Texture pipeline in ExtraFPS still uses too much VRAM and the bias is wrong.
tracked
Ansariel Hiller
1.) In general, the VRAM usage for textures is still way too high compared to Pre-PBR (V6) viewers. For example a simple scene with 3 avatars visible, a few palm trees and void water in the background, almost 3GB of VRAM was used for textures!
2.) Texture bias calculation is bugged and can lead to constant up- and downscaling of textures: If an over-budget of VRAM is detected, the discard level is increased. When memory is available again, the viewer slowly reduces discard level until an over-budget is detected. Then the cycle starts again and the viewer will never stop and reach a stable state. This is accompanied by the CPU constantly ramping up and spikes in frame times every 4-5 seconds, making it an awful and unpleasant experience. Here is a video of the problem when observing the texture console: https://gyazo.com/57cb4d19a9cd24eea22a4a8f0e52fcd2
3.) Bug #2 in texture bias calculation (in LLViewerTexture::updateClass()): While downscaling textures by increasing the discard bias, the viewer waits 1 second after a downscaling before another possible downscaling happens. However, if memory isn't low anymore, the decrement of discard bias and upscaling of textures happens every frame.
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Dan Linden
Dan Linden
tracked
Atlas Linden
Thanks for the report, Ansariel.
This has been imported to GH for further investigation: https://github.com/secondlife/viewer/issues/3348