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

Darien Caldwell darien_caldwell at comcast.net
Sat Jun 7 23:26:22 PDT 2008


Sorry, i tried this, and don't see the issue you're describing. All the 
textures I had cached at my last logoff were still cached after logging on 
(1.20 RC9).  are you sure you haven't flipped some wierd setting or 
something?

----- Original Message ----- 
From: "Buckaroo Mu" <sldev at bitparts.org>
To: "Second Life Developer Mailing List" <sldev at lists.secondlife.com>
Sent: Saturday, June 07, 2008 5:39 PM
Subject: Re: [sldev] Texture caching/bandwidth/performance how to proceed


> 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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