[sldev] Reformatting Textures for the cache
Klaus F. Abel
kfa at gmx.net
Thu Mar 22 21:09:01 PDT 2007
Morse Dillon wrote:
> John Hurliman wrote:
>> I've been saying for a while that SL should do away with 1024
>> textures as well and make 512x512 the upper limit unless they plan on
>> upping the minimum system requirements. Just a couple 1024x1024
>> textures will have a 64MB graphics card switching to AGP texturing
>> (using system memory to store textures), clog the AGP bus and drop
>> you from 7fps to less than 1. If you want to provide high quality
>> photo portraits to people, give them a web link. If you want to
>> texture 3D objects in a real-time online world, keep your minimum
>> system specs in mind. I haven't looked at that part of the rendering
>> pipeline yet but in the best case scenario SL is taking your video
>> memory size in to account and possibly downscaling the images.
>
> I disagree with this on a very fundamental level. Artificial limits
> like this are what dates software, and it would be a mistake to do so
> with an application like SL that has a bright future ahead of it.
> 512x512 is not sufficient for quality texture work, and furthermore
> the number of people running 64MB graphics is fewer and fewer each
> day. I would rather see SL moving toward taking full advantage of
> 512MB+ video memory rather than handcuffing it to the past. If it
> takes an increase in the minimum specs, so be it.
>
> -M
Hmm, is there anything that would speak against a variable approach...?
Say, for a system that is low on graphics memory, the client could be
set to automatically scale down the larger textures right upon download.
Scaling just by 1/2 or 1/4 shouldn't cost much computing power. These
systems usually can't run SL at a high screen resolution anyway and
would probably set it to 800 x 600 to get any acceptable frame rate at
all - my current rig falls into that category. This feature could even
be made switchable under the Preferences/Adv. Detail tab.
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