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Do you ever have local lighting on? |
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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02-23-2006 13:30
I used to use it a long time ago, but I stopped - once you get a bunch of people around, it just turns SL into a slideshow even on high end machines. I used to love it, but the performance hit is not worth it at all, especially now that we have full bright textures. I have a Geforce 7800 card on a dual core Pentium D, and local lighting still kills my frame rate. Hopefully the new rendering system will have much better lighting options.
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Cristiano
ANOmations - huge selection of high quality, low priced animations all $100L or less. ~SLUniverse.com~ SL's oldest and largest community site, featuring Snapzilla image sharing, forums, and much more. ![]() |
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Feynt Mistral
Registered User
Join date: 24 Sep 2005
Posts: 551
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02-23-2006 14:21
I turn it on when I'm above 300m from the ground. At that point anything with LIGHT as a material won't lag me. Below that ceiling though, I'm lucky if SL is responsive enough to register Ctrl+Q. >.>;
Maybe the Linux client would fair better, I'll have to try that later. It could just as easily be a windows VM issue. _____________________
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Polka Pinkdot
Potential Slacker
Join date: 4 Jan 2006
Posts: 144
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02-23-2006 14:29
I tried turning it on once. It cut my frame rate by an order of a magnitude (from ~15fps to ~1.5fps). It's one of those features that I'd love to leave turned on, but that's just too much.
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
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02-23-2006 14:31
I never turn it off.
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Margaret Mfume
I.C.
Join date: 30 Dec 2004
Posts: 2,492
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02-23-2006 15:13
Looks like "not anymore" or "not since 1.7" would have been a useful option for this poll.
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hush
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Richie Waves
Predictable
Join date: 29 Jun 2005
Posts: 1,424
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02-23-2006 15:29
![]() wow.. this is incredible O.O; but I used to use it a lot.. now my system chokes without it so I never bother to try it anymore/log in _____________________
no u!
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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02-23-2006 16:09
Khamon wants to bake light textures and rule the world.
Are there tools he can use to learn and practice? Anybody teach a class? Need your hair brushed? _____________________
Visit the Fate Gardens Website @ fategardens.net
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Aimee Weber
The one on the right
Join date: 30 Jan 2004
Posts: 4,286
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02-23-2006 16:20
Khamon wants to bake light textures and rule the world. Are there tools he can use to learn and practice? Anybody teach a class? Need your hair brushed? Oh..yes.. the hair brushing thing. I'll take some of that! _____________________
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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02-23-2006 18:19
/me brushes Aimee's hair, shines her wings, and paints her big toenails superbright royal purple.
Now, where's my learnin? _____________________
Visit the Fate Gardens Website @ fategardens.net
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Susie Boffin
Certified Nutcase
Join date: 15 Sep 2004
Posts: 2,151
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02-23-2006 20:39
No, never, because it just encourages bling.
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"If you see a man approaching you with the obvious intent of doing you good, you should run for your life." - Henry David Thoreau
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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02-23-2006 20:49
NICE POLL!
I use Local Lighting occasionally--and I agree with some of the assertations that its performance has been especially problematic before since 1.7. On my old computer, I got tolerable performance outta it in packed clubs (I remember the Bedazzle Gravity Space Station signs). But on this current Opteron 170, I am debilitated by it in certain situations without an obvious number of light sources in view. Very easy to repro! I have noticed a similar bug with Shadows on in certain areas, and filed a report on this as well. Baked textures have added a lot to build quality inworld, especially in controlled environments. There's a "dark side of the moon" missing tho, *wink wink nudge nudge*. I will turn on Local Lighting on occasion to add glow and presence to a photo. However, the fact that requires a relog and can't be clicked and applied is also a deterrent. _____________________
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Issarlk Chatnoir
Cross L. apologist.
Join date: 3 Oct 2004
Posts: 424
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02-24-2006 05:49
I used to have it turned on ; but not anymore. Recently I was wondering why I got 1-2FPS at some times on SL (after upgrading hardware too). Someone advised turning off local lighting, which I did, and now SL is *fast* I could set draw distance to 256m and get the same FPS as 64m + Local Lighting.
It's pretty, but since SL 1.7-1.8 it's really too slow... _____________________
Vincit omnia Chaos
Anyway, ignore me, just listen to the cow |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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02-24-2006 06:16
Before "Full Bright" (i.e. please don't diminish the luminosity of this texture) "Light" was the only way to keep any object under even noon-day sun from being attenuated. It's usually not *that* bad, but most places it's about a factor of 5 or more, and when I create lights myself they are very unreliable and when they're on it's sometimes hard to see if they're illuminating anything... probably because there's so much local light from "accidentals" that they're swamped out. LL really needs to have a couple more options: [x] Only use the closest [5 ] lights for local lighting. [x] Reduce the number of lights if FPS < [3 ] FPS. |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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02-24-2006 06:20
DOUBLE TRUE! Every texture baked by Auntie Aimee...the secret ingredient is love. ![]() Now I want to go crazy in photoshop, and that means turning on Classic again (Photoshop under Classic is actually faster on my Mac Mini than the Carbon version). |
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Madame Maracas
Not who you think I am...
Join date: 7 Jun 2004
Posts: 1,953
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hmmmm...
02-24-2006 07:02
I haven't noticed the performance change since 1.7 that folks are noting, maybe because about that time is when I upped my RAM to 1.5 gig, so I may have stayed even w/past performance levels when I only (only! sheesh) had 0.5 gig.
I'll turn it on when I'm doing product shots, or I'm someplace I suspect will be especially pretty. When exploring, I fully expect to lag to hell, move the camera not the avie and to reboot again shortly thereafter to disable the effects. The sad thing is, the places were I could most benefit from having my visual settings maxed out are nearly always the places that are the roughest on the system, even when "dumbed down". *sigh* I would love to be able to switch the higher imaging functions on and off on the fly, or (even more pie in the sky) have a situation where everyone would be able to run w/all the top options their system (can/should/could) allow/tolerate on under most circumstances. Major event, full sim, lotta scripts/torii/particles? Ok, I can see where that might be asking too much of bandwidth, computing, etc. Something I've seen in other "worlds" that works nicely, dunno if it's possible for here, was hinted at by a previous poster, having degrees of X quality options. How many local lights or how close to the avie/camera the elements must be for them to be selected as "seeable" and therefore needing to be rendered, much as we're able to control the number of particles our systems will be asked to render, or the distance with which we can possibly "see". Another option could be that the SL system would detect performance drops/load and throttle what gets sent automatically (like the dreaded "blockhead effect" of a busy, ok any, day in Karuna Plaza comes to mind) to keep one running/moving/walking/functioning by reducing the amount of data being sent. Not being a coder, I know bupkis about feasability here admittedly. (come to think of it I'm not sure that is how the blockhead effect works, but that's what it seems like is happening)EQII has a number of performance-related options that are controlled by sliders one can use to control the amount of rendering work/data that will be asked of one's system. I've found that I can fine tune the number of light sources, the level of detail with which they'll be displayed AND the distance at which they'll be rendered to control the performance of the game. I don't need to reboot for most settings, and it takes a scant few moments to change from the settings I use on a busy day "in town" (lotta buildings, lighting, avies and NPC's) to the wide-open throttle I can take advantage of out in the "country" (natural landscapes, few artificial lights, low avie and NPC density). Seeing as both of those "worlds" are more client-side than server-side, maybe those options aren't feasible, but then again, maybe there's a germ of something that is! I wonder though, that an option for degrees of detail coupled with distance might not be an option? Ya know, at X meters, 100% rendering of (lighting/polys), at Y meters, 50% and then at Z meters, 25%? So from 0 - 50 meters 100% of stuff gets shown, and from 51 - 75 meters 50% quality and then 76 - infinity (or whatever the upper end of the distance to be rendered chosen), 25% is rendered, maybe that could work? I'd think that allowing for this choice set to be handled seperately for avies, particles, prims/non-avie polys and lighting could really help. Some folks seem to have more trouble with torii than particles and vice versa or maybe find one or the other aspect more crucial to their enjoyment of SL. Nice poll, glad you asked! ![]() _____________________
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Demian Caldera
..ya, that too...
Join date: 8 Jun 2004
Posts: 249
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02-24-2006 09:23
This can be a MAJOR pain in the rear! For example, I have bright sunbeams drawn on the floor of my Rose Center model... WOW that looks like the real thing! Great job! Where is it located in world? |
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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02-24-2006 21:32
Since 1.7, local lighting has remained off for me.
While there are places where it works fine, there are many, many places were it doesn't. And there's no way to know when it's going to go bad. When it does go bad, it brings my client to a crawl. From something like 15-20fps to 1-2 fps. And it requires a relog to bring back normalcy. Local Lighting is probably the only feature that I wish wasn't sticky. So, LL, if you want to make local lighting a transient toggle like property lines in order to increase FPS. Be my guest. But I have to say that the performance problem is not the only reason for my disillusionment. Improper use of light is still rampant, even though we've had full bright for a while now. It's just plain painful for me to look at snow with red, green, pink, and purple lights on it. There have been proposals for restricting light on your land in the same way as sound. That's looking better and better to me as time goes on. But it won't solve the problem with bad light, only mitigate it somewhat. Light is also unreliable. Light sources often shut off unexpectedly when I use them, forcing me to relog to make them come back on. They sometimes only cast light on the root prim. Relogging will fix this as well. Light is difficult to control. There's no way to focus light in a specific direction. Prims will look lit on the side that faces a light source and will look dark on the other side, but they don't stop the light. So, for example, if you put a box around a light, it won't stop it from shining on things outside of the box. For me, Shadows works much more reliably and gives me a much bigger bang for the buck. _____________________
Prim Composer for 3dsMax
-- complete offline builder for prims and sculpties in 3ds Max http://liferain.com/downloads/primcomposer/ Hierarchical Prim Archive (HPA) -- HPA is is a fully-documented, platform-independent specification for storing and transferring builds between Second Life-compatible platforms and tools. https://liferain.com/projects/hpa |
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Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
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Loco Lighting
02-24-2006 22:25
Anger, denial, resgination, apathy, acceptance and death? I forget the series, but I feel like I went through it all with local lighting.
At first I was flummoxed... on my new system with new vid card I was getting 1fps in some areas... even with fast timers the reason why wasn't always obvious. At first I thought it was the bazillion cut and twisted torus hairdo's... Rather than shut off LL... I just stopped going to places that slaughtered my system. I struggled along with this for a while. My own use of Light prims was moderate and deliberate enough that the effect caused me no performance problems (even on my older hardware), and the ambiance was one I did not want to give up. (I love to build for the night.. and wish night were longer). Then I went through the annoyance of restarting SL to flip LL on and off as needed. Back when I was on my ATI card.. this was no particular issue considering how often SL was crashing on me anyway. Now... it just stays off. I miss it terribly... but won't be turning it back on until it's repaired. Personally, considering how fubared it is... I think LL should just sweep the database and set the Material: Light back to wood everywhere it appears. On every last prim. Set them FullBright, turn on client's 'lights glow' by default. Leave the Light material option there... but as a building option available *ONLY* to players that have local lighting turned on, so that the few that do can use and enjoy the effect. (oh.. and shouldn't light sources be something we should be able to track with object beacons too?) And while I'm ranting... there really aught to be a law in first life forbidding people with no sense of smell from applying perfume to themselves. (*ACHOO!*) -- All hyped up on too much bad coffee and still holding a torch... for local lighting. _____________________
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Snakekiss Noir
japanese designer
Join date: 9 Dec 2003
Posts: 334
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not since 1,7
02-25-2006 15:01
Totally impossible to use since 1,7 I cannot even move with local lighting on and cant move that well at all when Sl first rezzes for like 5 mins now after 1.7.. something changed that completely made local lighting impossible to use
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What happened to the 'see for miles' graphical visions we were shown of Havok Engine? Instead we got moral crusades to please American businesses. OPPOSE LOCAL TAXES ON VIRTUAL WORLDS !! THE BRAVE NEW WORLD HAS BECOME A BIG NEW SHOP |
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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02-25-2006 17:20
I think LL should just sweep the database and set the Material: Light back to wood everywhere it appears. On every last prim. Set them FullBright, turn on client's 'lights glow' by default. I've never managed to get Light Glow to have an observable effect. |
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Doc Nielsen
Fallen...
Join date: 13 Apr 2005
Posts: 1,059
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02-26-2006 05:36
Why would I want to cripple my fps?
I USED to use it, before LL broke it terminally with 1.7 In fact pre-1.7 I used it all the time. Now, despite a powerful PC and a top end video card it's unuseable. Like I had 'ripply water' on permanantly - until LL turned it into 'heaving toxic jelly', now it stays off. What a strange poll... _____________________
All very well for people to have a sig that exhorts you to 'be the change' - I wonder if it's ever occurred to them that they might be something that needs changing...?
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Josie Hamilton
Second Style Publisher
Join date: 7 Mar 2004
Posts: 164
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02-27-2006 14:13
In case anyone missed this posting by Steve Linden re Local Lighting: /invalid_link.html
It looks like LL has something up their sleeve. _____________________
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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02-27-2006 23:41
I'll be sure to show this thread to Steve.
It really matters. _____________________
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