Attachment culling in SL 1.8.2: Is this wise?
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Desmond Shang
Guvnah of Caledon
Join date: 14 Mar 2005
Posts: 5,250
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01-21-2006 19:49
While I am not a furry at all - I would still be very disappointed if furries had their tails culled at a noticeable distance. Not fun for them, and not fun for the rest of us. If however it's a full sim away - not a big deal. Rather than expend a lot of emotion over this right now, let's just see how things progress before getting the pitchforks and torches.
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
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01-21-2006 20:36
Let's not panic just yet. After all - it is possible that LL are a development team trying to improve SL rather than a bunch of a-hats out to get us  (anyone remember moveable attachments) I suspect that attachment culling will depend on the size of the objects involved - so as an av retreats the rings on their fingers are the first things to go, with the whole-limb-replacement attachments hopefully staying in until the av leaves visible range completey
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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01-21-2006 22:03
From: Beatfox Xevious Also, what if there is no way to adapt to a particular change? If attachment culling is being implemented the way it sounds like it is, then that could very well be the case here. That's how you end up like me. Jaded, confused, but still here.  And for what it's worth, I suspect it will end up similar to the existing system, where you just add one prim with "fullbright" or light and it'll be visible for miles.
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Jillian Callahan
Rotary-winged Neko Girl
Join date: 24 Jun 2004
Posts: 3,766
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01-21-2006 22:44
From: Jeffrey Gomez And for what it's worth, I suspect it will end up similar to the existing system, where you just add one prim with "fullbright" or light and it'll be visible for miles. Um - does that really work? I've not found that anything other than "light" material will save a prim from the LOD monster.
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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01-21-2006 23:41
From: Desmond Shang if furries had their tails culled Meep!  That sounds quite painful when you put it that way! *shudder*From: Jeffrey Gomez And for what it's worth, I suspect it will end up similar to the existing system, where you just add one prim with "fullbright" or light and it'll be visible for miles. Interesting... never heard that one before! Gotta love all those "helpful" SL glitches. 
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Martin Magpie
Catherine Cotton
Join date: 13 Nov 2004
Posts: 1,826
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01-22-2006 00:13
From: Ben Bacon Let's not panic just yet. After all - it is possible that LL are a development team trying to improve SL rather than a bunch of a-hats out to get us  (anyone remember moveable attachments) I suspect that attachment culling will depend on the size of the objects involved - so as an av retreats the rings on their fingers are the first things to go, with the whole-limb-replacement attachments hopefully staying in until the av leaves visible range completey Ben I was thinking the same thing as I was reading this thread. ( Ok so I was also visualizing a red tail wagging and a cute Linden ass wiggling but I was with ya otherwise  ) Quick someone post that link again LOL Anyway the LOD or level of detail in case some ppl missed it. Maybe simply a slider change. Torley you rock! A preview of this would be most excellent, seeing is believing right Cat
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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01-22-2006 10:51
From: Jillian Callahan Um - does that really work? I've not found that anything other than "light" material will save a prim from the LOD monster. I've only tested with the light material, so you're probably right. I thought that was the whole point of the fullbright option aside from high color saturation, though. 
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-22-2006 12:19
From: Vague Speculaas THANK GOD. The way avatars are priorotized right now means that everything will rez on an avatar first, no matter what else is in the sim. That's not true. I've had attachments hang-fire for minutes after everything else around me is visible... usually the whole attachment, but sometimes just a few prims. And that's on my own av, not something off at half-draw-distance.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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01-22-2006 12:23
Hopefully Monday we'll know:
1. What distance prim culling for avatars starts at. 2. What the priority is. 3. How it works for small objects. Will Coadey Concord need to refresh his particle wings because the generators are too small?
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
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01-22-2006 14:19
From: Beatfox Xevious I'd hope so, too. The problem is that it will be set to "medium" by default. When newbies see avatars not appearing the way they were intended to, they won't know to adjust that slider. Exactly my concern... Opt out vs. opt in. If people want to opt out, fine. But if they have to opt in, on login they may see great FPS, but quite a distorted view of content.
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Blueman Steele
Registered User
Join date: 28 Dec 2004
Posts: 1,038
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I never turn shiny on
01-22-2006 16:15
While I don't have shinny on.. it means I don't see things exactly as they where created, but I do know that seeing so few prims by default upclose would be far more than just a furry problem. I would effect hair, dresses, and more.
Now if it's a matter of turning down the prims at a far distance that's different, but I think this is all the more reason a preview is needed to tweek and test.
But try this everyone. Go to your current LOD settings, and bring av, object and tree sliders all the way down and see how your furry/dress/hair etc looks. These are existing settings under preferences. I've never seen these complained about and they do distort the view of the world too. Most choose to have them up.
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Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
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01-22-2006 16:17
From: Blueman Steele I do know that seeing so few prims by default upclose would be far more than just a furry problem. seconded.
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Jauani Wu
pancake rabbit
Join date: 7 Apr 2003
Posts: 3,835
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01-22-2006 16:20
this might be really useful because players on new systems can keep 256 m draw distances. at that distance, avatars are soo small i consider it a good option to be able to turn off their detailed prim jewellry, fluttering feathers or wagging tails since they are rendering for nothing. making it opt in at distances beyond 128 m, and making the distance adjustable will mean players have a good first experience and can then add more doo hickies totheir view down the road.
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Beatfox Xevious
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Join date: 1 Jun 2004
Posts: 879
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01-22-2006 19:06
From: Argent Stonecutter 3. How it works for small objects. Will Coadey Concord need to refresh his particle wings because the generators are too small? That's something I hadn't thought of. Hopefully they took particle systems into consideration. I am at least relieved to hear from the tour-goers that prim size factors into the culling. This was my biggest concern, really. The phrasing of the announcement made it sound like distance from the viewer was the only factor.
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Iron Perth
Registered User
Join date: 9 Mar 2005
Posts: 802
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01-23-2006 13:04
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Jakkal Dingo
Equal Opp. Offender
Join date: 16 Feb 2005
Posts: 283
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01-23-2006 14:15
Well I just tested the preview with a friend and using our werewolf avatars (extremely prim heavy).
We tested it by zooming out all the way, when a person is near you, you can see everything fine.
Setting the slider to the far left, we saw some attachments being removed - on the other person. We saw all of our own attachments as normal. Infact, she kind of looked like a fuzzy blob, I could see her head and her tail, but the rest of the parts weren't there. It was hard to tell that far out though.
Setting the slider to the middle, you couldn't see any real depreciation. Everything looked normal to me. Parts weren't removed when you zoomed all the way out.
I took some screenshots if anyone is interested. I'm wearing a new kitsune av that I'm working on, which is EXTREMELY prim heavy on the tails. She said she didn't see any problem with them at all. It was mostly the arms and legs that disappeared at the far left setting.
So fellow Av builders, I think it's safe to say there's not much to worry about right now. Everything looked okay to me, and I certainly do not have a top of the line machine. I'm not sure how mechs would look from far away though, but it seems to me that large prims are safe.
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Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
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01-23-2006 14:23
From: Jakkal Dingo I took some screenshots if anyone is interested. I'm wearing a new kitsune av that I'm working on, which is EXTREMELY prim heavy on the tails. She said she didn't see any problem with them at all. It was mostly the arms and legs that disappeared at the far left setting.
So fellow Av builders, I think it's safe to say there's not much to worry about right now. Everything looked okay to me, and I certainly do not have a top of the line machine. I'm not sure how mechs would look from far away though, but it seems to me that large prims are safe.
Looks good. Also, OMFG KITSUNE.
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Lash Xevious
Gooberly
Join date: 8 May 2004
Posts: 1,348
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01-23-2006 14:44
Excellent news. Thanks for posting pictures too. 
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Lewis Nerd
Nerd by name and nature!
Join date: 9 Oct 2005
Posts: 3,431
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01-23-2006 14:55
I remember when the sky fell when p2p teleporting was announced..... most of us survived that one fine, and I'm sure most will survive this change just as easily.
Lewis
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
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01-23-2006 15:13
(for Australians who will know this commercial jingle for a brand of cheese with a politically incorrect name)
Everyday theres a change... not always for the good... ..The default texure is no longer wood! But it's good to know that somethings never change There will always be presence that will always be the same...
Called lag...
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
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01-23-2006 17:43
well so far I've noticed that if I have the slider set to max I don't loose nor gain fps over 1.8.1(6) with my driver/hardware tweaks. In 1.8.1(9) I noticed the default setting gives me an extra 1.5 - 3fps depending on the the area I'm in and unless you're running high rezolutions with top of the line everything with settings normally to max you really won't notice a difference in qaulity. I dunno about you, but in SL's case I consider a 1.5 - 3 FPS gain on a GeForceFX 5500 a big step foward in the performance department. Now I just wanna see how the graphics memory usage changes will further effect performance (remember 1.8.1(9) only has the new Avitar LOD system).
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