[opensource-dev] Severe water flicker in recent development build

Joel Foner joel.foner at gmail.com
Sun Sep 12 11:14:51 PDT 2010


Another thought to toss in is that Second Life is fairly CPU dependent for
performance too. Just last night, I upgraded a machine here from an AMD
Athlon 8650 2.6 GHz triple core processor to an AMD Phenom II X4 965 3.4 GHz
quad core. This system has an NVidia 9800GT-based card in it, and that
stayed.

FPS went from 45 FPS to 75-80+ FPS in a scene that I know well. Same
machine. Same graphics card. Same net connection.

Yes, the graphics card matters, but what this says to me is that performance
benchmarking by putting a low performance graphics card in a high
performance machine is invalid, as the results will be significantly better
than experienced in the wild with a low end machine.

Hope this helps,

Joel

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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