It's kind of hard to remember the details of what things looked like years ago, plus, when SL was new, it all looked more wonderful because of the novelty factor.

Has it always looked this faceted?
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Has maximum object detail been reduced? |
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SuezanneC Baskerville
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Join date: 22 Dec 2003
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06-18-2006 09:58
It might be my imagination but it seems to me that objects, say, a cylinder, zoomed way in on, are much more faceted looking that they used to be.
It's kind of hard to remember the details of what things looked like years ago, plus, when SL was new, it all looked more wonderful because of the novelty factor. ![]() Has it always looked this faceted? _____________________
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Cocoanut Cookie
Registered User
Join date: 26 Jan 2006
Posts: 1,741
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06-18-2006 09:59
I think so. It doesn't matter what settings I put, things no longer look correct. My hollowed-out cylindrical carrot looks like a hollowed-out crookedly thing, no matter what.
This is new with the previous-to-last update, which was supposedly fixed with the last update. coco _____________________
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crucial Armitage
Clothing Designer
Join date: 30 Aug 2004
Posts: 838
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06-18-2006 10:19
yea... round no longer looks round close up.
i have my detail sliders at max all the time and still get multi faceted prims on rounded objects. i have noticed this has improved some what since the last up date, but it is still not the same as it was a few months back. ![]() I think if you have a pc that can handle it you should be able to see maximum detail on everything. _____________________
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Elgyfu Wishbringer
The Pootler
Join date: 27 Nov 2004
Posts: 659
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06-18-2006 10:19
Hollowed out cylindrical carrot?
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
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06-18-2006 10:34
There was a a big change in the look of shiny objects a good while back. It seems to me the reflected horizon line got more faceted and zig-zagged at that time. I think this may be even worse now, by being compounded with increased factetedness. The reflected horizon line is zigzagged and changes in a visually senseless manner even on flat surfaces.
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Cocoanut Cookie
Registered User
Join date: 26 Jan 2006
Posts: 1,741
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06-18-2006 11:47
Hollowed out cylindrical carrot? Well, yes, doesn't everyone have one? If not, you will be able to acquire one from me soon! ![]() coco _____________________
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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06-18-2006 12:39
yea... round no longer looks round close up. i have my detail sliders at max all the time and still get multi faceted prims on rounded objects. i have noticed this has improved some what since the last up date, but it is still not the same as it was a few months back. ![]() I think if you have a pc that can handle it you should be able to see maximum detail on everything. so its all good since i know no computer that can display sl in max details at more than 25 fps in all cases. Time to learn the hard way that in realtime 3D it's imagination that bend to the system, not the opposite _____________________
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SuezanneC Baskerville
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Join date: 22 Dec 2003
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06-18-2006 13:11
Kyrah, does it seems like we have a noticeably lower polygon display close up than we did a year or two ago?
Speeding things up by using faster algorithms and making better use of GPUs and stuff like that is fine. Speeding things up by decreasing the quality of the display because that's a lot easier than coming up with faster algorithms and easier than making better use of hardware because of the wide variety of hardware employed by users is understandable. It's a matter of tradeoffs. To me it looks like they've gone too far. Does anyone have any old pictures that would lend themselves to making some " then and now" comparison shots? _____________________
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SuezanneC Baskerville
Forums Rock!
Join date: 22 Dec 2003
Posts: 14,229
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06-18-2006 13:11
Kyrah, does it seems like we have a noticeably lower polygon display close up than we did a year or two ago?
Speeding things up by using faster algorithms and making better use of GPUs and stuff like that is fine. Speeding things up by decreasing the quality of the display because that's a lot easier than coming up with faster algorithms and easier than making better use of hardware because of the wide variety of hardware employed by users is understandable. It's a matter of tradeoffs. To me it looks like they've gone too far. Does anyone have any old pictures that would lend themselves to making some " then and now" comparison shots? _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
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eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
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06-18-2006 13:13
in revision 1.10.2 LL slipped in a complete overhaulof the level of detail system that the game uses. It has alot of benefits but one of the problems with it has been the 'new' values have been too low, and overlapped far too broadly with eachother.
in short: all of SL looks abit less detauled. They adjusted it abit in 1.10.3 based on our discussion we've been having on it over here: /142/0e/112445/1.html But it is not what it was, which is both good and bad depending on the specific situations you were encountering. I would say its now gettin near on par with what it was but some situations will work better than others. Please leave more feedback in that linked thread, post screenshots if you can. THe more info an screens there, the more things will be looked into _____________________
wash, rinse, repeat
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SuezanneC Baskerville
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06-18-2006 14:36
eltee, can you see a difference in the way the terrain looks between now and, oh, few months ago?
As I fly around the terrain seems to shift more than it used to, like it's breathing, or made of jello and there are tremors passing through. The textures on the terrain changes in a very unrealistic manner, for example, on the side of a cliff like the edges of Cordova, where it's sand on the bottom and grass on top. Fly around or move your camera around and the part of the terrain shown as dark colored grass moves around in a very unrealistic manner. I don't think it used to be quite this bad. On the tips of pointy hills, the shape of hills change in an abrupt manner that I think is different and much less desirable than a few months back. _____________________
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So long to these forums, the vBulletin forums that used to be at forums.secondlife.com. I will miss them. I can be found on the web by searching for "SuezanneC Baskerville", or go to http://www.google.com/profiles/suezanne - http://lindenlab.tribe.net/ created on 11/19/03. Members: Ben, Catherine, Colin, Cory, Dan, Doug, Jim, Philip, Phoenix, Richard, Robin, and Ryan - |
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Neil Protagonist
FX Monkey
Join date: 11 Jul 2003
Posts: 346
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06-18-2006 14:46
so its all good since i know no computer that can display sl in max details at more than 25 fps in all cases. Time to learn the hard way that in realtime 3D it's imagination that bend to the system, not the opposite Kyrah, actually that turns out not to be the case. I routinely get 25fps and over on my computer with everything (aside from anisotropic filtering) enabled running windowed at 1280x1024. I also disagree with your statement about realtime 3d. Game development houses routinely achieve incredible results using current hardware. Not to mention the things that are done by the people researching new techniques for creating things (example: fluid dynamics simulations and volumetric rendering done in realtime on current graphics hardware) It is actually quite suprising what is capable of being done in realtime 3d. Take some time to look up what is being done with realtime 3d right now on current hardware, I think you may be suprised. _____________________
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crucial Armitage
Clothing Designer
Join date: 30 Aug 2004
Posts: 838
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06-18-2006 16:24
so its all good since i know no computer that can display sl in max details at more than 25 fps in all cases. Time to learn the hard way that in realtime 3D it's imagination that bend to the system, not the opposite oh realy well mine does and this picture is taken at my gama shop with tons of textures and particle effects around. ![]() _____________________
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Aodhan McDunnough
Gearhead
Join date: 29 Mar 2006
Posts: 1,518
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06-18-2006 16:45
eltee, can you see a difference in the way the terrain looks between now and, oh, few months ago? As I fly around the terrain seems to shift more than it used to, like it's breathing, or made of jello and there are tremors passing through. The textures on the terrain changes in a very unrealistic manner, for example, on the side of a cliff like the edges of Cordova, where it's sand on the bottom and grass on top. Fly around or move your camera around and the part of the terrain shown as dark colored grass moves around in a very unrealistic manner. I don't think it used to be quite this bad. On the tips of pointy hills, the shape of hills change in an abrupt manner that I think is different and much less desirable than a few months back. I visited Cordova. What you're seeing are the effects of LoD. As I pass over the sharp edges of Cordova I see the heights shifting and the shift points are constant with respect to distance from my "camera" view. I see three LoDs on the edge alone. I'm ok with it because it means faster rendering of things more important like objects in the immediate vicinity. It might be my imagination but it seems to me that objects, say, a cylinder, zoomed way in on, are much more faceted looking that they used to be. It's kind of hard to remember the details of what things looked like years ago, plus, when SL was new, it all looked more wonderful because of the novelty factor. ![]() Has it always looked this faceted? Since I started SL last March ... yes. It's always looked that way. It's more visible when you squash the cylinder (or sphere) like you have in the pic. The right arm on my avatar has a lot of intersecting ellipsoids at various angles. The resulting edges where they intersect have always been jagged and the level of jagginess has not changed. |
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eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
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raw fps, and even fps at all, is not a very good measure of what SL is doing...
06-18-2006 20:28
raw fps is near mingnless without providing a location, and all of your graphics settings... one location can run 80+ fps, easily
another can run 3, on the same hardware Alot comes down to how efficiently people have built, and the genral answer is 'not very' people don re-use textures, they do use 1024x1024 textures on spoons and forks, etc... All of that is disasterous for framerate _____________________
wash, rinse, repeat
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