And, yeah, a few 4096 textures will *not* create any noticable lag. Yeah, it's still listed as one thing in your inventory. It also takes more bandwidth to download. A hundred of *them* in view is going to fill up *anybody's* graphics card. In contrast, a 4096x4096 texture uses up 12 or 16MB of graphics memory. I suspect that a *lot* of stores easily have more than that, for example. No video game would ever have a hundred textures of that size in view, but it's not that hard to get there in Second Life. until you've got a hundred of them in view, at which point you're graphics memory is starting to get choked if you're limited to 512MB (as some users still are). If people start uploading textures as 4096 which *really* don't need to be, it will get that much worse.Ī 1024x1024 texture uses up 3 or 4 MB of graphics card memory. Too many textures right now are 1024x1024 that don't need to be. One of the resources that is already strained is video card memory. In any event, I am having a hard time reconciling the claim that there are no performance hits with any understanding of computational reality. I'm curious to see what mesh creators can do with this on uvmapped mesh."Īs with any debug adjustment, user beware! Here's the Debug setting Vanmoer is talking about:ĭoes this setting allow you to *upload* textures bigger than 1024x1024? I'm surprised it works, then - I would think that server-side they'd have limits on that, not depend on the client to do it. It's one of the first things you learn when using images - best to start big and then scale down, than the other way around. It's the same principle as photo resizing as well as audio for broadcast - the better the quality in, the better it will be when compressed. The main difference is that it looks a lot nicer. He says making the change doesn't cause much viewer-side lag: "They are just the usual 1024 x 1024 textures as far as your inventory and viewer is concerned. Some I have talked to were unaware it existed and were making all their textures for upload from up to 8K sources as 1K uploads." "It's not a bug as far as I know," he tells me, "just that it's hidden away in the Debug settings - nobody looks in there properly. SLer "Frenchbloke Vanmoer" recently told me about a cool Debug setting in the Firestorm viewer that enables extremely high resolution textures to be displayed, with far more detail than is seen by default. (Then again, the top avatar mesh bodies sold in Second Life already have major performance issues.) Also be sure to read Vanmoer's responses in Comments. UPDATE, 2/13: In Comments, some readers have pointed out that this hack might not necessarily work as described, or could cause performance problems for users - so caveat SLer. Click to embiggen: Catwa head texture displayed in normal, 1024K, and 8K (pics via M.
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