[opensource-dev] Severe water flicker in recent development build
joel.foner at gmail.com
Sun Sep 12 11:08:23 PDT 2010
I hope... ??? ... that someone doing rendering dev has a typical netbook
class computer to try things on, and actually does it and checks performance
variations from build to build on a few classes of hardware... That would
point the performance issues out quite directly, and cost a mere US $350
each to have on hand.
Netbooks represent common low end machines that are very popular. While I
also have high end hardware, I often run about with a netbook, and have yet
to see it above 8 FPS on any build at any time. Some might be tempted to say
"oh, that's an absurd machine that we're not targeting", however as evidence
I would point to the blog post I did a while back on performance
optimization for low end machines
At this point that post has now been retweeted 71 times, is over 5000 unique
page views, and generated lots of email comments that their netbook/cheap
machine from best buy/etc is finally marginally useful with Second Life.
Increasing the base graphics hardware requirements will likely kill off both
netbooks and the class of machines just above it, which is not in my view a
Hope this helps,
On Sun, Sep 12, 2010 at 1:43 PM, Yoz Grahame <yoz at lindenlab.com> wrote:
> Might be worth running this past Team Shining, especially since they've
> worked on some major speed improvements to water recently. No idea how close
> they are to merging.
> On 12 September 2010 06:22, Oz Linden (Scott Lawrence) <oz at lindenlab.com>wrote:
>> I'm seeing what I believe is the same problem described in SNOW-745 in
>> our current development viewer.
>> Second Life 2.1.2 (209297)
>> I added some detail to the issue description.
>> It's very irritating. I think we need to do something about it (might
>> we be able to force Atmospheric Shaders to 'on'? That appears to
>> suppress the problem).
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