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

Zha Ewry zha.ewry at gmail.com
Sun Sep 12 11:29:10 PDT 2010


This reeks of something we could seriously crowdsource. How hard would it be
to pick a base region, a base set of settings (Draw distance etc) and have
100 or 200 of us
take turns getting a simple benchmark? set a bar for network (use speakeasy
to measure to a constant place, for example) and as people to boot, run the
client to attach to the
regoin, take a number of measurements and post them to a table in a wiki
page. I am betting we'd learn a lot in a hurry.

~ Zha


On Sun, Sep 12, 2010 at 2:14 PM, Joel Foner <joel.foner at gmail.com> wrote:

> 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).
>>>
>>> _______________________________________________
>>> Policies and (un)subscribe information available here:
>>> http://wiki.secondlife.com/wiki/OpenSource-Dev
>>> Please read the policies before posting to keep unmoderated posting
>>> privileges
>>>
>>
>>
>> _______________________________________________
>> Policies and (un)subscribe information available here:
>> http://wiki.secondlife.com/wiki/OpenSource-Dev
>> Please read the policies before posting to keep unmoderated posting
>> privileges
>>
>
>
>
> _______________________________________________
> Policies and (un)subscribe information available here:
> http://wiki.secondlife.com/wiki/OpenSource-Dev
> Please read the policies before posting to keep unmoderated posting
> privileges
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: http://lists.secondlife.com/pipermail/opensource-dev/attachments/20100912/1b797f87/attachment-0001.htm 


More information about the opensource-dev mailing list