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Skins with 1024x1024 Textures???

Nih Grun
Registered User
Join date: 30 Apr 2008
Posts: 58
05-27-2008 06:07
From: Rolig Loon
Sure..... It still takes time for that person to download it at 1024x1024, bake it, and upload it as 512x512. If you're watching, she is taking a long time to rez.

I'm not saying this is what actually happens, I'm just saying that if what Kitty says is correct, it makes sense that the first time you wear a 1024x1024 skin it will take ages to rez. The proof of the theory would be to see what happens after that. The skin should rez normally on subsequent appearances because it's already baked on your av. I'd really like to know if that's the case, but I don't want to buy a 1024x1024 skin to find out. I'd also like to know the answer to my question about why prim attachments and textures on my av behave differently as I cross a sim boundary. I think the answer is in Kitty's explanation.


If I'm following this correctly, you're saying that an agent wearing a texture downloads the component textures, bakes them and then re-uploads them.

This is incorrect and I'm basing this mostly on the huge waste of bandwidth this would entail.

Everyone downloads your various alpha-masked layers of clothing and skin and it is baked on everyone's client side. You can confirm this with an opengl sniffing tool.

I personally don't have a problem with 1024x1024 textures. I don't believe it takes longer to reach the highest bake-able resolution of 512x512, but the entire texture is indeed sent to the client. I'd very much like to see clients using higher mip levels if available. Optional, of course. It would obviously be more efficient not to send these levels of detail at all to clients who have them disabled.

Since we're on the subject, this would require an improvement in the way SL scales textures server-side. Their interpolation is not clipped at the edges of the image, resulting in images with an alpha channel appearing to have a soft edge at lower detail levels.
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
05-27-2008 06:22
From: Nih Grun
If I'm following this correctly, you're saying that an agent wearing a texture downloads the component textures, bakes them and then re-uploads them.

This is incorrect and I'm basing this mostly on the huge waste of bandwidth this would entail.


No, that really is just how it is done. See http://blog.secondlife.com/2006/09/18/getting-technical-baked-avatar-textures/

The old method, where each viewer could download and overlay the textures, is going away. The server still has legacy support for it right now, but it is going away as part of the revised image pipeline project (which LL put on the back burner for other projects).

This blog entry gives the official explanation of the legacy stuff.
http://blog.secondlife.com/2006/10/11/gray-and-missing-image-avatars/ (see comment 27).
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Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
05-27-2008 07:57
From: Darien Caldwell
Read Kitty Barnett's post below yours. everyone around you is receiving 512x512 textures. It's downsampled and baked locally on your computer.


That's unfortunately incorrect. That's how it works ideally, but the asset server feeds out the individual textures when the composited texture is slow to arrive or when people are in appearance mode. The "avatar composite" limit setting in graphics preferences controls how many textures per avatar your client will be sent when necessary. People should not be using 1024x1024 avatar textures at all. It very definitely will negatively impact people around the wearer.
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Kitty Barnett
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Join date: 10 May 2006
Posts: 5,586
05-27-2008 08:34
From: Chip Midnight
The "avatar composite" limit setting in graphics preferences controls how many textures per avatar your client will be sent when necessary. People should not be using 1024x1024 avatar textures at all. It very definitely will negatively impact people around the wearer.
That setting went away in the WindLight viewer though.
Chip Midnight
ate my baby!
Join date: 1 May 2003
Posts: 10,231
05-27-2008 08:54
From: Kitty Barnett
That setting went away in the WindLight viewer though.


Is it now just hard coded or did the underlying system change?
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Kitty Barnett
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Join date: 10 May 2006
Posts: 5,586
05-27-2008 09:53
From: Chip Midnight
Is it now just hard coded or did the underlying system change?
There's still code to initialize it from the saved settings (default in the code is for 1 avatar other than yourself, the default setting is 5) but other than a debugging information piece of code it looks unreferenced to me (doesn't mean that much though, I just had a quick glance).

Pastrami would know most likely :).
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
05-27-2008 11:48
From: Chip Midnight
That's unfortunately incorrect. That's how it works ideally, but the asset server feeds out the individual textures when the composited texture is slow to arrive or when people are in appearance mode. The "avatar composite" limit setting in graphics preferences controls how many textures per avatar your client will be sent when necessary. People should not be using 1024x1024 avatar textures at all. It very definitely will negatively impact people around the wearer.


Ahh, i always wondered what that setting was for. Although I guess it's now gone. Thanks for the information.
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