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LL Blog: Avatar Rendering Cost

MortVent Charron
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Join date: 21 Sep 2007
Posts: 1,942
05-11-2008 19:44
also arc is per avatar, it doesn't take into consideration the lag from the sim's construction and contents
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Toy LaFollette
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Join date: 11 Feb 2004
Posts: 2,359
05-11-2008 19:46
I supose I will ignore ARC as a probable 'finger pointing' tool. I dont suffer from FPS lag. I think the lowest I have been since getting my new system is 25-30 FPS and that tells me my problems were my end, not someones ARC.
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Kitty Barnett
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Join date: 10 May 2006
Posts: 5,586
05-11-2008 20:01
From: Lear Cale
Script-based lag is the source of a lot of confusion and misconceptions. For the most part, scripts cause lag *in other scripts*, not slow frame rate. That is, unless the scripts are moving prims, they tend not to cause lag to other people (scanners being a notable exception).
People will still call it "lag" though :). Lag is nothing concrete, it's whatever (real or imaginary) unnamed thing that keeps their current SL experience from what they feel it should be.

I'll make a leap of faith and state that everyone can at least learn to tell whether what they call is "lag" is client-side, sim-side, grid-side or network-side or a combination and that in itself would be far more useful than anything else.

Once everyone/most can tell the difference between those things is when you should start introducing aids to narrow it down further. It's worthless without that basic knowledge in place first.

It's the difference between "I'm lagging so I'll blame whoever near me has the highest ARC" and "my frame rate seems rather low yet it's normally fine here, I'll see if someone here doesn't have an unusually high ARC" or "textures aren't rezzing, I'll look at the sim statistics to see if there isn't a stuck pending download/upload".

It's not something that should be used to "shame" (LL's word for it in the source) people, it's something that should be used to troubleshoot why something seems off and do something constructive about it (simply visually mute that person, or cam away from them and be done with it without making a fuss).
MortVent Charron
Can haz cuddles now?
Join date: 21 Sep 2007
Posts: 1,942
05-11-2008 20:06
my personal fave was hearing someone complain about people having high arcs... yet had their draw range set to 512m in one of the most heavily build up sims I know (shopping sim, so lot and lots of 1 prim boxes with different textures)
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Gabriele Graves
Always and Forever, FULL
Join date: 23 Apr 2007
Posts: 6,205
05-11-2008 20:13
From: Ciaran Laval
Oh please, I think they need to change this tool so you can only see your own ARC score. Pointing fingers and threatening to burn the witch isn't a healthy environment.
Finally a voice of reason :)
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Xio Jester
Killed the King.
Join date: 13 Nov 2006
Posts: 813
05-11-2008 20:44
Wow, thanks OP I hadn't even bothered to read that Blog. Looks like ole' Xio won't be rockin' 2 combat belts, dreadlocks, dual pistols, shades, piercings, a cigar, spiked wrstbands, high-prim boots w/ spurs, etc when he rides anymore...I should have figured this out on my own, duh. I'm guilty of usin' up every attachment point, besides a few HUD slots on my av, then going "How come it's so laggy today?" I'm glad LL broke it down like that. Unexpected. Maybe this new CEO really does know what he's doin.

It looks like Torley is rollin out a whole "video wiki", instead of the slow string of tutorials, I have seen more Lindens in Bay City in the past two days than I had seen before in my whole time on the Grid, and even though this was a rough Sunday, I HAVE had days where I could race my bikes with Graphics set to Maximum, which is crazy.

...keepin my fingers crossed.
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Kathy Morellet
Registered User
Join date: 26 Jul 2006
Posts: 809
05-11-2008 21:02
From: Ciaran Laval
Oh please, I think they need to change this tool so you can only see your own ARC score. Pointing fingers and threatening to burn the witch isn't a healthy environment.


JIRA created...

http://jira.secondlife.com/browse/VWR-7182
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Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
05-11-2008 23:39
Funny thing is, I always knew that the more crap you loaded into view & had running scripts, the more lag it would cause.

Doesnt take a genius to figure that one out. ;)
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
05-12-2008 01:48
From: Lear Cale
It sure would be nice to have a magic red arrow pointing to the culprits whenever there is lag, but that's not likely to happen.
Reading the context of this quote, it was clearly *not* limited (nor especially targeted) to ARC numbers, but rather to isolating what in the whole system causes a user's experience of lag: could be scripts, could be physics, could be network--could even be avatar rendering costs. Pinpointing the culprit in that space *would* be useful for everybody.

And--you ain't gonna like this--it is pretty critical that we be able to see as much of that information as we can, to help figure out what's going on. And for a platform so dependent on user-generated content, SL really doesn't give us many clues about why, say, frame rate in a venue drops dramatically over a certain interval every day. Maybe after a month or two of sleuthing, the hostess with the 500-prim spiked boots will take a day off and somebody will make the connection.

It's fiendishly difficult, given the current tools, to isolate rendering lag. It would be selfish and short-sighted to ask for removal of a rare tool that can help others improve your in-world experience.
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MortVent Charron
Can haz cuddles now?
Join date: 21 Sep 2007
Posts: 1,942
05-12-2008 02:01
From: Qie Niangao
Reading the context of this quote, it was clearly *not* limited (nor especially targeted) to ARC numbers, but rather to isolating what in the whole system causes a user's experience of lag: could be scripts, could be physics, could be network--could even be avatar rendering costs. Pinpointing the culprit in that space *would* be useful for everybody.

And--you ain't gonna like this--it is pretty critical that we be able to see as much of that information as we can, to help figure out what's going on. And for a platform so dependent on user-generated content, SL really doesn't give us many clues about why, say, frame rate in a venue drops dramatically over a certain interval every day. Maybe after a month or two of sleuthing, the hostess with the 500-prim spiked boots will take a day off and somebody will make the connection.

It's fiendishly difficult, given the current tools, to isolate rendering lag. It would be selfish and short-sighted to ask for removal of a rare tool that can help others improve your in-world experience.


The tool is not accurate, and leads to a witch hunt mentality in it's current broken state.

It doesn't give a fixed rating at times on the same avatar in the same gear (had some port in and get two readings, as well as had several change depending on camera view)

It also only points to character rendering... it doesn't address the prims and textures used in the sim. You can be the only person in a sim and have rendering lag due to the construction in the sim.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
05-12-2008 02:18
From: MortVent Charron
It also only points to character rendering... it doesn't address the prims and textures used in the sim. You can be the only person in a sim and have rendering lag due to the construction in the sim.
Exactly. That's the whole point. That's why the tool can be so useful for isolating what's due to avatars and what's not.

Yeah, it would be nice if it could be more accurate without itself lagging the measurement device. But any research is subject to the limits of instrumentation.
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MortVent Charron
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Join date: 21 Sep 2007
Posts: 1,942
05-12-2008 02:27
From: Qie Niangao
Exactly. That's the whole point. That's why the tool can be so useful for isolating what's due to avatars and what's not.

Yeah, it would be nice if it could be more accurate without itself lagging the measurement device. But any research is subject to the limits of instrumentation.


It causes lag in the client
It doesn't give consistent results

It is possible for someone in the green to actually lag out a sim or client if they wanted to.

The tool doesn't work, it just creates finger pointing.

If it had firm metrics that considered everything on the client's settings and told them how to adjust the graphics and tweak the client then it would be good.

But set up in such a manor that you can finger point, causes community issues with witch hunt style concerns.
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Qie Niangao
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Join date: 24 May 2006
Posts: 7,138
05-12-2008 03:05
From: MortVent Charron
It causes lag in the client
It doesn't give consistent results
Again, that's the nature of instrumentation. There can be no perfect measurement device--that why there's statistics. (And the only client it lags is the one displaying the readings--and if this is lag, try watching the Texture Console!)
From: someone
It is possible for someone in the green to actually lag out a sim or client if they wanted to.
Yes. So? The same is possible with or without the tool. With it we have *some* information with which to observe one aspect of user experienced lag.
From: someone
The tool doesn't work, it just creates finger pointing.
Again, every measurement device has limitations; that doesn't make them useless. And the finger-pointing was there all along--remember all the fuss about bling causing lag? Except--hah!--it mostly doesn't. I'd prefer any finger-pointing be based on something that at least measures some relevant factors, rather than magic voodoo superstitions.
From: someone
If it had firm metrics that considered everything on the client's settings and told them how to adjust the graphics and tweak the client then it would be good.
Absolutely. But we'll *never* get better tools if we make them take away the first-cut ones they give us.
From: someone
But set up in such a manor that you can finger point, causes community issues with witch hunt style concerns.
Yeah, I get that, but I think it's misguided: maybe for a while some people will abuse these measurements, but I don't think it's different from what was happening before, except that before it was all purely subjective and superstitious.
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MortVent Charron
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Join date: 21 Sep 2007
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05-12-2008 03:12
it still is magic voodoo superstitions till the tool is refined enough to give fixed and consistent readings.

If you turn your camera and it changes, or they port out and port back in and sit on the same stool (same lighting and all other environmental conditions) and you get different readings... then the tool is not working right and should not be released for use till it is finished

Heck I'd rather see them shelve it for a bit and fix the core memory leaks that lag out people's machine first
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Djamila Marikh
(shrugs)
Join date: 9 Nov 2006
Posts: 158
05-12-2008 03:35
From: Qie Niangao

And--you ain't gonna like this--it is pretty critical that we be able to see as much of that information as we can, to help figure out what's going on. And for a platform so dependent on user-generated content, SL really doesn't give us many clues about why, say, frame rate in a venue drops dramatically over a certain interval every day. Maybe after a month or two of sleuthing, the hostess with the 500-prim spiked boots will take a day off and somebody will make the connection.


I am not so sure why it is pretty "critical" that we see as much of that info as possible, as it seems it will only be comprehended and correctly interpreted by a small percentage of the people in SL, who will then have a limited way to respond to it anyway. Rather I think it is pretty critical that they come up with some kind of performance management controls within a group effort at their development of the hardware and software if they intend this to move on to greater things.

User generated content and helpful user effort sure, but they necessarily need to be holding the reins here and not passing the buck if general user specs are falling behind a their development effort. Sure it is great to judge your relative performance but I am not too sure what it really tangibly helps when the SL world processes and mechanics themselves are struggling so.

No matter what they give you, you are always going to be unable to see performance bottlenecks on their side, internal to their operation, and it seems these are fairly considerable for whatever reasons.

Eye candy. As Todd above said, you sorta know when you are overdoing it, but it still doesn't stop people who don't care and can essentially get away with not caring because it is simply how SL works.
Dakota Tebaldi
Voodoo Child
Join date: 6 Feb 2008
Posts: 1,873
05-12-2008 04:52
From: MortVent Charron
it still is magic voodoo superstitions till the tool is refined enough to give fixed and consistent readings.

If you turn your camera and it changes, or they port out and port back in and sit on the same stool (same lighting and all other environmental conditions) and you get different readings... then the tool is not working right and should not be released for use till it is finished

Heck I'd rather see them shelve it for a bit and fix the core memory leaks that lag out people's machine first


The tool explains how much the avatar is right this second costing YOUR client to render it, and no one else's. From different angles, you don't see all the prims/mesh/textures/whatever, so your client doesn't have to render the ones it can't see - resulting in a slightly lower value. Also, your personal avatar mesh rendering preferences, etc, all go into that.

That said, inasmuch as their are variances dependent on all kinds of variables, those differences are not so "big" that you could call the tool useless. You can be fairly confident that someone with an ARC of ~2500 on your machine is not going to have an ARC of ~300 on someone else's machine. The tool is completely effective at doing what it does.
Oryx Tempel
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Join date: 8 Nov 2006
Posts: 7,663
05-12-2008 06:34
From: Qie Niangao
And the finger-pointing was there all along--remember all the fuss about bling causing lag? Except--hah!--it mostly doesn't.

Hey Qie, check out the last paragraph here: doesn't that apply to bling?

From: Pastrami Linden in the blog
- A base avatar begins with a score of 1

- 5 points added for each unique texture on the avatar (not counting the base skin). Rationale: Unique textures break batches, create CPU overhead for decoding, and consume GPU memory bandwidth. However, note that this is across the avatar- so two unique textures across 10 prims only count as two unique textures!

- All attachments are then looked at on a per-prim level. The prims are weighted as follows:

- 10 base points for having the prim.

- 1 point added if prim is invisible, shiny, or glowing (each counts). Rationale: Invisiprims/shiny/glow create a small amount of overhead by breaking batches or requiring an extra render pass.

- 1 point added for each planar-mapped face of the prim. Rationale: Planar mapping creates a small amount of CPU overhead that gets worse with flexible objects.

- 1 point added per meter, per axis, of the prim’s size. Rationale: Bigger prims are higher LOD and create more fill.

- 4 points added if prim has bump applied. Rationale: Bump mapping breaks batches and requires a register combiner, and creates a lot of CPU overhead when coupled with a flexible object.

- 4 points added for each transparent face of the prim. Rationale: Alpha creates a lot of overhead by needing to be sorted every frame AND by breaking batches.

- 4 points added for each animated textured face of the prim. Rationale: Animated textures break batches and require the use of a texture matrix.


- 8 points added if prim is flexi. Rationale: Flexible objects create a lot of CPU overhead and consume graphics bus bandwidth.

- 16 points added if prim is a particle emitter. Rationale: Particles create even MORE CPU overhead and consume graphics bus bandwidth.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
05-12-2008 07:16
From: Oryx Tempel
Hey Qie, check out the last paragraph here: doesn't that apply to bling?
Oh yeah--bling can lag the client, but not the sim; sorry I wasn't clear about the particular strawman I was attacking. :o

Strictly speaking, bling can even lag the sim a bit if it's not just a static particle emitter but one that changes the particle system dynamically. And--again, limits of instrumentation--not all particles lag the client the same: large particle textures and larger, quicker, and more long-lasting particles all can slow things more. So, yeah, designers seriously trying to improve rendering cost with bling really have a lot more to consider than the 16 point penalty for a prim containing a particle system. (The same sorts of considerations apply to animated textures, by the way.)

And really, all prims aren't the same, either, independent of the characteristics listed. A twisted hollow cut tapered torus is gonna be harder to render than a simple box--a little harder to even download to the client, for that matter.

All of which is to grant that the numbers aren't perfect comprehensive indicators of rendering lag. But, practically, I don't think they could be very much better and still be generated in real time.
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Kidd Krasner
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05-12-2008 08:38
From: MortVent Charron
it still is magic voodoo superstitions till the tool is refined enough to give fixed and consistent readings.

If you turn your camera and it changes, or they port out and port back in and sit on the same stool (same lighting and all other environmental conditions) and you get different readings... then the tool is not working right and should not be released for use till it is finished

The complaints about consistency are a red herring. The reality is that the rendering costs aren't constant. A tiny difference in camera distance can mean the difference between rendering an extra prim or not rendering it because it's too far away to be seen.

This type of measurement doesn't need to be that precise. It's for distinguishing choices that are 10% different, not 1%, let alone 0.1%.
Kidd Krasner
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Join date: 1 Jan 2007
Posts: 1,938
05-12-2008 08:49
From: Djamila Marikh
I am not so sure why it is pretty "critical" that we see as much of that info as possible, as it seems it will only be comprehended and correctly interpreted by a small percentage of the people in SL, who will then have a limited way to respond to it anyway. Rather I think it is pretty critical that they come up with some kind of performance management controls within a group effort at their development of the hardware and software if they intend this to move on to greater things.

Modern software development processes emphasize not biting off more than you can chew. In other words, insisting that they only solve the complete problem is a sure way to plan a failed software project.

This is one more step towards the solution you want. It's only a step, so stop judging it because it doesn't solve everything. As this step proves, it's not easy to come up with something that could be used by that small percentage of people, so how do you expect them to come up with something that everyone could use? Or that solves the problem without human intervention?
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
05-12-2008 09:00
Still wish they would hurry and go one step further. This precedent strikes down the previous LL argument that only island owners, estate managers can see script performance stats. The belief was that it would lead to cries of foul play when you learned that the club in your sim was taking most of the scripting time etc.

So come on LL, if we can see the impact avatars have on a sim, what about scripts too????
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MortVent Charron
Can haz cuddles now?
Join date: 21 Sep 2007
Posts: 1,942
05-12-2008 11:59
Yes the current rendering cost changes per angle, but an avatar should have a fixed rating if it's to be used as a guide tool for finger pointing.

It also does not address the fact the standards for the color coding are just picked out of the air. (and the ratings are not based on your graphics capabilities)

If it allowed you to know a fixed value representing the max render cost it might be worth it, for the builders to use as an ad tool on their products.

As is it's a slapped together tool that doesn't really address much of the real issues with lag and performance.

All that time would have been better spent creating better help for the graphics preferences, and tutorials about the preferences in general to be honest.

I've helped people that were lagging bad by simply walking them through changing the draw range to something sane, and tweaking a bit of the rest of the options in preferences.

You may lose the chains at times on certain furniture but reducing particles from max to near none really helps as well (with the proliferation of poofers and other particle scripts )

Education would be a far better tool than this, which can and has led to a witch hunt mentality (after all you have folks here saying anyone over x gets booted, and wanting to script it to work automatically)

Also many don't consider checking their network stats, I've seen people complain about lag and then blink when it turns out the downloads or youtube videos they got going on are causing issues with SL being able to communicate with the server
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Kitty Barnett
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Posts: 5,586
05-12-2008 12:19
From: Qie Niangao
Maybe after a month or two of sleuthing, the hostess with the 500-prim spiked boots will take a day off and somebody will make the connection.
Bad example though :). Prim count is irrelevant for ARC (*insert usual >1m disclaimer*).

Wearing 6,000 "twisted hollow cut tapered torus"' prims across all 30 attach points would earn you an ARC of:
1 (base) + 5 (texture) + 30 x 10 (attach points) = 306

I can't be bothered trying, but something tells me that wouldn't be "low lag" :p.
MortVent Charron
Can haz cuddles now?
Join date: 21 Sep 2007
Posts: 1,942
05-12-2008 12:31
From: Kitty Barnett
Bad example though :). Prim count is irrelevant for ARC (*insert usual >1m disclaimer*).

Wearing 6,000 "twisted hollow cut tapered torus"' prims across all 30 attach points would earn you an ARC of:
1 (base) + 5 (texture) + 30 x 10 (attach points) = 306

I can't be bothered trying, but something tells me that wouldn't be "low lag" :p.


Indeed, micro prims are real bad... yet one of the best things for making elegant jewelry

I can see someone using all attachment points, no textures... max prims per attachment point... and showing what lag really is.. and not even making much of a blip on the arc
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Bippity boppity boo! I'm stalking you!

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Djamila Marikh
(shrugs)
Join date: 9 Nov 2006
Posts: 158
05-12-2008 15:00
From: Kidd Krasner
Modern software development processes emphasize not biting off more than you can chew. In other words, insisting that they only solve the complete problem is a sure way to plan a failed software project.

This is one more step towards the solution you want. It's only a step, so stop judging it because it doesn't solve everything. As this step proves, it's not easy to come up with something that could be used by that small percentage of people, so how do you expect them to come up with something that everyone could use? Or that solves the problem without human intervention?


Hm, modern software development exists within an infrastructure of network and systems controls, and is subject to the limitations of the platforms, client and server, it is developing for, you cannot simply develop away gleefully without managing your scope within those limitations.

My thought was not that they solve the complete problem at once, but that they focus on solving it in a more efficiently managed approach across the board. I mean, I am not going to pretend to see inside their corp, but does this really seem like they manage an efficient approach ?

I don't see how this is a step, Kidd, it is a tool for performance measurement on the client side, that they have had available already for their potential observation. Eye candy.

In the end, the user bottom line result is going to be...."get a better computer"......or "stay away from crowds"......along with a marginal design effort by some content creators to keep ARC values in mind, though the vast majority never have addressed prim count, script effect, and client settings values despite their own obvious effects on performance.

In the end, the community has user development control, and even that is and will always be limited, no matter how many performance stats you can see, in relation to the content providers development control. "Seeing" things does not necessarily mean much.
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