[sldev] Client FPS & LLQuaternions

Thomas Grimshaw tom at streamsense.net
Mon Feb 18 18:38:34 PST 2008


Dave,

Actually the bottleneck I noticed was indeed the communicate window. I just 
assumed that the hud couldn't possibly cause that much frame lag.

I was wrong. :)

Tom

----- Original Message ----- 
From: "Dave Parks" <davep at lindenlab.com>
To: <lenglish5 at cox.net>
Cc: <sldev at lists.secondlife.com>
Sent: Tuesday, February 19, 2008 2:33 AM
Subject: Re: [sldev] Client FPS & LLQuaternions


> Use the fast timers to see where your frame time is going 
> (client->consoles->fast timers).
>
> The performance hit on opening the communicate window is probably a bug 
> Phoenix and I found a little while ago that Richard fixed.  It's snaking 
> through QA now.  Basically, we were doing an O(N^3) operation on the 
> members of a group while in a group chat.
>
> As for the mouselook FPS gain, I've not seen it myself.  Do you have flexi 
> hair?
> Lawson English wrote:
>> Thomas Shikami wrote:
>>> Thomas Grimshaw wrote:
>>>> Why is it, when I enter "mouselook" mode on my client, even in a 
>>>> crowded area, my framerate doubles? Should rendering my own avatar 
>>>> really halve my framerate, when it has very little affect on other 
>>>> clients looking at me?
>>>>
>>>> There MUST be some kind of bottleneck there which shouldn't exist... 
>>>> Try it yourself, the framerate different is huge.
>>>
>>> I'd like to add, that having windows open also lowers the framerate. It 
>>> seems to be another doubling effect when I close the Communicate window. 
>>> Maybe the bottleneck is with rendering UI or windowing.
>>>
>>
>> All rendering is done through the same pipeline. Last I looked, it 
>> appeared that GUI updates are tied into the same refresh as the scene 
>> update. Given that, its not exactly surprising that overlaying 
>> transparent UI items _text, buttons, windows, scrollbars, etc- would have 
>> an extreme affect on the fps., especially given that even the 
>> arrow-animation of folders being clicked on is rendered on a 
>> frame-by-frame basis along with your avatar. Dare I mention typing text, 
>> which also appears to be updated on a frame-by-frame basis?
>>
>> Lawson
>>
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