User Experience Interest Group/Transcripts/2010-04-01
Jump to navigation
Jump to search
Topic
User Experience Interest Group Discussion for April 01, 2010.
Topic: Reducing the viewer's footprint.
Summary
We talked about reducing the viewer's "footprint" -- how much memory, bandwidth, CPU power, etc. that it uses.
Transcript
[15:19] | Morgaine Dinova: | You can ignore it to some extent. Depends on the details |
[15:19] | Geneko Nemeth: | And then nobody upheld the Tao anymore. |
[15:19] | Morgaine Dinova: | Hiya Jacek! |
[15:19] | Nimra Irata: | hi Kecaj |
[15:19] | Jacek Antonelli: | Hi all. Sorry I'm late. I had to inspect the TOS before logging in |
[15:19] | Aklo Modan: | i don't think anything we're doing here has anywhere near that much impact, roight? |
[15:20] | Geneko Nemeth: | Not from anywhere I have seen. |
[15:20] | Geneko Nemeth: | But, maybe, one day... |
[15:20] | Nimra Irata: | :) |
[15:20] | Aklo Modan: | ツ |
[15:20] | Geneko Nemeth: | You know, I missed the days where Malbers would bring prototypes to the office hour. |
[15:21] | Boroondas Gupte: | prototypes of policies? |
[15:21] | Jacek Antonelli: | Okay, so. Shall we begin? Today's topic is reducing the viewer's "footprint" -- how much memory, bandwidth, CPU power, etc. that it uses |
[15:21] | Geneko Nemeth: | I wish. |
[15:21] | Morgaine Dinova: | I clicked-through the ToS, as usual. Anything reasonable I expect to adhere to. Anything unreasonable I reject, period. |
[15:21] | Morgaine Dinova: | Cool, Jacek |
[15:22] | Morgaine Dinova: | Great topic too |
[15:22] | Geneko Nemeth: | I think that's kinda... |
[15:22] | Charlette Proto: | woot woot the new TOS? |
[15:22] | Geneko Nemeth: | If you make the viewer more effecient, people would just add stuff until it's slow as usual. |
[15:22] | Morgaine Dinova: | Hiya Charlette :-) |
[15:22] | Charlette Proto: | sorry... hi everyone |
[15:23] | Boroondas Gupte: | ToS didn't load for me. Maybe that's because I flipped a bool in llfloatertos.cpp, dunno :-P |
[15:23] | Jacek Antonelli: | Geneko: Maybe. But imagine we were creating a viewer meant to run on very old computers. What would be different? |
[15:23] | Morgaine Dinova: | Jacek: are we working on the assumption that people WANT to reduce the footprint? (I see no sign that LL wants to, for example) |
[15:23] | Geneko Nemeth: | Heavy fog@! |
[15:23] | Charlette Proto: | it took ages to load for me too and wouldn't scroll for the first few seconds |
[15:23] | Aklo Modan: | Hey, Jacek, isn't the network the biggest pb, really? |
[15:24] | Geneko Nemeth: | It would be like Superman 64! |
[15:24] | Geneko Nemeth: | Ugh-ugh. I used to have a laptop with a GeForce 8400 card, and the framerate was annoying. |
[15:24] | lufpleh Obstreperous: | I asked Esbee & Amada wha the expected footprint for Viewer2 was at the VWBPE conferenace when they were trying to sell it to educators, they had no ide a what the footprint was |
[15:24] | Nimra Irata: | yeah, still have a c64 ... er ... somewhere in a box |
[15:24] | Jacek Antonelli: | Network use is a bit problem, yes. Especially for people with monthly bandwidth quotas |
[15:25] | Charlette Proto: | I still think a communications-only wiewer option is in order - 1FPS or adjustible to use on low-power laptops etc |
[15:25] | Jacek Antonelli: | Think also about "netbooks" -- lightweight, low-power laptops |
[15:25] | Aklo Modan: | iPad? |
[15:25] | Morgaine Dinova: | Now about taking each aspect of footprint in turn? |
[15:25] | Jacek Antonelli: | What would you do to make the viewer run acceptably well on such hardware? |
[15:25] | Charlette Proto: | if you throttled the rendering task the rest (comms) would pull ok |
[15:25] | Geneko Nemeth: | Maybe it would be isometric... |
[15:25] | Boroondas Gupte: | I hear Cool Viewer, lagacy renderer edition works quite good for low-end systems (old computer. netbooks not so much) |
[15:26] | Geneko Nemeth: | Maybe it would look like Furcadia! |
[15:26] | Charlette Proto: | yeah cool is very old and there in no way to throttle rendering there either |
[15:26] | Charlette Proto: | think of user controlled rendering load |
[15:26] | Geneko Nemeth: | (Furcadia is a 2d furry online world with user-customizable sprites and orthographic projection) |
[15:26] | Morgaine Dinova: | I heard of a brilliant viewer than works great on both high and low powered systems. It was called something like Imprudence, odd name :-) |
[15:27] | Geneko Nemeth: | Really? It seems to be the same client with all others, only freezes less.... |
[15:27] | Charlette Proto: | still morgaine - imagine being able to adjust how much CPU load the rendering task gets |
[15:27] | Morgaine Dinova: | Yeah |
[15:27] | Boroondas Gupte: | Haven't tested Imprudence recently. Does it run well on > 5 year old laptops? |
[15:28] | Aklo Modan: | It runs ok on one of my 5 yr old laptops |
[15:28] | lufpleh Obstreperous: | thought LL viewer did that for you, just rendered everything grey!! lol |
[15:28] | Jacek Antonelli: | What are some of the other problems, besides bandwidth usage? High CPU usage? High memory usage? Needing to buy an expensive graphics card? |
[15:28] | Geneko Nemeth: | That si also a possibility, only decoding enough textures to provide a rough color for the surfaces. Now, it will look like Nintendo 64 games.... |
[15:29] | Charlette Proto: | Second Life™ arcade view haha |
[15:29] | lufpleh Obstreperous: | biggest problem is the future of computing is mobile, the desktop is going to disappear so either Sl has to get nimble or mobile power has to grow rapidly |
[15:29] | Morgaine Dinova: | Before we leave bandwidth usage .... it should be possible to switch off what we don't want to be sent to us at the server's interest list. Currently even a text only client gets sent all the graphics. It's nuts. |
[15:29] | Geneko Nemeth: | There might be also a compressing proxy like Opera Mini/Opera Turbo. |
[15:30] | Geneko Nemeth: | Filter out bandwidth hogs like Aklo's silly title. |
[15:30] | Jacek Antonelli: | Decoding textures only partially would help with bandwidth, yep. Maybe also use less graphics card memory, I'm not sure. |
[15:30] | Morgaine Dinova: | Jacek: what happens if you send no ACKS for graphic data received? |
[15:31] | Geneko Nemeth: | No, like prim profile params. |
[15:31] | Boroondas Gupte: | it gets resent, I guess |
[15:31] | Geneko Nemeth: | You could certainly not request textures. |
[15:31] | Morgaine Dinova: | But it slows down, right? |
[15:32] | Jacek Antonelli: | I think it may be possible to stop (or pause) requesting texture data after partially downloading it |
[15:32] | Jacek Antonelli: | So you'd have blurry textures all the time, but use less bandwidth |
[15:33] | Geneko Nemeth: | Just add the bias factor a bit. |
[15:33] | Charlette Proto: | actually considering the low-load Second Life™ viewer 2 load on my machine is hidieous in comparison with the legacy viewer crop |
[15:33] | Morgaine Dinova: | Can you simply not request any textures at all? Or does the sim populate the interest list automatically? |
[15:33] | Jacek Antonelli: | I think surely the viewer can neglect to request any textures, or change the order |
[15:33] | Wut Moorlord: | Jacek, true, although AV's tend to look like they just splatted lipstick all over their face while drunk until that last level decodes :) |
[15:34] | Morgaine Dinova: | Jacek: depends if it's a pull operation, of it the interest list is just streamed to you |
[15:34] | Jacek Antonelli: | After all, Snowglobe modified the order textures were requested, and that didn't require any server side changes (I think) |
[15:34] | Morgaine Dinova: | or if* |
[15:35] | Charlette Proto: | are textures so much of the problem (besides bandwidth), in my view the rendering FPS throttle control would be the way to go |
[15:35] | Jacek Antonelli: | Textures are mostly a bandwidth issue |
[15:35] | Morgaine Dinova: | Charlette: just talking about bandwidth reduction at this point |
[15:35] | Jacek Antonelli: | Throttling the render loop would certainly help with CPU usage |
[15:35] | Charlette Proto: | bandwidth is 'cheap' CPU load is another thing |
[15:35] | Jacek Antonelli: | Bandwidth is not cheap everywhere |
[15:35] | Boroondas Gupte: | Assuming you can control what you request, the more you cache, the less bandwidth you need. |
[15:35] | Charlette Proto: | ah OK sorry, I missed the point |
[15:36] | Geneko Nemeth: | Do you think using a top-down view instead of a followcam would mean distant objects will not need to be sent from server? |
[15:36] | Charlette Proto: | Mini Opera serverside compression solution like Gen mentioned would be your best friend |
[15:36] | Wut Moorlord: | Geneko, that would definately require less bandwidth unless you wanted a really really high camera |
[15:36] | Charlette Proto: | WTF? |
[15:36] | Geneko Nemeth: | Fix the camera then (?) |
[15:37] | Wut Moorlord: | if you're happy rigging it you can save a bunch of stuff |
[15:37] | Jacek Antonelli: | But would changing the camera angle still allow you to user SL in a meaningful way? |
[15:37] | Jacek Antonelli: | *to use |
[15:37] | Wut Moorlord: | although, how would it work if you were in room with a low ceiling? |
[15:37] | Geneko Nemeth: | Don't draw the ceiling then. |
[15:37] | Wut Moorlord: | how? |
[15:38] | filipe Soup shouts: parei ^^ | |
[15:38] | Wut Moorlord: | cull plane everything above the AV? |
[15:38] | Wut Moorlord: | clip plane* |
[15:38] | Geneko Nemeth: | Figure out it's in the camera's way to the avatar and show it semitransparent. |
[15:38] | Wut Moorlord: | oooh, yeah. mmo stylie, good point |
[15:39] | Charlette Proto: | what about sculptie map textures - the shapes would break-up if you don't load those 100% |
[15:39] | Jacek Antonelli: | Geneko: Would you want to use SL from a top-down perspective? Seems like you would miss out on a lot. |
[15:39] | Wut Moorlord: | yeah partially rezzed sculpties are a disaster |
[15:39] | Boroondas Gupte: | actually, free camera movement is what sets SL apart from most "games" so I think that should be preserved even for low-bandwidth systems. Better reduce draw distance or something. |
[15:39] | Nimra Irata: | what about updating the 3d view only once every 10 seconds? |
[15:40] | Geneko Nemeth: | I don't know. |
[15:40] | Wut Moorlord: | Nimra: then SL would no longer be a VW, it would be a slideshow. |
[15:40] | Geneko Nemeth: | Maybe it's worth trying. |
[15:40] | Nimra Irata: | yes, wut, but more accessible than with a text only viewer |
[15:41] | Wut Moorlord: | i came in late, bandwidth constrained systems, or generally graceful degradation |
[15:41] | Jacek Antonelli: | I don't think the top-down camera would be a good solution, especially if it's main benefit is just to reduce the number of objects that must be downloaded. Lower draw distance would do just as well |
[15:41] | Charlette Proto: | Nimira is right, like I said a user controlled rendering load would be great |
[15:41] | Boroondas Gupte: | I'd like to be able to modify how the LoD changes with distance. |
[15:41] | Jacek Antonelli: | Wut: We're talking in general about ways to reduce the viewer's footprint -- bandwidth, memory use, CPU use, etc. |
[15:41] | Wut Moorlord: | if i can trim it down to something like my phone, for e.g., that is bandwidth and crappy OpenGL ES limited |
[15:41] | Morgaine Dinova: | Wut: we're taking apart all the components that might help in reducing the viewer footprint. One at a time hopefully |
[15:42] | Wut Moorlord: | in situations like that i would love the ability to have a top down view, or maybe 0.1fps update because it's a pretty chat client away from home then. |
[15:42] | Charlette Proto: | cache (HD/RAM) footprint besides the running app RAM is huge in Second Life™ |
[15:43] | Wut Moorlord: | yup :/ |
[15:43] | Nimra Irata: | :P 0.1 fps is once in 10 seconds |
[15:43] | Morgaine Dinova: | There's one other thing that can reduce the bandwidth requirement, which I'll just mention in passing because we've discussed it before: (i) a working cache, and (ii) a vastly larger cache. |
[15:43] | Geneko Nemeth: | That can't be helped much... Google Earth has a large cache too. |
[15:43] | Wut Moorlord: | yeah, that's what you suggested :) |
[15:44] | Charlette Proto: | eg my phone plays games OK (Arm 11) but not enough of anything to even imagine Second Life™ on that |
[15:44] | Wut Moorlord: | it was intentional. crap on the desktop because i suspect you would find it felt aweful. but for constrained devices could vaguely render you a scene eventually... |
[15:44] | Morgaine Dinova: | I would like world caches to be entirely separate from viewers/clients. Any world cache should be able to benefit. |
[15:44] | Wut Moorlord: | i would like caches to work |
[15:45] | Wut Moorlord: | they are fundamentally braindamaged |
[15:45] | Morgaine Dinova: | Any world *client* should be able to bebefit |
[15:45] | Wut Moorlord: | if we decide, for e.g. to all tp to the next sim |
[15:45] | Wut Moorlord: | i will have to wait for your textures to rez in again |
[15:45] | Morgaine Dinova: | Oh cripes, typing useless today. Getting a coffee |
[15:45] | Wut Moorlord: | == retarded. |
[15:45] | Charlette Proto: | but Google earth and other satellite viewers have persistent data (to a point) and Second Life™ cache is obsolete in a few hours |
[15:45] | Geneko Nemeth: | Depends. |
[15:46] | Wut Moorlord: | Charlette, yes, but a crapload of stuff in SL *is* static |
[15:46] | Geneko Nemeth: | Depends if you're someone who stays mostly in a few places or if you are a gridanaut. |
[15:46] | Nimra Irata: | what about the youtube approach to save bandwith through rendering as text? |
[15:47] | Boroondas Gupte: | Even if you're a gridnout, the baked thextures for your most used outfits could be cached to avoid unneeded rebakes. |
[15:47] | Charlette Proto: | your inventory is static Wut (about 200MB) but the rest seems to be downloaded each time you log |
[15:47] | Wut Moorlord: | Nimra: :) |
[15:47] | Geneko Nemeth: | You do realize it's April the 1st, right? It's a client side effect. |
[15:47] | Morgaine Dinova: | That's one of the biggest misconceptions in SL, that "everything changes, it's all dynamic". Look around you. How much has changed since your last visit? |
[15:47] | Geneko Nemeth: | ... well, maybe the joke's on me. T_T |
[15:47] | Wut Moorlord: | Charlette: yeah, there's a bunch of fail in the SL caching mechanisms |
[15:48] | Morgaine Dinova: | "Everything CAN change" is not the same thing as "Everything DOES change". |
[15:48] | Wut Moorlord: | and. specifically, it is eating up a lot of bandwdth. |
[15:48] | lufpleh Obstreperous: | the date has changed since Iwas last here! |
[15:48] | Morgaine Dinova: | lol |
[15:48] | Jacek Antonelli: | The way content is delivered is also suboptimal in many cases, precisely because of the assumption that everything can change. |
[15:48] | Nimra Irata: | i saw a video a prototype of the Imprudence viewer doing it http://blip.tv/file/3429688 |
[15:48] | Wut Moorlord: | yeah, we store dates as unsigned 200gb bigints these days |
[15:49] | Charlette Proto: | I have a feeling the Second Life™ cache rarely 'finds' other avatars' assets even sim builds appear to load every time you log |
[15:49] | Wut Moorlord: | not going to take THAT risk again =] |
[15:49] | Wut Moorlord: | yeah, charlette it sure feels that way doesn't it? |
[15:49] | Geneko Nemeth: | Don't think it caches objects. |
[15:49] | Nimra Irata: | seems more conveniant to me than viewer 2 |
[15:50] | Jacek Antonelli: | If there were a way to designate certain objects as "static"/"permanent", they could be delivered once, in a compressed form, and re-used many times |
[15:50] | Morgaine Dinova: | LOL @ that video :-) |
[15:50] | Wut Moorlord: | i think the needing to reload textures when you move across sims is your skin is baked and stored temporarily on the sim? |
[15:50] | Jacek Antonelli: | E.g. you TP to Loco Pocos, and the viewer downloads a compressed package of the main things in the sim, and textures |
[15:51] | Boroondas Gupte: | better yet, a compressed diff since you last visited it |
[15:51] | Wut Moorlord: | yeah |
[15:51] | Wut Moorlord: | extrayeah |
[15:51] | Boroondas Gupte: | make every sim a git repo :-P |
[15:51] | Jacek Antonelli: | hehehe |
[15:51] | Charlette Proto: | you could have a point Wut, the assets are copied to the sim and may even be limited in persistence this way - no idea |
[15:51] | Wut Moorlord: | stopnow |
[15:51] | Wut Moorlord: | xD |
[15:51] | Morgaine Dinova: | Not as good as this video of mine --- this is the REAL future! http://www.blip.tv/file/3407015 :-) |
[15:52] | Wut Moorlord: | Charlette, yeah, i'm hunching here we need to borrow someone who understands the cache better |
[15:52] | Jacek Antonelli: | Let's switch gears and talk about rendering/graphics cards |
[15:53] | Wut Moorlord: | I have nothing nice to say on this one. so i'll get coffee. :) |
[15:53] | Morgaine Dinova: | Bor: I wonder if it would actually work to make each sim a Git repo, seriously :-) |
[15:53] | Geneko Nemeth: | Maybe a different way of tessalacting prims would make them more optimized? |
[15:54] | Geneko Nemeth: | *tessellacting |
[15:54] | Boroondas Gupte: | ok. I'd like the settings that affekt FPS (draw distance, enabled shader types) to be set dynamically, depending on FPS, rather than manually |
[15:54] | Charlette Proto: | OMG Morgaine, I kept thinking the kids would go in the hopper too |
[15:54] | Jacek Antonelli: | There seems to be a widespread idea that post-Windlight viewers are more demanding of graphics cards, even when all the Windlight features are disabled |
[15:54] | Boroondas Gupte: | so I can automagically keep FPS in a certain range |
[15:54] | Morgaine Dinova: | Charlette: ahahaha |
[15:55] | Jacek Antonelli: | Bor: That's an interesting idea. I wonder how it would affect the user experience, to have draw distance and graphics settings constantly adjusting themselves |
[15:55] | Geneko Nemeth: | I think that would rock. |
[15:55] | Charlette Proto: | anyone considered not rendering sculptie assets till the sculpt map loads and only if one wants them to load? |
[15:56] | Charlette Proto: | sculpts can cause a huge load on the client side and sim bandwidth |
[15:56] | Boroondas Gupte: | yeah. actual meshes would probably be cheaper than this hack. |
[15:56] | Wut Moorlord: | Charlette: that would be so lul |
[15:57] | Morgaine Dinova: | In my stupid GL play clients, I already fire off frame processing on a timer, so that my FPS is guaranteed instead of determined by scenegraph load. Of course that doesn't work if you process everything on every frame though. |
[15:57] | Wut Moorlord: | okay. my $0.02 on the renderer. the bottleneck primarily seems to be the vertex pipeline, fillrate we have to burn, but can't because the vertex pipe is clogged |
[15:57] | Charlette Proto: | mesh is for sure more pracitcal than poorely defined sculpt standard considering most sculpt maps are too big because hardly anyone understands what is good enough |
[15:58] | Wut Moorlord: | culling is so broken that if you move the frustum in a crowded scene, it seems to invest more time trying to trim the scene down to size than it would if it hadn't bothered |
[15:59] | Morgaine Dinova: | Wut: YES !!!!!!!!! |
[15:59] | Charlette Proto: | your $0.02 could be right on the money Wut |
[15:59] | Wut Moorlord: | and. yeah. meshes are better. prims solution to detail is THROW MORE VERTICES AT IT |
[15:59] | Morgaine Dinova: | I've been examining Fast Timers, and noticed that more time is spent in sorting than in rendering for example |
[16:00] | Wut Moorlord: | but i dunno if you noticed the geometry detail hasn't gone up in games for a WHILE, but the fillrate is so plentiful people throw in DoF blurring because they feel they OUGHT too because it's practically free |
[16:00] | Charlette Proto: | the 32x32 pixel sculpt was a 'good' idea but people upload 128 and bigger sculpt textures all the time |
[16:00] | Wut Moorlord: | it was still a facepalm |
[16:01] | Jacek Antonelli: | Qarl is probably sitting in his laboratory screaming "Oh, God, I've created a monster!" |
[16:01] | Wut Moorlord: | :D |
[16:01] | Morgaine Dinova: | lol |
[16:01] | Wut Moorlord: | pretty much. it was a cheap hack at the time, but meshes were needed from the outset |
[16:01] | Charlette Proto: | just look at advanced > Rendering > Info Displays > Sculpt to see what I mean |
[16:01] | Wut Moorlord: | although- problem, normal mapping is HARD. specular mapping is barable, mesh geometry means blender or such |
[16:01] | Jacek Antonelli: | "I never intended for them to be used this way! It's not my fault! Whhyyyyyy???" |
[16:02] | Wut Moorlord: | prims are easy. |
[16:02] | Charlette Proto: | lump's head has a 256x256 sculpt |
[16:02] | Charlette Proto: | my hair is full of 128x128 maps |
[16:02] | Wut Moorlord: | noobies have to get results and not be sent away with a giant maya book and told to figure out how to make a cube. |
[16:02] | Charlette Proto: | all waste of data since the renderer only uses 32x32 |
[16:02] | Boroondas Gupte: | prims are easy because they have an inworld editor. Make one for meshes and meshes will be easy, too. |
[16:03] | Morgaine Dinova: | I don't see Advanced > Rendering > Info Displays > Sculpt in Imprudence |
[16:03] | Wut Moorlord: | Charlette: lol, quite. |
[16:03] | Charlette Proto: | old viewer |
[16:03] | Wut Moorlord: | Baroondas: patch or GTFO. modelers are a bitch. i'm not writing one. |
[16:03] | Wut Moorlord: | =] |
[16:03] | Wut Moorlord: | i think Quarl would bring a gun into work if he was asked |
[16:04] | Boroondas Gupte: | :-\ |
[16:04] | Wut Moorlord: | ideally, yeah, brilliant. but y'know |
[16:04] | Geneko Nemeth has a partial patch with raycasting and shadow frustra, but seem to have forgotten sculpts. | |
[16:04] | Wut Moorlord: | ouch |
[16:04] | Charlette Proto: | same problem with avs like Tech - hundreds of 64x64 sculpt textures on one av |
[16:05] | Boroondas Gupte: | I doubt those are all distinct textures. |
[16:05] | Wut Moorlord: | Geneko, wait. sculpts just don't occlude? or they occlude as spheres to the stencil buffer. that would look so um... :) |
[16:05] | Geneko Nemeth: | Wut: I have no idea... |
[16:05] | Wut Moorlord: | achully, to stencil shadow technically you need a closed orientable manifold |
[16:05] | Wut Moorlord: | sculpts aren't |
[16:05] | Geneko Nemeth: | I'm only talking about the menus that Jacek moved to XUI |
[16:05] | Techwolf Lupindo: | They way I understand it, you have to upload 64x64 to get the 32x32 sculpte map to work properlly. |
[16:06] | Nimra Irata: | is quarl == q ? |
[16:06] | Morgaine Dinova: | No |
[16:06] | Morgaine Dinova: | Qarl's a graphics dev, Q is a product manager |
[16:06] | Nimra Irata: | ah |
[16:07] | Wut Moorlord: | Techwolf, oh so they did the old double sided quad trick on 64x64 scults to get the shadows working? |
[16:07] | Wut Moorlord: | sculpts* |
[16:07] | Morgaine Dinova: | Qarl's the guy who did sculpties and now is working on meshies. Q's the guy who I'm fighting on client-side scripting issues. |
[16:08] | Charlette Proto: | Tech you are right I think, since the 32x32 isn't interpreted right for what i remember (0 to 31 was never coded right or something like that) |
[16:09] | Nimra Irata: | sometimes confusing to keep track of all the lindendes who appear out of nothing and also keep disappearing there |
[16:09] | Wut Moorlord: | ooooh no, tey don't shadow sculpts the problem is that you need 64x64 sculpts to get 32x32 sculpt data. back on rtack |
[16:09] | Wut Moorlord: | track* |
[16:09] | Nimra Irata: | -typos |
[16:10] | Wut Moorlord: | sorry. miles away. up for 25 hours or something now. it's interesting wut time ;) |
[16:10] | Morgaine Dinova: | Wut: in the end, short of a Nobel Prize winner who makes everything "closed orientable manifolds", everything will become voxels :-) |
[16:10] | Wut Moorlord: | naw, we cracked the infinite detail hack |
[16:10] | Morgaine Dinova: | Or better, pure particles :-) |
[16:11] | Wut Moorlord: | it's real, but it has horrible artefact issues. it's a design flaw |
[16:11] | Charlette Proto: | no kidding - I heard that 32x32 map rows and collumns were never coded prperly to read as 0-31 or something like that |
[16:12] | Charlette Proto: | isn't voxel a crappy old english GM car morgaine HAHA |
[16:12] | Wut Moorlord: | and. why? you can't do multiple passes on particles most of the time. we already have geometry pipelines to tesselate nurbs/catmull-rom splines to whatever detail you fancy. i think we solved that already tbh |
[16:12] | Morgaine Dinova: | Haha |
[16:13] | Morgaine Dinova: | Wut: won't scale |
[16:13] | Wut Moorlord: | does scale |
[16:13] | Wut Moorlord: | voxels fail |
[16:13] | Morgaine Dinova: | Crowds |
[16:13] | Wut Moorlord: | occlusion buffers |
[16:13] | Charlette Proto: | the weird thing is that LL have a need to reinvent the wheel when open GL has so much in it anyway |
[16:13] | Boroondas Gupte: | are we just talking shadows? |
[16:13] | Morgaine Dinova: | Voxels have trivial LOD, scale arbitraily |
[16:14] | Boroondas Gupte: | or geometry in general? |
[16:14] | Wut Moorlord: | um. you mean like subdivision serfaces? |
[16:14] | Wut Moorlord: | surfaces* |
[16:14] | Wut Moorlord: | or nurbs? or any order spline you might like? |
[16:14] | Wut Moorlord: | beats making pictures out of rice and glue every frame in my book. |
[16:15] | Boroondas Gupte: | if you use voxels for everything, you'll get a problem with lightning, as the normals will be all wrong. |
[16:16] | Morgaine Dinova: | The "every frame" thing is why SL rendering is so laggy.There doesn't seem to be a meme for only processing things that change |
[16:16] | Wut Moorlord: | boroondas not necessarily, you can store normal data along with it |
[16:16] | Wut Moorlord: | i mean, there's gigavoxels, they look great |
[16:17] | Morgaine Dinova: | Getting back a little closer to home, how else can we reduce rendering costs? |
[16:17] | Wut Moorlord: | http://www.icare3d.org/blog_techno/gpu/gigabroccoli_the_mandelbulb_into_gigavoxels.html |
[16:17] | Charlette Proto: | agree with Morgaine, the frame based loop for everything has to go one day |
[16:17] | Geneko Nemeth just stopped paying attention to the chat for a while | |
[16:17] | Charlette Proto: | radical Gen |
[16:18] | Charlette Proto: | you such a rebel |
[16:18] | Morgaine Dinova: | Charlette: if for no other reason that multicore. We HAVE to stop the single rendering loop madness. |
[16:18] | Morgaine Dinova: | than* multicore |
[16:19] | Charlette Proto: | precisely Morg, especially poor for natwork and rendering to be locked into the frame loop |
[16:19] | Boroondas Gupte: | I'd even like distinct loops for UI rendering and content rendering, so neither can lock up the other. |
[16:19] | Charlette Proto: | I'm sure a single core CPU would do threaded applications better than trying to thread a single loop |
[16:19] | Morgaine Dinova: | Yeah Bor |
[16:20] | Morgaine Dinova: | Wut: is there anything going on in the GL world on multicore realtime scene rendering? |
[16:21] | Morgaine Dinova: | Wut's forehead may currently be embedded in the keyboard |
[16:21] | Charlette Proto: | GPUs are multicore by nature so GL tasks would take advantage of that I think |
[16:21] | Morgaine Dinova: | Charlette: no no, I don't mean GP-side |
[16:22] | Morgaine Dinova: | Erk, GPU |
[16:22] | Nathan24 Romano: | black and blue and broken bones |
[16:22] | Boroondas Gupte: | ? |
[16:22] | Wut Moorlord: | sorry nipped out for a smoke |
[16:22] | Nathan24 Romano: | hey pig |
[16:22] | Wut Moorlord reads | |
[16:23] | Charlette Proto: | good work Nathan |
[16:23] | Charlette Proto: | we really needed this |
[16:23] | Boroondas Gupte: | finally some rain to cool down! |
[16:23] | Charlette Proto: | maybe you could attach a self-rezzing garden to your ass as well nathan |
[16:24] | Wut Moorlord: | yeah, i think there's a lot of scope for some clever parallel rendering loops in the future, i will ask some eggheads if there's anything out there that's workable |
[16:24] | Nathan24 Romano: | what is this |
[16:24] | Wut Moorlord: | for now i keep it as a stupid loop because i do as the games programmers do |
[16:24] | Wut Moorlord: | because they do it that way and it works :) |
[16:24] | Charlette Proto: | a meeting Nathan |
[16:25] | Nathan24 Romano: | between? |
[16:25] | Charlette Proto: | could you pleasse pay attention Nathan or leave |
[16:25] | Nathan24 Romano: | my old pal geinko bolaba is here |
[16:25] | Wut Moorlord: | OpenCL and similar gpu insanity will likely lead to some extremely cool stuff. but i'm just not familiar enough with that area to comment, sorry. |
[16:26] | Morgaine Dinova: | Next area for footprint reduction, maybe? |
[16:26] | Nathan24 Romano: | haha wow this is an advanced meeting of intellectuals huh? |
[16:26] | Jacek Antonelli: | I think we'll wrap it up here. Any final comments? |
[16:26] | Nathan24 Romano: | yall look like the x-men though |
[16:27] | Wut Moorlord: | that's sl for you, nathan. |
[16:27] | Charlette Proto: | OpenCL is Nvidia-only I think and ATI have a thing like it as well |
[16:27] | Nathan24 Romano: | cept beast is black....was black |
[16:27] | Wut Moorlord: | CUDA is nvidia only, OpenCL is kronos, works on both |
[16:27] | lufpleh Obstreperous: | came across this impressive claims about graphics and rendering but way above my head http://www.vizworld.com/2010/03/unlimited-detail-technology/ |
[16:27] | Wut Moorlord: | amd even have an OpenCL emulator |
[16:27] | Morgaine Dinova: | Jacek, are we planning to get together in OSgrid again, or in any of the other open grids? |
[16:27] | Charlette Proto: | ah OK, i've been confused about these things Wut |
[16:28] | Nathan24 Romano: | yall like scripters ? |
[16:28] | Wut Moorlord: | lufpleh, rigged demo noone will buy because they couldn't be bothered to make any asset import tools, and their culling system isn't correct enough |
[16:28] | Wut Moorlord: | cool bit of engineering though |
[16:29] | Nathan24 Romano: | yo smarties whys my type sound still playing |
[16:29] | Jacek Antonelli: | Morgaine: I'm not sure, at the moment. |
[16:29] | Wut Moorlord: | Charlette: yeah, it's acronym soup :) |
[16:29] | Morgaine Dinova: | Jacek: whether UXIG or not, I'd like to get together in other worlds. Whatever the topic |
[16:30] | Nathan24 Romano: | just gonna ignore me huh....why the hell you even say leave or stay |
[16:30] | Wut Moorlord: | we already did, if you remember. |
[16:30] | Charlette Proto: | I said pay attention Nathan - that is the way people find out what meetings are about |
[16:31] | Nimra Irata: | Morgaine: I think with all that confusing TVPs, TOSeses, WTFs, FUDs a more convenient meeting point would be great |
[16:31] | Nathan24 Romano: | oh snap i figured it out |
[16:31] | Wut Moorlord: | i'm sorry, the universe doesn't revolve around you. |
[16:31] | Nathan24 Romano: | whos smarter than a 5th garder? |
[16:31] | Nathan24 Romano: | haha grader |
[16:31] | Jacek Antonelli: | Mkay, I'm heading out. Take care, everyone |
[16:31] | Wut Moorlord: | yeah, tc jacek. |
[16:31] | Morgaine Dinova: | Take care Jacke |
[16:32] | Morgaine Dinova: | Take care Jacek |