[sldev] branches/shadow-draft missing llrender.cpp

Joshua Bell josh at lindenlab.com
Wed May 28 11:15:54 PDT 2008


Matthew Underwood wrote:
> On a slightly related note...  Can anyone explain what exactly is
> consuming so much rendering cost in the SL client?  The only
> attributable thing I can find is that literally dozens of polygons can
> be used to render the same flat surface (ex A large cube, large
> stretches of flat ground can takes thousands).  Isn't there anything
> we can do to reduce the polygon waist and improve performance?  I am
> not that proficient in 3d rendering so my observation could be wrong
Try playing with the interactive and extremely cool "Fast Timers" 
display (Advanced > Consoles > Fast Timers, Ctrl+Shift+9 on Windows) to 
see what's sucking down cycles on your location, machine and settings.

For example, flying around my ship with lots of prims, I'm getting about 
110ms/frame, 90ms of which is rendering, and of that 30ms is "object 
cull" (deciding what not to render), 20ms is geometry, 15ms is UI 
(including the timer display itself), 10ms is geometry updates (e.g. 
flexis). Windows, Dual core 2.8GHz Intel, NVIDIA GeForce 6800 - but I 
have lots of the graphics settings turned up to high (favoring quality 
over speed)



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