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And boom. Vertex shaders and shadows are gone.

Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
05-08-2006 20:46
1.9.1.23: had vertex shaders. Environment, object, and avatar. Had "shadows" option.

1.9.1.24: Gone.

Shiny on transparent? Gone.
Specular lighting? Gone.
Environmental shadows? Gone.

Man that looked nice while it lasted.
Miriel Enfield
Prim Junkie
Join date: 12 Dec 2005
Posts: 389
05-08-2006 21:29
There's a 1.9.1.23 and 1.9.1.24 out? I'm in 1.9.1.21 and the autoupdater isn't doing anything.

Not that I can even turn vertex shaders on in 1.9.1.21. The thing instantly crashes.
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Michi Lumin
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Join date: 14 Oct 2003
Posts: 1,793
05-08-2006 21:36
Well, that -may- be why they pulled them ... but they really should update the MOTDs :o because right now, 1.9.1 has -less- graphics options than 1.9.0, not more...
DBDigital Epsilon
Registered User
Join date: 29 Aug 2005
Posts: 252
05-08-2006 21:52
Indeed, they should not pull the options for shiny, bump map avatar, disable far clip options. It is very nice to have such options when your frame rate falls due to being in a crowded area (or poor builds creating large lag). Sure some run people them the settings on full all the time, but some of us don't care for such features and would rather have it off or want more speed.

-DB
Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
05-08-2006 22:32
Said it once and said it again: options.... A one-size-fits-all situation just isn't going to work.

I suppose this could be an interim release, though. Maybe they should hold off on the release? :|
Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
05-09-2006 02:54
I'm really dissapointed to see them go if this is a permenant change for this release. Those new graphic features made SL look a ton better, now it's back to looking like ass, what happened?

The sun no longer shines as brightly on the ground, or prims, the cool blue fog is gone. Even the crappy shadows of prims are gone (I think this is a bug, because why is "Cast Shadows" still there?).

I ran fine with the new featureful graphics and they looked delightful. Transparent + Shiny was a long awaited feature and was awesome to finaly see implemented.

Also, I'm hoping this is a bug, but with water ripple off, theres no texture, it's just shiny blue stuff.

After telling people to upgrade their drivers because 1.9.1 adds new graphic stuff, are we really going to go back to normal cruddy SL stuff? :(
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
05-09-2006 02:56
From: Miriel Enfield
There's a 1.9.1.23 and 1.9.1.24 out? I'm in 1.9.1.21 and the autoupdater isn't doing anything.


I noticed this as well, I had to manualy download from the page.
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Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-09-2006 03:34
Well, that's ONE way to fix bugs (like "particles effects are now lit like other bright objects" and "particles no longer look shiny at certain angles";): remove the feature (specularity, in this case) that caused it in the first place. :rolleyes:

Does LL even TEST builds before releasing them? I mean, come on, LL, this is freakin' pathetic. Do the programmers even TEST their own code? These kinds of blatant bugs are SERIOUSLY stupid to be occurring--even in a preview release.

Combined with the known issues list STILL not being up-to-date ("llSetTextureAnim animations appear jerky" is STILL on it even though it's been fixed a few builds ago now; and some inaccurate/incorrect entries) and a lack of a preview tester bug database (at least), it's pretty obvious SL 1.9.1 isn't ready for its public release on Wednesday--and that LL needs more focus/discipline/motivation--something! I don't like the recurring pattern I see developing (worsening)...
Eep Quirk
Absolutely Relative
Join date: 15 Dec 2004
Posts: 1,211
05-09-2006 03:35
From: Michi Lumin
1.9.1.23: had vertex shaders. Environment, object, and avatar. Had "shadows" option.

1.9.1.24: Gone.

Shiny on transparent? Gone.
Specular lighting? Gone.
Environmental shadows? Gone.

Man that looked nice while it lasted.
Did you bug-report it?
Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
05-09-2006 07:00
From: Eep Quirk
Did you bug-report it?



Err... you really think this is a bug?
DBDigital Epsilon
Registered User
Join date: 29 Aug 2005
Posts: 252
05-09-2006 07:49
I posted above regarding the options for shiny, avatar renderings, and far clip They are back in the latest version. I had no idea as I was not prompted to update, untill I read in another thread that it was a manual update. Nice to have those options back....well except for far clip but I can live without that I suppose.

-DB
Ochi Wolfe
Furdamentalist
Join date: 18 Dec 2004
Posts: 25
05-09-2006 07:52
It's obviously not a bug. I was a little shocked for a moment when I read this but in fact it's a good move. If they would have released 1.9.1 in a condition like two previews ago it would have brought so many problems into the main grid. It was nice to see what's possible but those features are just not yet ready for release.
Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
05-09-2006 07:54
From: Ochi Wolfe
It's obviously not a bug. I was a little shocked for a moment when I read this but in fact it's a good move. If they would have released 1.9.1 in a condition like two previews ago it would have brought so many problems into the main grid. It was nice to see what's possible but those features are just not yet ready for release.



As I said then, though... kinda mud-on-their-face as far as all those "New graphics features!" MOTDs go...

Honestly I didn't see many problems with the shaders...

I guess we go back to the whole 'whats the point of 1.9.1' thing... oh right. capes.
Hello Toonie
Registered User
Join date: 25 Jul 2005
Posts: 212
05-09-2006 09:17
We still have hardware lighting and flexiprims. That's a pretty good couple of feature-bumps for a 'minor' release number.

I'm totally happy for Vertex Shaders to be postponed for a while to get more testing; it was looking really shaky for mass-deployment this week (looking around these forums, the overlap between people for whom VS actually looked right and performed well yields quite a small minority) and SL were asking for a QA pummelling for simultaneously deploying three new 'features'. I'd still rather have seen VS become a Debug option for wider elite-testing, than totally ejected, but oh well.

I expect that faster, better, more-compatible VS work will be *the* focus for the next round of previews, where it can get more focused testing.
Michi Lumin
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Join date: 14 Oct 2003
Posts: 1,793
05-09-2006 09:29
From: Hello Toonie
I expect that faster, better, more-compatible VS work will be *the* focus for the next round of previews, where it can get more focused testing.


Heh.. That, or it'll become the next SpeedTree/Havok, etc.
eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
05-09-2006 09:39
occlusion culling was also still present, as a flag in the debug menu
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Hello Toonie
Registered User
Join date: 25 Jul 2005
Posts: 212
05-09-2006 09:51
From: Michi Lumin
Heh.. That, or it'll become the next SpeedTree/Havok, etc.
Yes... SL 2.0, with Havok 3, SpeedTree, Shaders (hey, player-authored GLSL shaders attached as object properties, why not), scripted armatures, Mono, paint-on-object, nonhuman armatures, alpha-skins, terrain megatextures, mesh-modelling and impostered-draw-to-horizon. Due out next week. :3
Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
05-09-2006 09:52
What sucks about this one is we actually -got to see it- before it was put on the Infinite Shelf of Forever.
Hello Toonie
Registered User
Join date: 25 Jul 2005
Posts: 212
05-09-2006 09:52
Oh yeah, OC, probably my favourite new feature of all (serious)... I dunno how I could have forgotten.
Michi Lumin
Sharp and Pointy
Join date: 14 Oct 2003
Posts: 1,793
05-09-2006 10:13
Ok well maybe not: For now, but maybe not later.


From: someone

Zero Linden: the changes in UI don't mean that we've scrapped all shaders - just some of the options are being delayed -- and in the end we may be able to deliver all those shaders without all that UI -- depends on how they test out on various PCs

Zero Linden: but, short answer: no, shaders aren't being permanently scrapped

Zero Linden: we are not permemnently removing shaders - only some of them got taken out o this release

Zero Linden: indeed - we just need to get them looking good in all cases!



... I wonder if we can still get to them through the .INI file??
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
05-09-2006 13:01
From: Michi Lumin
Honestly I didn't see many problems with the shaders...
I dunno about you, but this one caused me some concern. I've been periodically working on a redesign of my av that uses a combination of alpha and non-alpha textures, and the new specular highlight really weirded it up.

For this reason, I'm glad to see them keeping the new shader system in development a while longer. It looked pretty (for the most part), but it still needs some work.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
05-09-2006 13:04
From: eltee Statosky
occlusion culling was also still present, as a flag in the debug menu


Wait, I'm confused, so Occlusion Culling isn't on by default in 1.9.1 anymore?


This is all really dissapointing.
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
05-09-2006 13:11
From: Oz Spade
Wait, I'm confused, so Occlusion Culling isn't on by default in 1.9.1 anymore?


This is all really dissapointing.
Well, they did say that the 1.9.1 release is being postponed. Perhaps this will default to "on" again once they get some more work done on it.
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My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).

"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)."
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eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
05-09-2006 13:54
From: Oz Spade
Wait, I'm confused, so Occlusion Culling isn't on by default in 1.9.1 anymore?


This is all really dissapointing.


No its still on by default, the debug flag let you disable it if you so chose. (there are some very very very narrow and specific circumstances where it could slow down more than it speeds up, somewhat like current SL's LOD engine but actually far less problematic overall)
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
05-09-2006 14:15
Anyone else check their fast timers? I just did and had a WTF moment. My fast timers were so chaotic I uninstalled Siva and reinstalled to see if it would fix it, still chaotic. Here's my snapshot:

1.9.1(24) Fast Timers

I had no problems with framerates after I upgraded from my GeForceFX 5500 to my 6600GT till now, its really disconcerning and now I know why they pushed back the release date. They F'd up again.
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