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Av render cost (revisited) |
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Dagmar Heideman
Bokko Dancer
Join date: 2 Feb 2007
Posts: 989
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01-13-2009 16:13
ARC is not a reliable tool for many reasons many of which are stated in this thread. The bottom line is ARC deals primarily with client side lag and the numbers do not communicate reliable impact on server performance as high numbers do not necessarily mean that an avatar is impacting heavily on the server and low numbers do not mean an avatar is not impacting heavily on the server.
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MortVent Charron
Can haz cuddles now?
Join date: 21 Sep 2007
Posts: 1,942
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01-13-2009 16:23
ARC is not a reliable tool for many reasons many of which are stated in this thread. The bottom line is ARC deals primarily with client side lag and the numbers do not communicate reliable impact on server performance as high numbers do not necessarily mean that an avatar is impacting heavily on the server and low numbers do not mean an avatar is not impacting heavily on the server. Indeed one of the newer griefer tricks is just porting into a sim with a huge load of scripted prims/attachments on default avatar (ruth seems popular for this..) Low arc, high sim impact _____________________
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Bippity boppity boo! I'm stalking you! 9 out of 10 voices in my head don't like you... the 10th went to get the ammo |
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Czari Zenovka
I've Had it With "PC"!
Join date: 3 May 2007
Posts: 3,688
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01-14-2009 21:15
also note the ARC number isn't a set number. For example if you have like 1000 arc and you zoom out you will notice the arc will drop to like 900 or less. If you zoom in the number rises. So ARC isn't just some number set in stone that dictates lag, but distance to that avatar will raise or lower the ARC also. Ahhhh...that explains something weird I was wondering about. Since I don't use a viewer with the ARC feature, one day in class I didn't have time to go to the Beta grid first to check mine out and asked what it was once I got to class. Four people had four different numbers for my AV. They were minimally different, but I thought that odd. Your post answers that. ![]() _____________________
*Czari's Attic* ~ Relive the fun of exploring an attic for hidden treasures!
http://slurl.com/secondlife/Rakhiot/82/99/111 During times of universal deceit, telling the truth becomes a revolutionary act.- George Orwell |
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Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
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01-15-2009 00:17
Has it died off as a social witchhunt? I'm not sure it ever was one, so much as people were suddenly aware as to the source of the lag. Things have been improving over time as most builders have improved their habits to reduce the rendering cost of their products. That being said, the goal is to keep it in the green, yellow at worst when you're in busy areas. Save the stuff that pushes you into the red for formal affairs and photo shoots when looking your best actually counts for something. I was going to ask for the highest ARC anyone had ever seen, but I googled it and saw the article about the woman with 131,000. Anyone top that yet?Around 1.4 million. Just before my feeble old laptop crashed from the strain. It wasn't too long after that info display was introduced and there were still people who were having contests to see who could create the laggiest look possible. |
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Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
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01-15-2009 00:20
Holy sh... Without hair: 446 With hair: 2710 There is no way I'm going bald though. The hair stays! I would shop for hair you like that doesn't push your ARC so high (it doesn't affect just you after all, but everyone who has you within their field of view out to their draw distance). Save that hair for more showy occasions. |
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Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
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01-15-2009 00:30
It's a pretty flawed tool actually. Too easy to be off the charts due to a few transparent textures... and yet max linked sculpty prims with no textures doesn't register to high at all That's not flawed, that's expected behavior. Transparent textures are considerably more difficult to render. It's among the most difficult things for a computer to render, since you still have to render what you can't see, as well as what's behind that transparent object. It's why you see the framerate drop so sharply in games like Half Life or Portal when you're looking through a window. The only difference between a sculpty and a regular primative is the shape of the wireframe it's based on. Complex sculpties are obviously going to be more difficult to render than simple prims. On the other hand, a few sculpties to make, say, a studded boot, is going to be dramatically easier to render than the same boot made out of the hundreds of individual prims that it would take to do it with basic prims. My day to day avatar (seen in my profile pic and forum icon) registers around 250 on the ARC and I'm almost certain there's not an attachment that isn't a sculpty. |
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Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
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01-15-2009 00:32
There will always be witch hunts in SL. Long before ARC came about, I'd have people, tricked out people with 200-prim hair and all sorts of bling &c, telling me I was a lag monster because I was an all-prim critter. For some reason, they think a wing made out of 50 prims is somehow more evil than hair made from 200.. I can't think of any furry that's spent any serious time on the mainland back then that didn't have that problem...if there's any segment of the SL population that benefitted disproportionally from that feature, it's gotta be the furries. |
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Ephraim Kappler
Reprobate
Join date: 9 Jul 2007
Posts: 1,946
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01-15-2009 00:40
The problem with ARC is... the people with the highest numbers don't even know the tool exists and would not care even if they did. That's not a problem with the feature: that's a problem with people - selfish, stupid vanity. |
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Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
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01-15-2009 00:50
Not to mention that an avatar with an ARC of 1 isn't 100 times less lag than an avatar with an ARC of 100, because the avatar mesh and clothes are worth at least 6000 off the bat. It's not meant to be a scale of lag. It's more like a golf score, the yellow is par; points off for what is most likely to stall the graphics pipeline. The rationale for the points score is spelled out over at http://blog.secondlife.com/2008/05/01/who-me-yes-you-couldnt-be-then-who-introducing-avatar-rendering-cost/ Bottom line if for the TL;DR crowd: The number is not scaled to actual lag, but rather a measure of how difficult an avatar is to render. In general, the higher the number, the lower the framerate when that avatar is in view. It's useful because it allows you to pull some street clothes together for day to day use that aren't going to singlehandedly push someone on a low-end machine into slideshow when you walk into view and minimize your individual contribution to the lag in busy areas. Flexi prims and particle emitters are the biggest contributors to video lag. |
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MortVent Charron
Can haz cuddles now?
Join date: 21 Sep 2007
Posts: 1,942
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01-15-2009 03:19
That's not flawed, that's expected behavior. Transparent textures are considerably more difficult to render. It's among the most difficult things for a computer to render, since you still have to render what you can't see, as well as what's behind that transparent object. It's why you see the framerate drop so sharply in games like Half Life or Portal when you're looking through a window. The only difference between a sculpty and a regular primative is the shape of the wireframe it's based on. Complex sculpties are obviously going to be more difficult to render than simple prims. On the other hand, a few sculpties to make, say, a studded boot, is going to be dramatically easier to render than the same boot made out of the hundreds of individual prims that it would take to do it with basic prims. My day to day avatar (seen in my profile pic and forum icon) registers around 250 on the ARC and I'm almost certain there's not an attachment that isn't a sculpty. You miss the point. A single transparent texture is not a greater impact on a graphics render than a max prim per attach point av... yet the one with a single transparent texture has had higher ARCs every time. _____________________
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Bippity boppity boo! I'm stalking you! 9 out of 10 voices in my head don't like you... the 10th went to get the ammo |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-15-2009 04:33
It's not meant to be a scale of lag. It's more like a golf score, the yellow is par; points off for what is most likely to stall the graphics pipeline. If yellow is par, then red should start at 6000. Oh, and pretend I don't know what "TL;DR" means, because I don't. _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
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Infrared Wind
Gridologist
Join date: 7 Jan 2007
Posts: 662
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01-15-2009 07:52
AV render cost probably evens out in a crowd -- there's going to be some AVs who have near zero cost and others on the high side.
It was good for me to see my own cost, made some adjustments, like trading my former 800 prim shades (pre-sculpty and I never noticed how many prims) to a pair which are just a few prims. I can see how it would be easy to dis someone on account of their likely unknownest-to them high cost rig. I think a strategy for someone who bent on such notification is to ask said high coster if they known how to view their cost. -iw _____________________
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-15-2009 08:22
That's not flawed, that's expected behavior. Transparent textures are considerably more difficult to render. _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
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Djamila Marikh
(shrugs)
Join date: 9 Nov 2006
Posts: 158
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01-15-2009 09:23
That's not a problem with the feature: that's a problem with people - selfish, stupid vanity. Well, only in the sense that you might be telling someone with a high end PC that they need to scale back the experience they paid for to help support your aging computer in a virtual world designed as relatively limitless in what you can do. If you land in a group of 5 people with monstrous ARCs is it up to them to adjust to your experience, or you to go to high end, keeping in mind that Linden Labs is TAO of Lindened to aim for cutting edge, and so essentially intended best for people with high end machines ? Did you (not you specifically, the struggling renderer) performance tweak your computer for SL, adjusting things like draw distance and detail ? Can you minimize your issues by zooming in on a less graphics intensive place and not watching a whole club full of dancers for example ? This does not even count that framerate is only one aspect of lag. I have a midrange machine, never have issues rendering, unless the db servers are struggling, because I pay attention to the above. If I am struggling to render, I do not look at arc's, I pay attention to the area my cam is focused on. I mean lets face it, SL is built around a users self centered experience, and ARC only gives you an indication of where your machine struggles. I am not sure which relative end of the selfish is selfish. ARC is a performance measurement relative to your computer. |
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Dellybean North
Registered User
Join date: 8 May 2006
Posts: 321
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01-15-2009 10:37
Interesting thread. My own experimentation so far suggests to me that it is flexis that really pop up the ARC number, as opposed to transparent textures or sculpty attachments.
I did wonder for awhile with hair, as it's often both flexed and has transparent textures, but comparing non-transparent textured prim clothes in flexied vs non flexied state seemed to pinpoint the higher cost to the flexied state. oh, just to add, the number of flexis reflects that too.. a skirt with 40 flexied panels is definitely higher cost than if you can manage to do one with 20. |
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MortVent Charron
Can haz cuddles now?
Join date: 21 Sep 2007
Posts: 1,942
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01-15-2009 10:41
Interesting thread. My own experimentation so far suggests to me that it is flexis that really pop up the ARC number, as opposed to transparent textures or sculpty attachments. I did wonder for awhile with hair, as it's often both flexed and has transparent textures, but comparing non-transparent textured prim clothes in flexied vs non flexied state seemed to pinpoint the higher cost to the flexied state. Part of that is due to the fact flexi is rendered client side. The serve sees it as a solid prim vs a flexi prim _____________________
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Bippity boppity boo! I'm stalking you! 9 out of 10 voices in my head don't like you... the 10th went to get the ammo |
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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01-15-2009 10:48
And the prim count - people are more likely to have 200-prim hair, each prim with a bit of transparency, than they are to have 200-prim objects with all flexi prims..
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MortVent Charron
Can haz cuddles now?
Join date: 21 Sep 2007
Posts: 1,942
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01-15-2009 11:19
And the prim count - people are more likely to have 200-prim hair, each prim with a bit of transparency, than they are to have 200-prim objects with all flexi prims.. depends on their intent... _____________________
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Bippity boppity boo! I'm stalking you! 9 out of 10 voices in my head don't like you... the 10th went to get the ammo |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-15-2009 11:30
depends on their intent... _____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
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MortVent Charron
Can haz cuddles now?
Join date: 21 Sep 2007
Posts: 1,942
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01-15-2009 11:33
If they're in a tent then shouldn't object occlusion solve the problem? I actually did do an av on an alt... all no texture prims, 254 prim attachements on every single attach point... No flexie.. Was lagtastic as could be. But low ARC _____________________
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Bippity boppity boo! I'm stalking you! 9 out of 10 voices in my head don't like you... the 10th went to get the ammo |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-15-2009 11:41
Yao Ogee has an avatar that consists of invisiprims to hide the avatar mesh, plus 6,000 tiny spheres arranged in a cloud around the avatar.
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Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
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Imnotgoing Sideways
Can't outlaw cute! =^-^=
Join date: 17 Nov 2007
Posts: 4,694
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01-15-2009 11:48
I actually did do an av on an alt... all no texture prims, 254 prim attachements on every single attach point... No flexie.. Was lagtastic as could be. But low ARC _____________________
Somewhere in this world; there is someone having some good clean fun doing the one thing you hate the most. (^_^)y
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Rock Vacirca
riches to rags
Join date: 18 Oct 2006
Posts: 1,093
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01-15-2009 14:00
What about having all hair, jewelery, clothing etc in stores labelled with an ARC number?
Rock |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-15-2009 14:12
Given that ARC is highly misleading, at best, what purpose would that serve?
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Argent Stonecutter - http://globalcausalityviolation.blogspot.com/
"And now I'm going to show you something really cool." Skyhook Station - http://xrl.us/skyhook23 Coonspiracy Store - http://xrl.us/coonstore |
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Brenda Connolly
Un United Avatar
Join date: 10 Jan 2007
Posts: 25,000
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01-15-2009 14:15
Given that ARC is highly misleading, at best, what purpose would that serve? It would turn getting dressed into a trigonometry exercise. ![]() |