[sldev] max_geom_update_time

Dave Parks davep at lindenlab.com
Mon Feb 18 18:29:39 PST 2008


Basically, yeah, but queuing up 5 seconds worth of geometry updates in a
single frame would be quite a trick. In effect, upping that value just
disables timeslicing of geometry updates, so all geometry updates happen
in the frame that they're requested instead of being delayed. The result
would be bad incredibly bad frames when zooming in and out on a complex
avatar or when in a scene with lots of sculpted prims.


Tateru Nino wrote:
> I suppose it would mean that if the geometry is complicated enough all
> your graphical updates will freeze for up to five seconds at a time
> while the geometry marshalled for rendering. Essentially allowing your
> frame-rate to drop to fractions of a frame per second.
>
> Qian Hao ~ wrote:
>   
>> So what will happen if this time increase to say 5 seconds?
>>
>> Regards,
>> Qian Hao
>>
>>     
>>> Date: Sun, 17 Feb 2008 17:06:52 -0800
>>> From: davep at lindenlab.com
>>> To: ts_ryuzo at hotmail.com
>>> CC: sldev at lists.secondlife.com
>>> Subject: Re: [sldev] max_geom_update_time
>>>
>>> It's how many seconds per frame the pipeline will spend inside
>>> LLPipeline::updateGeom, which is used for processing geometry updates
>>> (LOD switches, flexi updates, etc.).
>>>
>>>
>>> Qian Hao ~ wrote:
>>>       
>>>> Hi,
>>>>
>>>> Can anyone explain to me what is this value? The default
>>>> value is 0.005f. I tried to use value like 1.0f but I did not
>>>> notice any different.
>>>>
>>>> Regards,
>>>> Qian Hao
>>>>
>>>>         
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