Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

down to 2 FPS when using local lighting

Doc Nielsen
Fallen...
Join date: 13 Apr 2005
Posts: 1,059
03-07-2006 03:37
From: Trimda Hedges
Bug reporting gives LL hard numbers to understand whats going on.



You don't need hard numbers to go inworld with a 20fps PC, switch on Local Lighting, restart and see 1.5fps!
_____________________
All very well for people to have a sig that exhorts you to 'be the change' - I wonder if it's ever occurred to them that they might be something that needs changing...?
Doc Nielsen
Fallen...
Join date: 13 Apr 2005
Posts: 1,059
03-07-2006 03:40
From: Torley Linden
O, yeah, one more thing: please remind me of this thread when we have better Local Lighting so we can celebrate. :D



Encouraging necroposting Torley...?
_____________________
All very well for people to have a sig that exhorts you to 'be the change' - I wonder if it's ever occurred to them that they might be something that needs changing...?
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-07-2006 13:55
Encouraging rippleshock. :)
_____________________
Geoff Macdonald
Registered User
Join date: 1 Aug 2004
Posts: 8
Peter Principal in Action
03-07-2006 17:21
I see that people are still promoted to the level of their incompetence.
Doc Nielsen
Fallen...
Join date: 13 Apr 2005
Posts: 1,059
03-08-2006 03:47
Hmmm, that must be why I'm not being promoted! :rolleyes:
_____________________
All very well for people to have a sig that exhorts you to 'be the change' - I wonder if it's ever occurred to them that they might be something that needs changing...?
Nokuma Strangelove
skadgbsld,gmnfdsh
Join date: 20 Nov 2005
Posts: 119
03-08-2006 07:16
From: Doc Nielsen
Virtually everything since the infamous 1.7 update has degraded the client performance further, to the point where only those with killer PCs and Macs have anything like an immersive experience.


I totally agree, The game is horrible on my side even though i disable trees, clouds, fog etc.
_____________________
AMD Athlon 6000+ 3.0 GHz | NVIDIA GeForce 9800GTX+ 1 gig OC | 4 gig RAM | 1.5 TB HDD | 1 TB HDD | SAITEK ECLIPSE II keyboard | 50" Sony WEGA | 19" Gateway Secondary Monitor| Microsoft 5000 wireless laser mouse | Windows 7 Pro | Ubuntu | <3|

TOSHIBA L555D | 2.3 GHZ DUAL CORE | WIN 7 HOME PREMIUM | ATI RADEON 3100 | 4.OG RAM | 250 GB HDD |
Nokuma
Pratyeka Muromachi
Meditating Avatar
Join date: 14 Apr 2005
Posts: 642
03-09-2006 06:58
WOW! Look at the numbers of replies in this thread! I'm amazed my little complaint has attracted such a lenghty discussion (for me that is).

Anyway, I want to say that the only "fix" that seems to work for me at this time is to reduce the draw distance to minimum, 64m. Then my fps goes back up to 30+. I guess if you play at night, seeing anything farther than that is pretty useless.

I use the local lighting around and inside my buildings because the effect is dynamic. Using texture to simulate the lighting effects, like a spotlight on a wall, is just too much work, and texture lighting effects are static. It's all a question of believable effects, for the enhancement of the immersive experience.

I just hope that the degradation of performance we have seen since v1.7 is not going to get any worse. What will happen when 64m will still be too much information to process for the average PC? SL without local lighting and shadows looks like a cheap sunday morning cartoon. An expensive one at that.
_____________________
gone to Openlife Grid and OpenSim standalone, your very own sim on your PC, 45,000 prims, huge prims at will up to 100m, yes, run your own grid on your PC, FOR FREE!
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-10-2006 03:29
It is truely fantastic!

I love to hear the passion about lights... the dynamicism is what grabs me too. I appreciate all the cleverness with shadow and light maps pointing the way. This is a good example. It reminds me of how the first audio samplers preserved a static "fragment" of the sound, and then in the future, advanced interpolation and pitch+time-stretching techniques made for increasingly "elastic" audio.

For anyone who hasn't read it yet, Steve Linden mentioned about a future hardware lighting model--yes, this will make better use of your graphics card.

Significant reason, inshort, why Local Lighting's performance is so brutal (and you may have noticed Shadows do the same), is because it grinds your CPU down to the floor, on top of everything SL is already doing. And the more light sources, the worse. Rather than wrestle with that, making more use of the GPU will be warmly welcomed. Ripple Water is already one step in that direction, for example.
_____________________
Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
truly fantastic
03-10-2006 04:02
From: Steve Linden
Rather than dwell on the inadequacies of the existing local lighting model, I will simply say that we are right now in the process of replacing the existing local lighting with something that actually works. Stay tuned for more info in an upcoming release (sometime with in the next few months we hope).
Fantastic!

Thanks for the link! Did you mean "fantasic" in the "wonderful or superb" sense or the "based on or existing only in fantasy"? Thanks!
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-10-2006 04:13
From: Introvert Petunia
Fantastic!

Thanks for the link! Did you mean "fantasic" in the "wonderful or superb" sense or the "based on or existing only in fantasy"? Thanks!


Both! Bridging! Like SL, bringing a dream to life.
_____________________
Doc Nielsen
Fallen...
Join date: 13 Apr 2005
Posts: 1,059
03-10-2006 04:20
The basic problem with Local Lighting appears to be that LL is relying on the CPU to perform the calculations required.
A far more sensible approach might be to use the graphic card features to do the job - as most games do?

And as far as sheer power is concerned, a couple of days ago I killed my cpu (carelessness changing a cooler, the cpu ripped out of the ZIF and bent several pins, one got broken straightening it - the price of a quieter life) and because I couldn't obtain a replacement I had to replace both cpu and motherboard.

Changing from a 3.2Gig P4E to an Athlon 4000+ has (with the same 4Gb of RAM of which SL STILL refuses to use more than 300Mb of), somewhat to my surprise, provided a noticeable performance boost - like 8-9fps in a known performance location! However, Local Lighting is STILL unusable, which gives an idea of just how much cpu it requires...

In these days of 256mb DDR3 Ram graphics cards with 1Gig+ processors failing to use the graphics card resources is madness!
_____________________
All very well for people to have a sig that exhorts you to 'be the change' - I wonder if it's ever occurred to them that they might be something that needs changing...?
Snakekiss Noir
japanese designer
Join date: 9 Dec 2003
Posts: 334
not since 1,7
03-15-2006 12:11
I have not been able to use local lighting AT ALL since 1,7 otherwise it takes 2 minutes to turn sideways or cross a room. It's painfully slow.

Since 1,7 and all subsequent update I sped the first 1-3 minutes or more on log in or on tp to another sim waiting for the forest of grey panels to turn into anything at all. Textures load so slowly sometimes the only way to get to see them is right click and edit and they drop into place.

Every time SL upgrades my machine struggles its like I feel I need a new computer every 3 months to cope with game. No amount of memory seems to make things better.

Just once I would like to go back to the first days of SL when it all appeared and worked smoothly instantly when logging in. Now in the advanced days of 1.9 i move like snail, crash 20 times a night, wait minutes to see the world when logging in and generally enjoy a lesser experience.. and I am still paying more and more money

not so good.. bring back the old days.. without local lighting nightime is dull and all my carefully made light effects do nothng... the world is grey

Grey is the new SL
_____________________
Whatever happened to Important Basic Feature Improvements including improving the outdated 5 year old AV Body Appearance system to Poser standard?

What happened to the 'see for miles' graphical visions we were shown of Havok Engine? Instead we got moral crusades to please American businesses.

OPPOSE LOCAL TAXES ON VIRTUAL WORLDS !!

THE BRAVE NEW WORLD HAS BECOME A BIG NEW SHOP
Pratyeka Muromachi
Meditating Avatar
Join date: 14 Apr 2005
Posts: 642
03-20-2006 05:52
From: Torley Linden
For anyone who hasn't read it yet, Steve Linden mentioned about a future hardware lighting model--yes, this will make better use of your graphics card.


Yes, "future" is something we hear a lot from LL. In the mean time, LL will have to make do without my tier money. I'm closing shop on the 10th of April as it is my monthly renewal date. I'll come back to being a paying customer when SL's performance goes up to >35fps viewer rate @ 512m draw distance, with all details setting set to max. It was fun flying a plane back in v1.6 and I miss it dearly. Now, the only way to move and see what's coming is walking. Ridiculous!:mad:
_____________________
gone to Openlife Grid and OpenSim standalone, your very own sim on your PC, 45,000 prims, huge prims at will up to 100m, yes, run your own grid on your PC, FOR FREE!
mathew Horton
Registered User
Join date: 18 Sep 2005
Posts: 40
03-25-2006 04:45
I think 1.9 should be fixed before this i could do everything at great speed now when i try to walk i get 5 sec lag but chattign in im and porting are fast i hope this lag will bypass i had to downgrade to basic because of it.
Heuvadoches Naumova
Equus Exoticus
Join date: 6 Oct 2005
Posts: 174
03-25-2006 10:17
Perhaps we need to encourage a rollback to 1.8?
_____________________
Respectfully yours,
Heuvadoches
[I try to be in character as much as possible.]


[left]Obligitory Advertisement: Pixel Crack Productions - Rainbow Tiger Island Mall
[/left]
Sahara Tyne
~Anti-Lemming~
Join date: 31 May 2005
Posts: 29
03-25-2006 11:11
I second a rollback!

I'm constantly in a full blown lag fest since this uptade. Changing settings anywhere doesn't help at all. Right click menus freezes me for a minute or 2, world map is death... freeze then crash. And my fps has went from between 30-45 to me being lucky if it goes above 2. So I've been reduced to being able to do Nothing but sit in one spot and chat.
_____________________
~Anti-Lemming~
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
05-24-2006 16:07
ROLL FORWARD!!! :D

History shows the record to be true:

I have not forgotten my sacred vow, to followup when this issue has been fixed for the Residents of Second Life. For pain gives way to pleasure, and the people are happy when the scourage of low FPS suffering has been lifted away, dispelling such an egregious evil of impetuous magnitudes...

And indeed, today, with the release of Second Life 1.10, it has been!

THE LOCAL LIGHTING IS DEAD! LONG LIVE THE NEW LOCAL LIGHTING!

_____________________
Pratyeka Muromachi
Meditating Avatar
Join date: 14 Apr 2005
Posts: 642
05-26-2006 08:19
You beat me to it Torley, thanks for remembering.

Now, after a couple of days testing this new version of SL, my previous opinion of SL lighting has greatly improved. So much so that I'm currently hard at work making lamps. Flying around with all settings at max and draw distance at 128m gives me an average viewer FPS of 8-10, not lighnting fast but playable. On my land, the same setting give me 25-30 FPS! That I have never seen. I have 6 sources of light on...

The flexiprims are neat, now we can have decent looking flags.

Keep it up LL:)
_____________________
gone to Openlife Grid and OpenSim standalone, your very own sim on your PC, 45,000 prims, huge prims at will up to 100m, yes, run your own grid on your PC, FOR FREE!
Duke Scarborough
Degenerate Gambler
Join date: 30 Apr 2006
Posts: 158
How can you make lamps?
05-26-2006 11:11
The experience with the new lighting is that the lights are not stopped by solid prims. That is, walls, lampshades, light boxes, none of them stop the light from radiating beyond them?
Pratyeka Muromachi
Meditating Avatar
Join date: 14 Apr 2005
Posts: 642
05-26-2006 13:47
From: Duke Scarborough
The experience with the new lighting is that the lights are not stopped by solid prims. That is, walls, lampshades, light boxes, none of them stop the light from radiating beyond them?


True, but the side of a prim opposite the light source will be dark, so even if an object behind a wall will have light shining on it through the wall, the wall itself will have a lighted side and a dark side, but no shadow.

It's almost real looking, but I agree it still need some work.
_____________________
gone to Openlife Grid and OpenSim standalone, your very own sim on your PC, 45,000 prims, huge prims at will up to 100m, yes, run your own grid on your PC, FOR FREE!
1 2