[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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