Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Ignore Texture option?

Jessica Elytis
Goddess
Join date: 7 Oct 2005
Posts: 1,783
05-24-2006 09:28
There are some texture out there that are just lag-tastic! They may look great, but take forever and a day to load and cause framing as views cross them. Yes, I realise all this is client-side lag based on what machines can handle.

Is there a way to put in the option to ignore certain UUID's of textures? Maybe only say 10 or so on a residents list at a time (not sure if having more, or any, on the lsit would cause further lag).

I'd much rather see grey walls at times than fantasically rendered textures that cause my machine to bog. Rather like using Debug to turn off particles and such.

The mechanics would have to be set up in such a way that texture UUIDs couldn't get "stolen" by using this. Major point here and I don't have the tech background to come up with an answer.

Okay. Tech-heads bomb away at it. Either ignore this idea, tell LL how it can be done, or blow it to little itty bitty peices LOL

~Jessy
_____________________
When your friend does somethign stupid:
From: Aldo Stern
Dude, you are a true and good friend, and I love you like the brother that my mom claims she never had, but you are in fact acting like a flaming douche on white toast with a side order of dickknob salsa..maybe you should reconsider this course of action and we go find something else to do.
Seronis Zagato
Verified Resident
Join date: 30 Aug 2005
Posts: 454
05-24-2006 10:46
Well its not really any individual texture regardless of size that can cause frame rate lag. its the sum total of all textures currently loaded. If you have 4 textures at 512x512 thats the same as one texture at 1024x1024. Its the same ammount of memory being taken up in the OGL graphix buffers.

Now a useful twist on this idea that would fit your intentions is if the client could choose a max resolution to display textures. Then when the client recieves a texture of a larger size it can just do a one time conversion to downscale it to the max allowed. The locally cached UUID would be the same as the original so there would be no reason for the client to keep downloading that UUID and performing additional resize actions. This assuems the cache itself gets fixed sometime soon.

Overall having the client be able to choose a max resolution that would limit both the cache impact and vram impact possible from textures. It would also prevent the need to just 'not display' the texture thus keeping the object in question looking as close to the designers intentions as possible.
Jam Ingmann
Registered User
Join date: 7 Nov 2005
Posts: 9
Local texture Replacement
05-24-2006 16:54
I had suggested a while back that you be able to add UUIDs of textures you didn't like to a local list along with a texture they would be replaced with. The replacement textures could be cached on the user side and then the server wouldn't have to send that texture at all. This would allow you to hide any texture you didn't want to see at your choice. That way you wouldn't have to see the lagging textures or ugly builds or signs you didn't like that someone puts up next door to your place or the places you visit often. Someone could hand out lists of commonly disliked textures like blue signs or "f***ing furry zone signs". It might allow youto see things according to the "your imagination, your world" concept rather than the "their imagination, their world" idea. If someone makes a build with a texture you don't like that blocks your beautiful view, then you replace their building texture with a transparent one and the neighbor's build disappears.