[sldev] VWR-10311 Enabling lip sync by default

Philip Rosedale philip at lindenlab.com
Sat May 2 15:49:38 PDT 2009


I'd like to see an implementation of turning on and off the lip sync 
feature that can be user tested to demonstrate that a new user of SL 
could be instructed to "Turn off the moving lips" and easy turn the 
feature off within 30 seconds or so.  

I agree that a software developer, or someone who is already familiar 
with the Advanced menus can do fine the way it is, but I'd like to move 
with this project toward a viewer that is "generally appealing" - 
meaning just as usable to a brand new user of Second Life as an existing 
one or an experienced developer. 

Does this make sense?

Philip

Mike Monkowski wrote:
> Philip Rosedale wrote:
>> *  We need a clear and discoverable place in the UI where this 
>> feature can be enabled and disabled.  Probably prefs. Can someone 
>> take on that design and coding?   Advanced-> isn't the right home for 
>> this.  We should do that work properly and well to complete this 
>> feature.
>
> At least for the time being, I think it should be left in Advanced. 
> Torley's video describing it points to the Advanced menu.  After a 
> while, it might make sense to move it, but to change the default 
> condition and move the UI control at the same time seems a bit devious.
>
>> * Can someone (Mike?) add a bit more detail on the jira task to 
>> defend/review that the CPU impact is strictly capped.  For example, 
>> what is the LOD behavior if there are 100 avatars all talking at the 
>> same time.  We have LOD tricks for various rendering aspects of the 
>> system, do they correctly carry through?  Does the CPU load of the 
>> feature vary by GPU?  I think we need this level of documentation.
>
> Lip sync gets intensity indicators from voice chat the same way that 
> the green indicators do, so that is zero overhead.  All it does is 
> change the morph weights for two localized morphs, very similar to eye 
> blinks.  I have used the Fast Timers to try to measure any difference, 
> but see none.  I never tried 100 avatars talking at once.  The most I 
> ever heard speaking at once is about three.  Yes, the LOD processing 
> stays exactly the same.  The two new morphs were derived from existing 
> morphs.
>
>> * As to the question of whether to default it on or off, clearly it 
>> is a complex issue.  I'd say lets default it on, and make sure it is 
>> easy to find the way to turn it off.  For some use cases it is very 
>> cool, lending immersion and cueing as to speaker.  For other cases 
>> you will want it off.  We are still at the point where the 'uncanny 
>> valley' nature of the feature can make it unnerving, and that problem 
>> is unlikely to be easily solved soon in realtime with low CPU load.
>
> Hmmm.  Faces that don't move while talking are unnerving to me, like 
> the commercials with the mannequins.  Creepy.
>
>> As a final note, I'd say this is a good example of a tough topic 
>> where the right call is unclear and discussion and debate is 
>> appropriate.  Also a good case of where if need be, I can just make a 
>> call and we move on and see what happens.  Given that, why the 
>> rudeness I am seeing here?  I don't see a need to be insulting to 
>> each other over this topic.  Maybe I've missed some painful history 
>> here, but can't see how this is helping us move forward.  I wouldn't 
>> work internally on projects at LL with colleagues that were overly 
>> rude, I don't see why it should be any different here!
>
> I haven't sensed any rudeness from others, just open discussion.  If I 
> have been rude, I apologize.  I did not intend to be.
>
> Mike
>



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