When I want to see what the impact of faster texture load code is I just clear cache and go stand in the landing of a region called "The Gor Hub". Last time I used the OSS compile I lasted about 5 minutes I think before it bombed out. Not even moving from the landing point. just turning in a circle. It is like a mall on steroids in a circular arrangement so it maximizes the number of textures presented in the FOV no matter in what direction you turn.
You will see the difference. It is very noticeable What would be neat is a test harness to log the load times and load counts in each version and calculate the differences from a percentage of time factor (test harness add time, etc.) ________________________________ From: SignpostMarv Martin <[email protected]> To: Philippe Bossut (Merov Linden) <[email protected]> Cc: Second Life Developer Mailing List <[email protected]> Sent: Monday, May 25, 2009 1:23:51 AM Subject: Re: [sldev] VWR-13511 : Occasional crashes in OpenJPEG > KDU is flat out 3 times faster to decode than OpenJPEG. The ratio is > consistent throughout the whole session. > > Don't be too shocked about the decoding speed: this is *not* throughput of > textures in the viewer. The data measures only the speed of decoding blocks > of compressed images, making complete abstraction of network activity, > object handling, etc... all things that are anyway identical in the 2 cases. > The KDU viewer doesn't feel 3 times faster because, deep down, texture > decoding is not the limiting factor that drive the perceived performance of > the viewer. > > Still, in super texture heavy regions, I suppose this could make a > difference. > Since switching to Imprudence (which uses OpenJPEG), the difference seems negligible- though I don't explore as much as other people do. Do you have a "super texture heavy" region in mind that this can be checked in ? ~ Marv.
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