like that needs to be jirafied
Torley Linden: Next Q...
Torley Linden: Cel Edman: Hi Torley :) Question for windlight: Currently normal mapping is supported at windlight water (any plans from linden to support normal mapping for all objects/prims/sculpties? It would be quite insane and great if SL provide that in the (near) future.
AV Puli Neko ZHAO: Couldn't find animation U A Neko
Pastrami Linden: great question
Funk Schnook: agreed
Pastrami Linden: I'm always sneakily looking at the water thinking "I wonder who's gonna catch this" :)
Pastrami Linden: we're so sneaky
Torley Linden: Cel created the SculptyPaint program I'm fond of... see http://www.xs4all.nl/~elout/sculptpaint/ :)
Pastrami Linden: like a sneaker
Yuu Nakamichi: :)
Pastrami Linden: is there somethign about the netherlands and cheap, cutting edge 3D tech?
Yuu Nakamichi: hehe
Schobbejack Swindlehurst: lol
BigPapi Linden: No plans soon. But when we clean up the renderer and move to a materials based system, we'll probably include normal maps then (though not as additions to current content).
Pastrami Linden: every other 3D site is a .nl url
Torley Linden: *thinks of a lot of great Dutch electronic music*
Pastrami Linden: just like the only truly top shelf flash is created by Japanese
Pastrami Linden: every weird/cool/funky flash thing is on a .jp url
Pastrami Linden: ANYWAY
Pastrami Linden: Pam Yumako: Good news about WindLight problem with invisible items ?
Pam Yumako: =X
Pastrami Linden: Pam, do you mean have we fixed the transparency at 10m problem?
Pam Yumako: not sure
Pastrami Linden: what problem do you mean?
Pam Yumako: type i can see all things invisible with windlight dark and blak sure
Funk Schnook: well since you brought up the 10M problem... is that fixed? I never saw it
Funk Schnook: pam press ctrl+alt+T maybe you have hidden objects turned on
Runitai Linden: yup, same as the alpha optimization
Pam Yumako: somebody say this too i think
Funk Schnook: if the invisible items are red, you have that option on by mistake
Funk Schnook: Im not in WL now, I assume its the same shirtcut
Zen Linden: I can't remember if the present release has a problem with invisible non shader shiny objects... the next one definitely won't
Funk Schnook: *shortcut
Pastrami Linden: next release will have many alpha fixes
Pastrami Linden: or at least a few good ones
Pastrami Linden: :)
Pastrami Linden: so Pam, grab that
Pastrami Linden: once it's out
Pam Yumako: i'll wait
Pastrami Linden: Keisha Ninetails: just how , "Significantly toned down the dynamic range difference between point lights and the sun during the daytime." are we talking here for VWR-3171?
Pastrami Linden: Keisha, good question-
Pastrami Linden: BigPapi and I were just discussing this yesterday :)
BigPapi Linden: I'll jump in
BigPapi Linden: The difference will be 1/4 to 1/5 what it was before.
Pastrami Linden: you wanna give some absolute numbers
Keisha Ninetails: why does there have to be so much difference?
BigPapi Linden: keisha, 1/4 of the difference.
BigPapi Linden: meaning less difference.
BigPapi Linden: Absolute:
Keisha Ninetails: so, 3/4 of the nighttime output during the day?
BigPapi Linden: 2:1 ratio when the sun is directly overhead now, it was a 5:1 ratio before
Pastrami Linden: right, so during midday, the local lights will only be halved
Pastrami Linden: plus
Pastrami Linden: we discussed this
Pastrami Linden: and it will be turn off-able
Pastrami Linden: in debug settings
Keisha Ninetails: in my honest opinion, that's still going to cause problems
Pastrami Linden: as it's a contentious issue between us
Pastrami Linden: :)
Keisha Ninetails: why not have it default to off?
BigPapi Linden: Because WL lighting is different than the basic viewer.
BigPapi Linden: Because WL lighting is different than the basic viewer.
Keisha Ninetails: that's a given :p
Pastrami Linden airs dirty laundry in BigPapi and Pastrami's tumultuous relationship
BigPapi Linden: We'll evaluate it going forward, you can tweak the value to your hearts content in debug settings until then.
Ericc Carter: off subject but map has not updated in over 24 hours, newly listed land does not appear yellow, please bring this to the attention of someone that can make it update
Keisha Ninetails: sorry, is the pro RL photographer in me coming out so lighting is a big issue hehe
Pastrami Linden: Keisha, 'twill be in your hands
Pastrami Linden: :)
Torley Linden: Giving you the tools to control your experience.
Runitai Linden: it's worth noting that the lady with the "SL lags" sign has the second most expensive avatar in the room
Pastrami Linden: LOL
Roxanne Hynes: lol
BigPapi Linden: Expensive in rendering performance btw.
Pastrami Linden: Ryder Dryke: how long until we can script the glow-feature?
Torley Linden: I reckon that question's been one of the most popular at our office hours.
Torley Linden: :)
Ryder Dryke: then give us the power :->
Pastrami Linden: I should get a "soon" gesture
Runitai Linden: heh
Pastrami Linden: :)
Sascha Vandyke: lol
Roxanne Hynes: soon(tm)
Yuu Nakamichi: hehe
Runitai Linden: the man for that job just got back from leave
Ryder Dryke: llSoon();
Pastrami Linden: oh yeah, that's true
Torley Linden: We'll update https://jira.secondlife.com/browse/VWR-3114 when work on it is rolling.
Jack666 Carter: LOL
Torley Linden: So bookmark that page too. :)
Runitai Linden: llGetWallClock()+10
Ryder Dryke: ok i do :)
Yuu Nakamichi: llPray?
Torley Linden: *remembers llPizza*
Ryder Dryke: llPray(llRand());
Torley Linden: http://www.lslwiki.net/lslwiki/wakka.php?wakka=llPizza
Yuu Nakamichi grins
Keisha Ninetails: llPizza still has a wiki entry somewhere
Kevin Paisley: :>
Pastrami Linden: so yes, soon
Pastrami Linden: Davina Glitter: Will semi-transparent textures be reflective? (sorry if this has been discussed previously, I might not have been at that meeting)
Runitai Linden: no
Davina Glitter: ok :)
Runitai Linden: XD
Pastrami Linden: I love you Runitai
Davina Glitter: I was hoping to get glass textures to look better
Runitai Linden: we're cutting back on any changes to windlight that go beyond tweak/bugfix until what we have is folded into the main viewer
Davina Glitter: and I am bouncing in my seat with anticipation
Keisha Ninetails: is that going to push back windlight becoming release?
Pastrami Linden: Roxanne Hynes: Hiya, is there any chance of WindLight ever being able to produce shadows in a future release? someday? :) Would really bring SL to life with that and save a lot of prims since a lot of people use prims for shadows. Thanks.
Pastrami Linden: Roxanne,
Pastrami Linden: shadows are neat
Pastrami Linden: we like enat stuff
Pastrami Linden: neat even
Pastrami Linden: they need to be in SL
Pastrami Linden: we need to put them in SL
Pastrami Linden: it's a no brainer is what I'm trying to say
Pastrami Linden: :)
Runitai Linden: BUT
Pastrami Linden: issue is, shadows need to eb done very carefully
Runitai Linden: we kind of need to get the crash rate down first
Pastrami Linden: and our renderer needs to be very robust/foolproof
Pastrami Linden: exactly
Pastrami Linden: so, what's my answer everyone?
Pastrami Linden: say it with me
Pastrami Linden: run that script
Runitai Linden: YES
Yuu Nakamichi: llsoon
Brad Linden: "SOON"
Pastrami Linden: BINGO
Pastrami Linden: well
Roxanne Hynes: lol
Sascha Vandyke: hehe ok
Pastrami Linden: no, not soon
Torley Linden: Hehehe.
Pastrami Linden: semi-soon
Brad Linden: hehe
Pastrami Linden: like semi-transparent
BigPapi Linden: LLSoon(not_now = true);
Roxanne Hynes: "someday"
Runitai Linden: deferred rendering
Yuu Nakamichi: hi Peaches :0
Peaches Rickena: hey
Runitai Linden: <3
Pastrami Linden prefers deferential rendering
Pastrami Linden: where the freakin framebuffer knows it's place
Pastrami Linden: its
BigPapi Linden: I'm partial to "render now" myself. ;)
Zen Linden: you're always in immediate mode
Pastrami Linden: related to the "Do it NOW" school of programming/chopper arrival methodology
Kim Anubis gave you The Entrepreneur's Guide to SL Event Invitation.
BigPapi Linden: very large LOL there pastrami
Pastrami Linden: :)
Roxanne Hynes: but when you say "semi-soon" is that months or years? or :)
Pastrami Linden: that one was straight at you, big guy
Pastrami Linden: Roxanne
Pastrami Linden: think,
Runitai Linden: quarters
Pastrami Linden: longer than 6 months
Pastrami Linden: shorter than 12?
Funk Schnook: wait for sl 2.0
Torley Linden: Tentatively!
Runitai Linden: ugh
Pastrami Linden: oh God I'm going to be quoted and held to that
Sascha Vandyke: lol
Torley Linden: There is a danger in setting dates like that!
Pastrami Linden: SCRATH THAT
Pastrami Linden: ERASE IT
Roxanne Hynes: noted.
Pastrami Linden: I COMMITTED TO NOTHING
Runitai Linden: you guys should know by now we suck at estimating schedules
Runitai Linden: havok, anyone?
Torley Linden: Hence why we sometimes say "Someday maybe" as to allow for open-endness but not be rigid about change.
Pastrami Linden: Roxanne, in all seriousness,
BigPapi Linden beats Pastrami over the head with a "Don't set a date!" stick
Pastrami Linden: first materials
Roxanne Hynes raises the flag "Havoc yes please" oh oop
Pastrami Linden: or first lower crash rates
Zen Linden: when duke nukem arrives
Pastrami Linden: than materials
Pastrami Linden: then
Pastrami Linden: then shadows
Peaches Rickena: havoc could be fun
Pastrami Linden: very rough timeline
Runitai Linden: and you can preorder duke nukem
Pastrami Linden: lol
Roxanne Hynes: I understand yes :)
Davina Glitter: yes, real pool!
Sascha Vandyke: duke nukem 3d?
Pastrami Linden: oh, and Roxanne?
Runitai Linden: duke nukem forever
Torley Linden: Screw Duke Nukem, I'm waiting for Deus Ex 3! That better not suck or I will SOOOO be disappointed.
BigPapi Linden: Duke Nukem Whenever
Pastrami Linden: you don't have to attach that red light
Roxanne Hynes: lol
Sascha Vandyke: haha
Jeremy Linden: I'm with Torley on that.
Davina Glitter: I loved the first Deus Ex, stayed up for 28 hours to finish it when I knew I was nearing the end.
Yuu Nakamichi: haha
Pastrami Linden: Keisha Ninetails: is there a status on VWR-3241 as to whether or not particle output will be "beefed" up to match the current client release particle output?
Pastrami Linden: We've got our best Bao on it right now :)
Pastrami Linden: one of our devs is closign that up
Pastrami Linden: ^closing
Torley Linden: Oh Ryder was interested in that one too!
Ryder Dryke: hm yeah ... little :)
Torley Linden: I'll mark Bao as working on it in the Issue Tracker too...
Keisha Ninetails: oki, good enough for now
Torley Linden: Thanks for the help on that earlier, Ryder.
Ryder Dryke: very welcome :)
Pastrami Linden: next release or two, should be fixed
Ryder Dryke makes a note
Torley Linden: Then those rainbows and showers and all that will look phat!
Ryder Dryke: WOOT!
Keisha Ninetails: my 8 synced emmiters won't look so anemic, looking forward to it!
Pastrami Linden: cool!
blogHUD Messenger: Your image post has arrived at blogHUD.com []: see http://bloghud.com/id/18152
Pastrami Linden: Neil Prevost: this is mostly sparked by the glass question, would user created shaders ever be a part of SL?
Pastrami Linden: Neil, yes!
Neil Prevost: yay!
BigPapi Linden: Pastrami NO
BigPapi Linden: :)
Neil Prevost: :(
Pastrami Linden: I think we're talkign about two different things
Pastrami Linden: custom materials
Neil Prevost: perhaps
Pastrami Linden: yes
BigPapi Linden: User customizable: probably
BigPapi Linden: created: no
Pastrami Linden: Neil,
Pastrami Linden: is that the code itself (i.e. hand writing shader code) or the ,
Pastrami Linden: materials/properties themselves you;re interested in
Pastrami Linden: ?
Pastrami Linden: that will define how we answer
Pastrami Linden: :)
Neil Prevost: I would be happy with either really, but I was asking more from the programming side but I can understand not wanting to allow aribitrary stuff to run
Pastrami Linden: BigPapi, take it away
BigPapi Linden: Yeah, we can't allow arbitrary shader code to be run on other people's machines.
Neil Prevost: ya and that is understandable and what I figured would be the case
BigPapi Linden: But some way of defining shaders out of components will probably come as part of materials.
Zen Linden: Neil: if you're really into this idea, no reason you can't change our shaders, and distribute your own version of the client
Pastrami Linden: [13:56] Daaneth Kivioq: I just wanted to let you know that the problem I reported with the water looking bad in the current version of Windlight, goes away when i revert to the previous version. I am also using the Nicholaz enhancements, ans they work great
Zen Linden: Daaneth
Pastrami Linden: Thanks Daaneth
Zen Linden: are you on an ATI card?
Daaneth Kivioq: no, twin NVidia 880 GTS
Daaneth Kivioq: 8800
Zen Linden: kk
Zen Linden: i think i asked you the same question last time :)
Daaneth Kivioq: btw my texture memeory is listed as 1280 mb!!
Neil Prevost: you probably have two 640mb GTSs
Daaneth Kivioq: i do
Daaneth Kivioq: I am surprised that it sees both of them
Krrish Spyker: I got a question too =D should i ask in open chat?
Pastrami Linden: Krrish, please IM to me
Krrish Spyker: okies
Pastrami Linden: alright guys,
Pastrami Linden: any last questions?
Zen Linden: Daaneth, our water looks great on the 8800GTS with the 169.21 drivers I use, at least with the WL release that should be coming out monday or so
Daaneth Kivioq: let me just share a windlight pic
BigPapi Linden: I CAN HAZ BEAR?
Torley Linden: Haha.
Pastrami Linden: Jack666 Carter: did anyone else have probs with logging in into sl because of DNS probs ?
Zen Linden: have to run, someone can repro the skirt issue.
Runitai Linden: I use dual 8800GTS on vista as my primary dev machine
Yuu Nakamichi: :)
Pastrami Linden: I think those have been/are being resolved
Sascha Vandyke: ohh is that bug with the shaders on 169.21 out now
Pastrami Linden: actually,
Pastrami Linden: can I ask *you* guys something?
Torley Linden: And what a skirt-chasing issue that is! ;)
Keisha Ninetails: Zen is eager to go skirt chasing lol :p
BigPapi Linden: Zen: you dog you...
Torley Linden: Jinx, Keisha! Haha.
Zen Linden: :)
Keisha Ninetails: lol
Pastrami Linden: alright, first the last question:
Daaneth Kivioq: i am using 169.21 also
Pastrami Linden: [14:01] Krrish Spyker: I crash only at clubs like The Edge, or The bad girls. I dont crash outside the clubs. I have 3gb ram, Nvidia Geforce 7300gt (512 mb) graphic card and intel core 2 duo processor. I tried everything., but i fail to understand why i crash at clubs like every 15-20 mins =(
Pastrami Linden: Krrish, are you using the WindLight viewer?
Krrish Spyker: no
Krrish Spyker: everything minimized
Runitai Linden: see if you get the same with the windlight viewer
Quantrill Horten: this is bogus
Pastrami Linden: Krrish, so at these meetings we discuss WL-specific issues, but yes, try out the viewer!
Funk Schnook: Krish set your graphics memory in preferences to 128 instead of 512
Funk Schnook: see if that helps you
Krrish Spyker: ahh ok
Pastrami Linden: and here's the link to the download
Pastrami Linden: for WL
Krrish Spyker: thanx Funk =D
BigPapi Linden: Also uncheck the "crash randomly" checkbox. ;)
Pastrami Linden: lol
Krrish Spyker: okies
Sascha Vandyke: lol
Krrish Spyker: lol
Krrish Spyker: wish i could do that Bapi
Pastrami Linden: http://secondlife.com/community/firstlook.php
Krrish Spyker: Thanx Pas =D
Daaneth Kivioq: to get to that check box its "ctrl-alt-del"
Runitai Linden: we're devoting a lot of developer resources this quarter to improving the second life viewer crash rate
BigPapi Linden: Yeah, give the WL viewer a try Krrish
Davina Glitter: Krrish, do you have issues in other 3d apps also?
Krrish Spyker: ok
Keisha Ninetails: yay! more crashes then!
Krrish Spyker: 3d applications as in?
Runitai Linden: games
Krrish Spyker: naw
Krrish Spyker: just Sl =(
Krrish Spyker: the issue is i cant find whats the problem is
Krrish Spyker: lolz
Daaneth Kivioq: BF 2142 is giving me grief atm, but everything else is fine. Lost planet look GREAT
Pastrami Linden: alright, I gotta head out
Pastrami Linden: later all!
Kevin Paisley waves.
Runitai Linden: didn't you have a question?
Kevin Paisley claps.
Runitai Linden: oh, he's gone
Cel Edman gave you sorrw- tree#1.
Sascha Vandyke: bye
Daaneth Kivioq applauds madly
Runitai Linden: now I'll never know what his question was
Daaneth Kivioq: 42!
Torley Linden: Take care all and thanks for being with us! OHH THE MYSTERY!
Yuu Nakamichi: daaneth, is that your pic?
Runitai Linden: what is ascii *?
BigPapi Linden: He wanted a resident bear
Daaneth Kivioq: yes
Krrish Spyker: c ya guys =D
Sascha Vandyke: Byeez
Daaneth Kivioq: My pirate ship at sunset
Runitai Linden: I CAN HAZ BEAR?
BigPapi Linden: YUP
BigPapi Linden: Later everyone!
Yuu Nakamichi: and its shows the 'bad' water?
BigPapi Linden: Thanks for coming to the office hours!
Brad Linden: later all! thanks for comint!
Yuu Nakamichi: later BP
Daaneth Kivioq: I CAN HAZ UR GOLD PLS K THX
BigPapi Linden: Happy lighting!