[opensource-dev] User Story: Improved Cache

JB Hancroft jbhancroft at gmail.com
Thu Sep 16 16:45:53 PDT 2010

>  This viewer would get blacklisted before it ever got out the door.

Because... it would be non-compliant in some way?

On Thu, Sep 16, 2010 at 7:36 PM, Dale Mahalko <dmahalko at gmail.com> wrote:

> I just don't have the motivation for it myself, but I would really
> like it if a 3rd party developer would gut out LL's texture cache and
> eliminate the VFS, and replace them with a simple disk cache that
> writes all assets in raw format, with files named by UUID on disk.
> * Decode all JPEG2000's once, to all levels of mipmap scale, and write
> the raw RGB mipmaps to disk as individual files (UUID+mipscale.bmp),
> discarding the source JP2's.
> * Decode all OGGs to WAV once, and write the raw WAV to disk,
> discarding the OGGs.
> * Oh, and don't ever delete any assets until your dedicated 2 terabyte
> cache drive is 99.99% full.
> * Let the local operating system deal with the file caching. If you
> have 4+ gig of system memory, let the OS manage it for caching
> frequently accessed world data.
> This cache would much simpler than the layered mess of caches
> currently used, and it would give a speed boost over the constant JP2
> to RGB mipmap decoding and discarding that is in place now. Decode
> once and don't ever do it again.
> ,
> But I know it is just a dream. LL will never let it happen since it
> will lay bare the data contents of every prim, texture, and object in
> the virtual world, rather than obfuscating asset storage within the
> current VFS / JP2 method.
> This viewer would get blacklisted before it ever got out the door.
> - Dale Mahalko / Scalar Tardis
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