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List of biggest contributors to lag and sim load?

Judah Jimador
Registered User
Join date: 13 Mar 2005
Posts: 230
09-16-2005 18:18
From: Aimee Weber
... it would discourage those of us that try to combine textures into a texture sheets, another lag saving technique)



Ah, somebody who actually does this!

So, can I infer from this that the client actually bakes the entire sheet (including hidden rectangles) as soon as any part of the sheet is viewed? In addition to saving money, that'd be a great way to cut out the annoying transparent/rez/congeal cycle when a separate texture is swapped into view for the first time.

Thanks!

-- jj
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
09-16-2005 19:38
From: Judah Jimador
Ah, somebody who actually does this!

So, can I infer from this that the client actually bakes the entire sheet (including hidden rectangles) as soon as any part of the sheet is viewed? In addition to saving money, that'd be a great way to cut out the annoying transparent/rez/congeal cycle when a separate texture is swapped into view for the first time.

Thanks!

-- jj


Check out http://www.SLBoutique.com/anim/ - more do this than you believe. Improvements to the code (note: you can download / tweak / do as you wish) are encouraged. I haven't heard a single suggestion since initial release yet. :-(

Please be the first to improve the x by y grid improvement code. PLEASE! This helps by being able to assemble your sheets as an animate gif in photoshop (for example, working with a 256x256 graphic, 16 frames) and then having the sheet assembled automatically... of course, it also works for converting animated GIF files.

Thanks for the kind words on the explanation. Shadow, if you notice, we're not talking about increasing fees on ALL textures; only on the larger sized textures. If you're really that poor, I'll gladly pass you my entire copy/mod texture folder! :-) The economy needs more sinks, and this is just one suggestion that would help increase efficiency in building, and create a sink for the economy. :-)

Also, while the assertation is above is correct that was the textures are offloaded to the client, its not a strain on the server is true, it is also true that video cards have a limited amount of RAM on them to use, so the smaller the texture, the better. :-)

-Flip :-)
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Ellie Edo
Registered User
Join date: 13 Mar 2005
Posts: 1,425
09-17-2005 09:29
From: FlipperPA Peregrine
Check out http://www.SLBoutique.com/anim/ - more do this than you believe.
Hey, Flip ! I didn't know about this. Just what I need.

Unfortunately, I just tried it. It all appeared to work, but when I tried to download the result, ending _final_final.tga, I was told it did not exist. Could not be found on server. Any suggestions ?

From: someone
The requested URL /anim/tmpfile1001637653432c44_final_final.tga was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.


The original little animated gif contains 42 frames, but your system reports it thus
From: someone
GIF Original Statistics:
0 frames; 150 width; 107 height.
Second Life Optimized Targa Statistics:
width frames; height frames; texture size: 2x2


Is the gif faulty ? Yet why does your page claim to have processed it, then say there is nothing there ? Sorry, I guess this is the wrong place for this problem. But you offered me something I've been needing for some time.

I did try assembling this .tga by hand in photoshop, but I cant find any way to split the existing gif frames apart. It only seems to recognise the first frame. :confused:

Edit: Ah ha. I have to resize it first? To what? And Photoshop only resizes the first frame. Don't I need to know if it will end 7x6 or 6x7 or 6x8 with some spare, or what ? Is it because 7x150 is more than 1024 ? I see there may be a "matrixification algorithm" problem here.

If you are happy to help me get to use your page, maybe PM would be the better communication medium for my education ?
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
09-17-2005 11:06
From: Julian Fate
Does it really reduce lag? Is that conventional wisdom or documented somewhere?

I don't know if it's "documented," but the way I explained it is exactly as it was explained to me by Lee Linden back in January of this year. The example I used of malls lagging due to texture overload is the exact same example he used when he explained it to me. I've been using it ever since.
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