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Anyone else having RenderGeom lag problems?

Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
10-29-2005 13:56
Here's a piccie of me in Diloba. The sim is healthy, there are 10 people here and the MUNIFICENT atop my head changes color quickly (which generally indicates that things are way good.

I'm here at Kru Flan's boutique. I've been here five minutes. I've allowed the area to stream in... there's nothing greatly changing in front of me that I can see. Things are pretty static.

And yet...
why the massive amounts of RenderGeom lag?
(To get this Frame Console with all the pretty colored bars up, first press Ctrl-Alt-D to active Debug, and then do Ctrl-Shift-2 or select it from Debug menu.)

This isn't the only place I've experienced it. There are "pockets" in Second Life which seem oddly susceptible to this, without that many complex shapes I can see—it's mainly cube-type objects. And strangely enough, it can be especially noticeable in quieter areas. Dropping draw distance and several other settings hasn't made much of a difference.

I'm curious about who else is experiencing this? It reminds me of some ImageUpdate lag problems when 1.6 came out that were quickly fixed. I hope this can be remedied too, as I clearly don't remember experiencing such RenderGeom lag in such contexts in 1.6.

Thanxies! :D
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Alondria LeFay
Registered User
Join date: 2 May 2003
Posts: 725
10-31-2005 06:49
I get similar when looking out upon Miramare (off the screen RenderGeom blips), although the buildings there are more complex than simple block structures. I don't remember it being so drastic before though.
Zodiakos Absolute
With a a dash of lemon.
Join date: 6 Jun 2005
Posts: 282
10-31-2005 11:03
Exact same problem I was seeing in sections of E City. I was trying to kind of diagnose it to the best of my very basic ability using the debug charts and such, and it was indeed RenderGeom that was going crazy.... only in one building, but there was nothing that I could see that would be capable of producing anything like that, it was just a normal shop. No crazy twisted torii, no mega-lag inducing scripts (not that that would cause RenderGeom to rise), nothing that I could see. Oddly enough, the owner of the building moved one floor prim by accident... and suddenly the problem disappeared, even when she moved the prim back. Sooooo bizarre, maybe a coincidence but... this is definitely a problem I've seen.
Blair Fizz
::
Join date: 18 Jun 2005
Posts: 4
sing my worries away
10-31-2005 22:29
When i see thing wrong that i cannot fix i try singing it help's me calm my mind.


My song of choice for this first post is.

"LET IT BE".

JOHN LENNON.
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::New discovery is the best part of the journey::
Rei Kuhr
Ground Repellant
Join date: 18 May 2005
Posts: 54
10-31-2005 22:37
I did a recent test of this in Abbotts Aerodrome. Over the space of about 15 minutes, the RenderGeom was going nuts. Watching people enter the sim, or even look in, was making it spike higher. I also noticed too that the UpdateGeom is fairly low compared to the RenderGeom. My hypothesis, with my limited knowledge, is that instead of updating the Geometry once loaded and cached, is that the geometry is not being cached and is being re-rendered every time it is viewed again, draining a significant portion of the sim resources. This might be tied in the reason why if we turn away from something it vanishes when we look back. Just my hypothesis though and I could be wrong.
Eata Kitty
Registered User
Join date: 21 Jan 2005
Posts: 387
11-01-2005 02:58
They should add a rendered polygon count to give you an idea of how much work it does.
Nathan Stewart
Registered User
Join date: 2 Feb 2005
Posts: 1,039
11-01-2005 06:39
I've seen rendergeom and renderimage being high even after the sim has loaded, im not sure if the info i sent in over the end of last week has helped, but i was seeing a constant decode and create of gl images even if they were unavailable ie the smoky texture (although i couldnt see them i can recognise them in the texture debugger) This seems to corrospond to a high image time in the sim. I have no idea if this is linked but im hoping todays fix will help as im guessing its something to do with corrupt files being loaded on the sim if they have fixed it.
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Rei Kuhr
Ground Repellant
Join date: 18 May 2005
Posts: 54
11-01-2005 07:07
That's something Arrekusu said when we were looking at the stats, that the actual textures in the sim were also a possible cause of lag. Makes sense.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
11-01-2005 09:37
Possibly a problem with overlapping coplanar surfaces (for example, when you butt two prims together and they overlap so the edges "flicker";)? If moving a floor tile away and back again cured it, that's one of the things that might be involved.
Zodiakos Absolute
With a a dash of lemon.
Join date: 6 Jun 2005
Posts: 282
11-02-2005 07:43
Okay, strangeness.

Yesterday, this EXACT same thing happened again.... in the sim I live in! I was like 'Augh, it's following me!" And it would come in strange, 10 second spurts. Every ten seconds, fps would go down to about... 3. That's client FPS, mind you. Same stuff around that's always been here, no new objects that would be the cause of such lag, and my normal fps here is around 20-25.

Then I got the bright idea to clear my cache.

When I logged back in 5 seconds later, the lag was completely gone, nowhere to be found in the entire sim.

My guess is that this has something to do with something being saved incorrectly or incomplete in the cache. If this happens to you, try clearing your cache, logging back in, and seeing if it's still there.

- edit: I forgot to mention the first time that it was 'UpdateGeom' this time, and not RenderGeom, that was doing the damage. So it might not be the same issue.
Fa nyak
>(O.o)<
Join date: 8 Oct 2004
Posts: 342
02-15-2006 17:48
to add to this, when the lag starts up, if i hit alt+enter to change to/from fullscreen...it seems like something gets flushed for the time being, fixing my problem for a while until it eventually returns randomly. i'm getting crazy low fps (2 or 3, with all the pretty graphics options off) in places that a few months ago i could go to with local lighting and the works with generally smooth framerate.
Mack Echegaray
Registered Snoozer
Join date: 15 Dec 2005
Posts: 145
02-16-2006 08:25
From: Eata Kitty
They should add a rendered polygon count to give you an idea of how much work it does.


They already did, look in statistics, it's something like "KiloTris Drawn" (ie how many thousands of polys are drawn per frame).

Torley, what kind of FPS are you getting? Most of the frame time being taken up by RenderGeom is what I'd expect to see in the scenario you describe. If you're getting very, very low FPS then try using the debug menu to make the objects around you disappear, and see if the FPS takes a jump at any point.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
02-16-2006 17:11
From: Mack Echegaray

Torley, what kind of FPS are you getting? Most of the frame time being taken up by RenderGeom is what I'd expect to see in the scenario you describe. If you're getting very, very low FPS then try using the debug menu to make the objects around you disappear, and see if the FPS takes a jump at any point.


Yup--this is exactly my methodology! And thankyou for saying this, I'm SO HAPPY because I'm used to saying this to others too! :)

I got maybe, sub-1 FPS when it got to be really bad. :(

I'll clarify that I haven't had such severe problems on my new computer. The experiences I posted took place several months ago... but if there's any new info I have, of course I'll chime in.

There was a time many months when I had bad UpdateGeom lag (red bars), and made forum postings about that too.

Everyone still experiencing something similar, see if you can look around in the area you're in and rule out any obvious problems like complex geometry (e.g. tons of twisted tori). In my experiences, the bugs showed the symptoms of such things, but as I described earlier, when I looked around, I saw no such objects.
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