Different texture detail levels for avatars/prims
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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12-07-2003 10:58
Being a Radeon user currently shafted by the crappy Radeon drivers, I've had to reduce my texture cache size to 16 MB (instead of the 128 MB my Radeon can handle). The reason is if I do not, I get corrupted textures after about a minute.
The upside is I no longer get corrupted textures. The downside is every avatar I come across looks like a blurry blob.
IS there some way you guys could separate the detail levels between avatars and prim textures? The buildings don't look that bad, I can live with it. But when all of my friends look like melted crayons, I kinda get depressed.
LF
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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12-07-2003 11:51
LOL "Melted crayons"  But back on topic: I have an ATI 9k and am running SL relitively smoothly on it, without any texture corruption whatsoever (I have my texture RAM set at 64 megs, the capacity of my card). My framerate is a bit sucky though, I have bump mapping and high detail ground enabled. I use ATI Catalyst 3.1  ==Chris くりす
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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12-07-2003 12:19
3.1 doesn't work with any game released in the last year other than SL. I play other games  LF
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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12-07-2003 23:44
shame on you
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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12-08-2003 02:01
So in other words, LL should do even more work to compensate for ATI's lousy drivers?
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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12-08-2003 07:41
Attachments' textures also have Level Of Detail (LOD) issues and perhaps should be given a different set of level distances so that they load sooner. This is most true for animated textures where the base texture may be very large to accommodate all the still frames, while the actual portion of the the texture that is visible at any one time is quite small. Right now in this case, the texture will remain blurry until you get very close, then blur again as you back off.
This may, in fact, be a problem with all animated textures or textures where only a small part of the image is actually used.
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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12-08-2003 08:15
LF I'm sure you remember--I've had the same problem, but I haven't been seeing it lately. Not sure if it's because I've been playing shorter times lately or I'm just not in texture heavy areas.
I think I have the latest drivers, if not then 2nd to latest. I've been running at 64mb (on a 128mb card), with avatar detail to the max, av vertex off and (probably most importantly) AGP accleration OFF. I think the AGP accel may be a good thing to try off if you haven't yet; not sure if it's making the difference with textures though. I could be dead wrong but I think I remember reading somewhere about AGP accleration effecting memory usage issues, and that's the cause of the texture problem I think...
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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12-08-2003 14:58
From: someone Originally posted by Cristiano Midnight So in other words, LL should do even more work to compensate for ATI's lousy drivers? Well, it'd be nice. Not everyone has a Geforce. If they can't get Radeons to work as well as Geforces, they're locking out at least 50% of the playerbase. LF
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Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
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12-09-2003 05:23
I notice texture corruption now and then, all I do is use the windows key or alt-esc to switch contexts, then I go back into Second Life again. The textures revert to normal, forced by Second Life redrawing the scene, I guess. I'm running a ATI Radeon 9700 AIW 128MB, using the full amount of video memory.
I do get occasional crashes to desktop, but I find that it isn't reproducible - but I can live with it.
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