[sldev] Reformatting Textures for the cache

Laurent Laborde kerdezixe at gmail.com
Fri Mar 23 03:21:52 PDT 2007


whatever the stats (and my main desktop is still a mono-core 2600+
with AGP card ... :/ )
SecondLife shound run faster on newer computer.

maybe SL isn't a game, maybe it's a Simulator, or not, but :
It's still a Massively multi-user persistant 3D virtual world.
Like any advanced 3d application, there is nothing wrong if the
requirement look like a gamers computer.

sorry for being annoying, but i want to be sure that the SL community
and LL focus on optimisation for descend hardware and not for my 3
year old computer.
If i play with a computer made of scrap it's my problem, not  your.
and i really expect SL to run faster when i'll buy a new computer. (i
know it will, SL run a lot better on my dual core mac book pro than my
poor old desktop)

Additionnaly it could be nice to be able to run 2 (or more?) thread
for texture decoding.
So the client can decode a texture downloaded from the network while
decoding a texture took from the disk cache. If you can do that
without major recoding or headache (like race condition between 2
"decoder" thread), just do it. If it need some headache... well... we
can wait we're not going to have a majority of quad-core before a long
time (2 or 3 years ?)

Thx

-- 
kerunix Flan

On 3/23/07, Tim Shephard <tshephard at gmail.com> wrote:
> Maybe LL could share their stats for multi core versus single core
> systems (though we could probably get this elsewhere) for old and new
> users and the current growth rates.
>
> On 3/22/07, Dzonatas <dzonatas at dzonux.net> wrote:
> > Tim Shephard wrote:
> > > Ok john, I'll bite.  Other than upgrading to expensive multi core
> > > systems (versus 100$ for a 500 GB drive), where do you see performance
> > > speed ups coming from?
> > I'm pretty sure that the Wii and PS3 will have a affect to bring down
> > the prices on multi-core. Even at $600 a pop, they have sold out of the
> > stores pretty fast.
> >
> >
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