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Strange "shiny" behavior with nVidia 77.77 drivers

Huns Valen
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Join date: 3 May 2003
Posts: 2,749
08-16-2005 02:18
Card: GeForce FX5900 non-ultra

Previously I ran the 71.84 drivers. Yesterday I upgraded to 77.77, and SL has not looked quite the same since then.

The difference has to do with shiny surfaces. I rezzed a cube, set shiny to low... hmm, ok, looks shiny, but a bit TOO shiny for the low setting. Medium and high shinyness look EXACTLY the same. There is no differentiation at all, surface shinyness is either on or off. I think it may be "stuck" on medium shinyness.

Non-shiny surfaces seem to look the same as ever.

edit: was running 71.84 before, not 6x series
Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
08-16-2005 04:44
For what it is worth, Huns - I had a problem with the cubic map not displaying correctly - everything that was supposed to be shiny was, but it looked like white glossy surfaces.

I was alarmed, to say the least :) I ended up purging my cache, then unselecting shiny in the client, starting it (not logging in) and then re-enabling it. This seemed to fix it. I can't vouch for the change in shiny degree, I'll try some experimentation later.

I've got an aging GeForce 5950 Ultra 256MB card.
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
08-16-2005 04:52
Huns, I noticed this with the last upgrade, a couple weeks ago. Brent Linden confirmed it at the office, but I've heard nothing since. Since I build almost exclusivly with shiny, it's basicly hampered my ability to work on anything, and I haven't logged in much.

FWIW, my testing has suggested that the game renders the first level of "shiny" it encounters for all shiny... The first time it happened it rendered high shiny, then I got low shiny once, then medium shiny... It seems to vary for me.
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Huns Valen
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Join date: 3 May 2003
Posts: 2,749
08-16-2005 20:59
Reitsuki,

I found that reinstalling the 71.84 drivers fixed the issue. That might not be a bad idea for the time being. NV installers like to leave the complete installation files behind in C:\NVIDIA\(OS version)\xx.yy so you may still have whatever previous drivers you used.
Kathmandu Gilman
Fearful Symmetry Baby!
Join date: 21 May 2004
Posts: 1,418
08-17-2005 00:19
I am using the 77.76 beta drivers and I don't see the problem and I think I'll wait before upgrading to the release version.
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Brent Linden
eXtreme Bug Hunter
Join date: 16 Feb 2005
Posts: 212
08-17-2005 10:42
Hey ya'll!

It seems this only affects 5x00 cards from NVIDIA. I'm the only one ... er ... "blessed" with suchha card here in the Lab, so there's not much repro'in going on. It has been documented as a bug, with the fix being revert your drivers to the previous version. We are looking into the problem, but I don't have a time frame for a solution. Until then, you might wanna complain to NVIDIA, since the bug was not in Second Life before they "fixed" their drivers :)

Brent :D
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Bond Harrington
Kills Threads At 500yds
Join date: 15 May 2005
Posts: 198
08-17-2005 13:18
I'm wondering, is this the same as the "glowing" box when the Top Size is reduced to a prism or a pyramid? I get a weird reflection of sorts as if there was a light source close by, but it only happens with boxes where the Top Size has been reduced.
Huns Valen
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Join date: 3 May 2003
Posts: 2,749
08-17-2005 13:47
From: Bond Harrington
I'm wondering, is this the same as the "glowing" box when the Top Size is reduced to a prism or a pyramid? I get a weird reflection of sorts as if there was a light source close by, but it only happens with boxes where the Top Size has been reduced.
That's been around since early 2004... maybe a little bit longer.
Brent Linden
eXtreme Bug Hunter
Join date: 16 Feb 2005
Posts: 212
08-17-2005 13:54
This is a function of our UV mapping on topsized cubes (pyramids). Here's a good explanation of the problem:

From: someone
Originally posted by Chosen Few
The kind of distortion you are describing is a common problem with polygonal surface modeling. In other words, it's not just an SL thing. It is more or less inherent to polygons. It has to do with the fact that a rectangular face is not actually a rectangle, but is really 2 triangles. When you scale one side of a rectangle, you are altering the size of only one of the triangles while changing the angle aspects of both. Thus the half of the texture that sits on the resized triangle becomes compressed and bent while the half on the other triangle gets fanned out towards the newly resized diagonal border between the triangles.


If you think it should be fixed, vote for it!

Brent :D
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Huns Valen
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Join date: 3 May 2003
Posts: 2,749
08-21-2005 02:15
I think he's talking about the tendency of non-100%-topsize boxes to develop a whitish tinge towards the top. That is not the same as the texture distortion.