Re: [opensource-dev] Question about DD philosophy.

2011-06-18 Thread Lee ponzu
I can see the merit of all the objections to automating DD in this and the
other thread.  I am not trying to be stubborn here.

However, the objections have all been expert power user in nature, rather
than Faster, Funner, Easier or whatever mantra was.


   1. Certainly, adding a way to disable automatic anything is ideal.  Of
   course, there are already lots of automatic performance enhancers, are there
   not?  Can we disable all of them?
   2. It is also not a question of Auto vs Manual.  There could be a
   continuum between the two, and each factor---objects, textures, distance,
   shadows---could be separate.

Anyway, I look forward to hearing the FPS Management proposal fron Nexii and
others who actually know how the viewer works, as opposed to random ideas
from me 8-)




On Fri, Jun 17, 2011 at 11:33 AM, Nexii Malthus nex...@gmail.com wrote:

 Shouldn't 'network render' distance and graphics render distance be
 seperate kinda for this purpose?

 I could see graphics render distance auto-tune to FPS, but auto-tune should
 never touch the network distance controller, as that otherwise could cause
 havok. (As Marine explains)

 - Nexii

 On Thu, Jun 16, 2011 at 9:16 PM, Jonathan Welch jhwe...@gmail.com wrote:

 At yesterday's meeting with Oz having a FPS auto-tune system was
 discussed.  I am going to try to write up a description of how this
 could be implemented and once it is fleshed out will post it here for
 comments.

 -jonathan
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Re: [opensource-dev] Question about DD philosophy.

2011-06-18 Thread Lee ponzu
On Thu, Jun 16, 2011 at 2:56 PM, Marine Kelley marinekel...@gmail.com
 wrote:


 Besides I like to keep control over my draw distance. I vote for
 keeping it manual.



Note that my much over-simplified heuristic (from my much-oversimplified
mind 8-) still gives complete control over MAX DD.

As for re-requesting all the prims on DD change, I guess that would have to
change, and if that is difficult, then that is a problem.

ponzu
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Re: [opensource-dev] Question about DD philosophy.

2011-06-18 Thread Robert Martin
What i would think should happen is

1 a very clear set of controls (a set of sliders with a number input
box would be good)
2 a way to control any kind of auto set function (min max and OFF maybe)
3 a very clearly stated wiki page on this function to explain what is going on

btw it is a function of some TPVs to have the DD pop to a low level
and then ratchet to the set distance in steps.

one thing that i don't understand is why you can be at 4000 meters in
an untextured skybox and still within seconds get GROUND TEXTURES and
other objects on the sim before the contents of the skybox or
attachments on the client avatar (this even happens with a very short
draw distances).





-- 
Robert L Martin
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Re: [opensource-dev] Question about DD philosophy.

2011-06-17 Thread Nexii Malthus
Shouldn't 'network render' distance and graphics render distance be seperate
kinda for this purpose?

I could see graphics render distance auto-tune to FPS, but auto-tune should
never touch the network distance controller, as that otherwise could cause
havok. (As Marine explains)

- Nexii

On Thu, Jun 16, 2011 at 9:16 PM, Jonathan Welch jhwe...@gmail.com wrote:

 At yesterday's meeting with Oz having a FPS auto-tune system was
 discussed.  I am going to try to write up a description of how this
 could be implemented and once it is fleshed out will post it here for
 comments.

 -jonathan
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[opensource-dev] Question about DD philosophy.

2011-06-16 Thread Lee ponzu
I have sometimes wondered why this is not more automagic, or maybe why the
magic approach doesn't work well enough.

Suppose my DD is set to 256.  Upon detecting a poor FPS, the viewer could
remember the DD, and then reduce it temporarily to 32.  As FPS becomes
acceptable, it increases it little by little until it is 256 again.  Is
there not code sort of like that already in there?  (I know, I could go
look, but I have fallen way behind on the source code and the builds, so all
I do now is kvetch from the outside).

A similar approach would be to slowly adjust the DD to keep FPS acceptable.

It seems like these DD slider changes are exactly giving the user a manual
way to do this. Why not just have the viewer do it?
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Re: [opensource-dev] Question about DD philosophy.

2011-06-16 Thread Marine Kelley
I think (correct me if I'm wrong) that everytime you increase your
draw distance, your viewer requests all the prims to rez from the
sim... Which means a lot more network traffic if it changes all the
time (which would be the case if it were automatic).

Besides I like to keep control over my draw distance. I vote for
keeping it manual.

Marine

On 16/06/2011, Lee ponzu lee.po...@gmail.com wrote:
 I have sometimes wondered why this is not more automagic, or maybe why the
 magic approach doesn't work well enough.

 Suppose my DD is set to 256.  Upon detecting a poor FPS, the viewer could
 remember the DD, and then reduce it temporarily to 32.  As FPS becomes
 acceptable, it increases it little by little until it is 256 again.  Is
 there not code sort of like that already in there?  (I know, I could go
 look, but I have fallen way behind on the source code and the builds, so all
 I do now is kvetch from the outside).

 A similar approach would be to slowly adjust the DD to keep FPS acceptable.

 It seems like these DD slider changes are exactly giving the user a manual
 way to do this. Why not just have the viewer do it?

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Re: [opensource-dev] Question about DD philosophy.

2011-06-16 Thread Jonathan Welch
At yesterday's meeting with Oz having a FPS auto-tune system was
discussed.  I am going to try to write up a description of how this
could be implemented and once it is fleshed out will post it here for
comments.

-jonathan
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