[sldev] Texture caching/bandwidth/performance how to proceed

Buckaroo Mu sldev at bitparts.org
Sat Jun 7 17:39:33 PDT 2008


Filed as VWR-7659 (https://jira.secondlife.com/browse/VWR-7659)

Ann Otoole wrote:
> 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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