[sldev] Client FPS & LLQuaternions

Dave Parks davep at lindenlab.com
Mon Feb 18 18:49:55 PST 2008


Yeah, I once assumed the internal web browser couldn't have anything to 
do with occlusion culling, and look where that got me:

http://jira.secondlife.com/browse/VWR-3162?focusedCommentId=37160#action_37160


Thomas Grimshaw wrote:
> 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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