[sldev] Avatar Rending Speed
Dzonatas
dzonatas at dzonux.net
Fri Jan 18 15:42:06 PST 2008
Lawson English wrote:
> Lawson English wrote:
>> Dzonatas wrote:
>>> Callum Lerwick wrote:
>>>> You're barking up the wrong tree. If you want higher framerates,
>>>> figure
>>>> out why avatar rendering is so goddamn slow. It dwarfs all other
>>>> rendering by far.
>>>>
>>>
>>> (notices subject changed... /me checks-off on list)
>>> (changed subject in Subject bar... /me checks-off on list)
>>>
>>> There was some patches posted to speed up avatar rendering, but that
>>> effort has been ..uhm.. derailed.
>>>
>>> Now that Windlight is coming out with its low quality avi tradeoff
>>> for framerates, those patches don't seem to matter anymore.
>>>
>>
>> Well, the WIndlight rendering is a step in the right direction, but
>> there's bound to be more that can be done, especially in specific
>> circumstances. Bots/Limited Capability Clients that aren't meant to
>> have massive bling attachments, for example, might be candidates for
>> optimized rendering.
>>
>>
> Which goes back to providing info to the sims about the existence of
> such LCC's and what they can actually do.
>
>
There are different issues here: the speed in which the geometry of an
avatar is rendered and the speed at which the attachments are rendered.
The code is separate.
I don't understand why an LCC, or any viewer, would need to tell a sim
that it is currently rendering at a low quality. I understand with an
LCC that it tells the sim not to send as much info that a viewer would
normally get. In the end, the step to remove geometric updates does not
actually increase render speed... it just lowers the quality as a tradeoff.
The vertex shaders help, but I still would like to see multiprocessor
rendering threads.
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