[opensource-dev] User Story: Improved Cache

Brandon Husbands xotmid at gmail.com
Thu Sep 16 18:12:08 PDT 2010


You could technically watermark the images and have the display code just
remove that mark.
If it cant find the mark its considered corrupt.

On Thu, Sep 16, 2010 at 6:45 PM, JB Hancroft <jbhancroft at gmail.com> wrote:

> >  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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>
>
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