[sldev] Texture caching/bandwidth/performance how to proceed
Ann Otoole
missannotoole at yahoo.com
Sat Jun 7 15:53:58 PDT 2008
Sounds like a defect in need of a pjira entry because
there is no shortage of people noticing constant texture reloading.
This eats bytes transferred and SL needs to tighten these bolts up
before Time Warner deploys that dumb so-called
"bandwith cap" (bytes transferred cap".
Good catch.
Optimally speaking, I should not have to reload textures from
the same sim I am in almost exclusively. (I don't get out much lol)
On a side note and in respect to textures and size impact...
Anyone ever look at the math for a "sub optimal" sim
with 15,000 textures at max size?
That would be the worst case scenario for cache size per sim.
Even 15,000 512*512 textures is a whole lot.
And thats not counting avatars.
So yea cache needs to be much larger and very efficient.
Otherwise everyone on time warner will be switching to DSL lol.
Probably will be switching to DSL anyway as a matter of
principal if the upper limit is too restrictive.
----- Original Message ----
From: Buckaroo Mu <sldev at bitparts.org>
>Further testing. When I log in, my cache... goes away. All of those
>textures are wiped. Or at least most of them - I'm down to a few
>megabytes, when I stand at my login spot. The discard algorithm is
>DEFINITELY too aggressive. I'm not even getting NEAR the .8GB hardcoded
>(apparently, as disclosed in another thread) limit.
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