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Ripple water bug

Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
12-13-2005 22:34
I just noticed that if you place an object or avatar above some linden water, with ripple turned on. And look down, so the object is blocking your line of sight to the water, the object, or the avatars clothing ripples with it..

Very hard to explain.. I've sent a bug report.. Kind of funky tho..
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Zapoteth Designs, Temotu (100,50)
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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
12-13-2005 22:41
Yeah, I've seen that to. I also saw a Hotline post about it and the response was that's what is supposed to happen. It was either in Hotline or here, it was before 1.8 went live.
Zapoteth Zaius
Is back
Join date: 14 Feb 2004
Posts: 5,634
12-13-2005 23:14
From: Aaron Levy
Yeah, I've seen that to. I also saw a Hotline post about it and the response was that's what is supposed to happen. It was either in Hotline or here, it was before 1.8 went live.


Freaky..
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I have the right to remain silent. Anything I say will be misquoted and used against me.
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Zapoteth Designs, Temotu (100,50)
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
12-13-2005 23:26
Yep, it's supposed to be like that and gets you a major FPS hit (~10?) on a nVidia 5200 on a land-locked sim. That's a feature!
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-14-2005 06:09
I wish they'd apply this funky rippling effect to the shoreline. It needs *something* there.

It's not that the clothes are getting rippled, it's that the edge of the rippled section is uneven and the missing pixels are being filled in with the adjacent color. Maybe it could be filled in with the default water blue instead?
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
12-14-2005 07:43
From: Malachi Petunia
Yep, it's supposed to be like that and gets you a major FPS hit (~10?) on a nVidia 5200 on a land-locked sim. That's a feature!
Wow, that's unfortunate, I'm only getting like a .5 hit looking at a huge lake. If you get a big FPS hit using that card you could always turn it off though... :rolleyes:
And it's not that it's "supposed to look like that" it's that the extra rendering time to make it not look like that isn't worth it: /108/c2/76042/3.html#post795092

From: Argent Stonecutter
It's not that the clothes are getting rippled, it's that the edge of the rippled section is uneven and the missing pixels are being filled in with the adjacent color. Maybe it could be filled in with the default water blue instead?
Actually... /108/c2/76042/3.html#post795028 :cool:
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Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
12-14-2005 08:11
Its hard to explain it as a bug or an unwanted visual artifact, due to the way the pixelshader is used then there is no depth perception, so the graphics card doesnt know what is above or below the waterline, the artifact you see only appears for objects rendered over the water surface and between you line of sight with it

Its possible to fix this in a number of ways,

a) remove the underwater ripple on objects

b) add depth perception (this would require higher end hardware, ie nvidia 6,7 and ati x1 series)

I think they've tried to work on the middle ground here give you most of the features for the widest amount of possible cards. The reason it is such a performance hit on 5200 as its probably the lowest card supported for the effect in the nvidia range, and just because your land locked means nothing, the graphics card has no way of scaling back usage the effect is either active or not
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-14-2005 09:42
I don't know what he means by "painting myself on the sea" or "it's your reflection that's getting rippled". My reflection, if they were to even implement that, wouldn't be behind my body.

And the color of the edge ripples, when I zoom in on them, aren't black, they're whatever the color of the object is.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-14-2005 09:44
From: Nathan Stewart
a) remove the underwater ripple on objects

b) add depth perception (this would require higher end hardware, ie nvidia 6,7 and ati x1 series)
c) Render in two passes, one ignoring all objects with Z > llWater() that's fed into the pixel shader.
Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
12-14-2005 09:54
From: Argent Stonecutter
c) Render in two passes, one ignoring all objects with Z > llWater() that's fed into the pixel shader.


This isnt a rendered effect its not using the software, the graphics card takes a screen sample and applies that to the co-ordinates where the water is, its not written in lsl its written in cg http://developer.nvidia.com/object/cg_toolkit.html the files are waterF.cg and waterV.cg in your app_settings directory
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
12-14-2005 10:20
From: Argent Stonecutter
I don't know what he means by "painting myself on the sea" or "it's your reflection that's getting rippled". My reflection, if they were to even implement that, wouldn't be behind my body.

And the color of the edge ripples, when I zoom in on them, aren't black, they're whatever the color of the object is.
It was the picture I was referencing, what's being said in that post in inaccuarate at best. I should have said that in the original post but I'd only just got up and wasn't thinking properly, soz. What's going on in the picture is that the sample for the ripples (taken from the framebuffer I think I recall Runitai saying) is stretched to twice it's original size, I pointed it out to show that it's not there's missing pixels that are being filled in but that, in a way, it is the clothes getting rippled - insofar as it's everything on the screen being ripppled. :)
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