Issues with Sculpts in newer PBR viewer.
closed
Angeldevoid Nino
I and many of my friends own a group of parcels on the mainland. We like to hang out and do lots of sim drives around our area. As of the release of the PBR viewer we have been doing this less and less. We keep getting micro(less than a second) to macro(multiple seconds) hitching.
Recently friend have been complaining that when visiting our northern most sim, Arang, they would get major hitches every time when going near Route 10. After months of research, I was able to replicate it in our sandbox.
If you move to the northern wall and walk back and forth you will get some Macro Hitches in Alchemy and Micro hitches in the main viewer.
Doing more digging I discovered that my neighbor like many SL residents enjoys collectables. They have several "Plant Pets" ( https://www.plantpets.info/ ) which appear to use a "temp rez" exploit to lessen their land impact. While this isn't the issue, it does provide a scenario where you can actively see and replicate the issue. They are located at : http://maps.secondlife.com/secondlife/Haetae/13/218/4064 (people other than lindens should not visit, there is a security orb). The obvious solution is if your viewer supports it would be to "derender" this isn't a feature of the main viewer, and in Alchemy it is ineffective because it's "temp rez" feature keeps rezing the object forever, even if the origin object is not visible.
While I couldn't get the main viewer to hitch the way Alchemy does, I could tank the framerate by selecting one or more of the objects. and just looking at the mass of them would knock my frame rate from the highs of 200FPS to 16FPS.
My hardware, windows install, and drivers are all new. I had this issue on my old system from a month ago, but even more so.
I have included videos of the issues below
Alchemy: (already posted to their bug tracker)
Second Life Viewer:
Viewer Info:
Second Life Release 7.1.3.7878383867 (64bit)
Release Notes
You are at 125.7, 140.3, 4,033.0 in Arang located at simhost-081c290b9fb172d8b.agni
(global coordinates 261,502.0, 231,052.0, 4,033.0)
Second Life Server 2024-02-21.7995320426
Release Notes
CPU: AMD Ryzen 5 7600X 6-Core Processor (4691.08 MHz)
Memory: 48248 MB
OS Version: Microsoft Windows 10/11 64-bit (Build 22631.3296)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: NVIDIA GeForce RTX 3070 Ti/PCIe/SSE2
Windows Graphics Driver Version: 31.0.15.5186
OpenGL Version: 4.6.0 NVIDIA 551.86
Window size: 2560x1351
Font Size Adjustment: 96pt
UI Scaling: 1
Draw distance: 128m
Bandwidth: 3000kbit/s
LOD factor: 4
Render quality: 5
Advanced Lighting Model: Enabled
Texture memory: 7250MB
Disk cache: Max size 1638.4 MB (2.0% used)
J2C Decoder Version: KDU v7.10.4
Audio Driver Version: FMOD Studio 2.02.13
Dullahan: 1.14.0.202310131404
CEF: 118.4.1+g3dd6078+chromium-118.0.5993.54
Chromium: 118.0.5993.54
LibVLC Version: 3.0.16
Voice Server Version: Vivox 4.10.0000.32327.5fc3fe7c.399bd0e
Packets Lost: 10/3,382 (0.3%)
March 26 2024 11:42:13
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Atlas Linden
closed
Atlas Linden
needs info
RestrainedRaptor Resident
Perhaps while we're here, we can ban temp-rez exploiting builds, since they are just eating up script time, viewer bandwidth, and bypassing block lists.
Atlas Linden
under review
Atlas Linden
expected
Atlas Linden
Hi Angeldevoid,
Glad to know the hitching doesn't occur on the LL viewer and thanks for also posting this on the Alchemy bug tracker.
As for the drop in FPS from selecting multiple objects, this is unfortunately expected behaviour when attempting to generate the highlights for that many dense objects.
If you are attempting to move that many dense objects at once there is a setting to turn off highlights located at Build>Options>Show Selection Outlines
Anarchism Enthusiast
Atlas Linden, I think there has been a misunderstanding. The sculpted objects have not been selected, they are just rendering which is causing the hitching.
Eric Dielli
Atlas Linden
Yes, the hitching seems to be less, but it does exist. While more noticeable on Alchemy, and less noticeable on a higher end system and on the current viewer. The issue can be more noticeable depending on the number of sculpted objects. My friend Anarchism Enthusiast and I go driving often, and we both had major issues even when lowering graphics settings. when I upgraded it lessened (except in Alchemy it was just as bad).
When discussing this with Alchemy's devs they could recreate the issues, but it appears to be something related to JP2000 and Sculpts. They said they cannot make changes to that, only implement what LL has to stay in parity with the PBR Project.
As more popular viewers move to the PBR code-base, I think we will see more users on mainland, especially in the GTFO and Grid Drive, as the mainland contains much older technology such as sculpts.
PBR performance has been great, but something is wrong with Sculpts.
Atlas Linden
Hi Anarchism,
We're having trouble reproducing this 'hitching' at the location provided. Are you able to provide a better reproduction of the issue? Or are you able to re-record this but have Statistics>Advanced open so we can observe the KTris per Frame value? It may be that the temp rez objects are causing this
Angeldevoid Nino
Atlas Linden
I was able to re-create it in the Linden viewer and have the stats:
I also had the same stats in Alchemy, I'll post it here, but I'll make sure this gets to them.
Eric Dielli
Atlas Linden, I would like to apologize for the time it took to review this. with assistance with the lead developer from Alchemy we were able to narrow down the issue. I have made peace with my neighbor, and hopefully users of Alchemy should see a fix soon-ish.
Again, sorry for any frustration I may have caused.
Atlas Linden
Hi Eric,
Thanks for the update!
Are you able to provide details on what the cause of the issue was? And just to clarify, you're no longer seeing this on the LL viewer?
Angeldevoid Nino
Atlas Linden
I still see it on LL viewers, but it's very subtle.
The issue with Alchemy appears to have been bad due to the method Alchemy was using to overcome a "texture decode pipeline" issue and it caused the heavy studder. Combined with their implementation of openjpeg as (they cannot use Kakadu for JP2K support) it created a cluster of issues that result in inferior performance when usually there isn't.
I think on mainland due to the large amounts of old content and large amount of "collectable toy" housing utilizing sculpts is causing something.
Angeldevoid Nino
Atlas Linden
Also please forgive me for answering with Eric Dielli and Angeldevoid Nino. These are both my accounts. Sometimes I forget which one I"m logged in on.