Performance optimization makes no allowances for animated textures
needs info
Tetsuryu Vlodovic
Unless I've completely misunderstood the way viewer handles texture load, textures further away and/or smaller on the field of view are given a lower priority, which leaves them rendered at a significantly lower resolution, which under normal circumstances is fine; it makes no sense to render a 1K and especially 2K texture at the full resolution if the face it's on only the size of a postage stamp on your screen, but the trouble is with animated textures (specifically using LOOP) which only ever show a small segment of the full texture area at a time, even when camming right into them they might never show at the full resolution, so there probably should some kind of an accommodation made for animated textures to give them a priority when rendering a scene.
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Tetsuryu Vlodovic
This problem isn't exclusive to just animated textures either, virtually anything using texture repeats and offsets to utilize a single large texture for multiple faces to reduce the amount of actual textures used, are similarly affected.
Tetsuryu Vlodovic
default
{
state_entry()
{
llSetTexture("4b853fed-6575-cdc2-c2a1-9ef0bf0709d8",4);
llSetTextureAnim(TRUE | LOOP, 4, 5, 5, 0, 0, 12.5);
}
}
Drop this in a prim and witness the results firsthand. The animation is very blurry unless zoomed in and focused in on, and then becomes blurry again once you move the camera away from it. I'm assuming textures are displayed at a lower resolution to reduce VRAM impact, but because LOOP animations only display a part of the texture at a time, the visual impact is less than desireable.
The only way to make it remain loaded is by viewing the texture in build mode, which isn't possible with no mod objects anyway, and it only remains that way as long as you do.
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Dan Linden
updated the status to
needs info
Dan Linden
Hi Tetsuryu.
You may be right and we need to see an example of the bug reproduce on our own machines so it can be fixed.
Please include:
- Which version of the client are you using? (This can be found in Help, About Second Life)
- Your computer specs (from Help, About Second Life)
- A description of the problem, explaining what you do / see / don't see, including any error messages displayed
- Step by step Directions on how to reproduce your experience.
- A screenshot of what you are seeing.
If you have sample content that demonstrates the issue, you can share it with Dan Linden and Jellyfish Linden.
Thanks!