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Old 11-11-2011, 05:51 AM   #126 (permalink)
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Okay, well thanks then for pulling it all together into a viewer that is great fun to use

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Old 11-14-2011, 05:51 PM   #127 (permalink)
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Hmmmmm, now I am wondering the same question again...since RLV is now based on SLV 3.2, would it be possible to take it and redo it 'Niran" Style ? Would it be easier than trying to put RLV code into the current Niran Viewer or just as much of a problem ?
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Old 11-14-2011, 06:34 PM   #128 (permalink)
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Originally Posted by Lord View Post
Hmmmmm, now I am wondering the same question again...since RLV is now based on SLV 3.2, would it be possible to take it and redo it 'Niran" Style ? Would it be easier than trying to put RLV code into the current Niran Viewer or just as much of a problem ?
It isn't based on the shining-fixes, while Niran's is. So, there'd be a fair bit of merging there.
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Old 11-14-2011, 07:05 PM   #129 (permalink)
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i already internally said that i will try to merge RLV yes
Shining or not , shouldnt do a difference as RLV doesnt do much with the Render Pipeline , but RLV will be extremly time consuming , so if i start working on it expect weeks of no news

but first ill fix here and there all kinds of stuff and merge again up to latest (3.2.4 atm), theres also a whole new SSAO right now from Tofu Linden which needed some testing and whole new settings....8 times stronger.... with 20 passes instead of 8 now , new SSAO algorythm which should be slighty faster (Tofu said that)

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Old 11-15-2011, 06:15 AM   #130 (permalink)
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Nice. The latest shining fixes properly turns off AA when in deferred rendering... so no more all-white screen. Huzzah. It really does run quite smoothly -- the DoF does seem faster.

However, I still see no evidence of FXAA when in deferred. Boo.

Are there any debug settings related to FXAA that I can look at it in the debug setting menu? Maybe I can figure out what's going on.

(Also, on a completely different topic -- whatever became of Global Illumination? Is it still in the viewer? I can't find any settings related to it.)
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Old 11-15-2011, 07:12 AM   #131 (permalink)
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Global illumination was always experimental, turns out it was impossible to get variable transparency textures to render with the same shading as everything else. I don't expect it to ever move forward and become official.

(Most games, believe it or not, don't use partial transparent textures except where they are "full bright" so they get away with the fact that they aren't shaded. SL can't have that privilege, alphas won't ever look right in it.)
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Old 11-15-2011, 09:32 AM   #132 (permalink)
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Quote:
Originally Posted by Ran Garrigus View Post
Nice. The latest shining fixes properly turns off AA when in deferred rendering... so no more all-white screen. Huzzah. It really does run quite smoothly -- the DoF does seem faster.

However, I still see no evidence of FXAA when in deferred. Boo.

Are there any debug settings related to FXAA that I can look at it in the debug setting menu? Maybe I can figure out what's going on.

(Also, on a completely different topic -- whatever became of Global Illumination? Is it still in the viewer? I can't find any settings related to it.)
Well no, latest Shining doesnt disable FXAA , instead it now enables it on Mac OS again , this non FXAA look you might mean is because of DoF , you have to find completly new and good DoF Settings , i think i´ve found pretty good ones in Build 4B , DoF is still way faster than before , but its now dependant on your settings , again i think i found pretty good perf/quality settings , which should look ok and dont cripple FPS that much , you can always turn down the DoF Resolution in Advanced Graphic Settings - Lighting and Shadows tab , btw this slider is new

and yea theres an FXAA related option which is just the normal AA option , so nothing special you can do there

and GI , well it was taken out (options aswell) as like Adeon said , it was always just experimental and over time it became more and more broken , it looked uglier every time i´ve seen it and at the end it was just a huge BUG , im happy that it has been removed as Lighting and Shadows look way way wayyyyy more impressive and awesome , stuff you miss with GI can EASILY be modded with Sky Presets

Simple but effective Presets and Settings , who needs GI?


look closely and you´ll notice FXAA

to SSAO , im still working on them and testing it , might be possible that i go back to the old SSAO system , as it is slower atm , but looks way smoother , but needs WAY higher values to archieve that (higher values makes it go WAY slower) so i again had to find a smooth look without crippling FPS ....its really not easy to do so... you know...i merge a lot of new stuff that increases FPS like the new DoF and Shining Fixes in General but...,i always want to upgrade the graphics which will probably neutralize those performance gains , (you can always go back to the LL defaults via Windlight Settings, Graphic Settings etc) but i want to deliver the best Quality AND Performance ratio from stock and thats seriously not easy

here are also 3 new snapshots for the SSAO to see differences
My actual SSAO Settings for the new SSAO (slight FPS drop)
Somewhat similar to old SSAO Settings (No FPS drop as values where compared to this)
No SSAO (Ambient Occlusion on but SSAO set to 0 , No FPS drop aswell)

in the first you´ll notice the biggest difference on the breasts and the fingers which are darker and smoother than in the second pic , the second one you can clearly see the small dots of SSAO which many of you were complaining about , and in the third.....well nothing to say here , theres simply no SSAO...and yea the Skin looks shaded without....is probably a bad example then

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Old 11-15-2011, 11:12 PM   #133 (permalink)
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Double Post FTW!
no rly DOUBLE POST! weee
anyway here the news , except those i already posted in RLV Thread which are that i tested my Beta 4 with 28x.xx Beta Drivers , without crashes , no problems , that means Shining is successfull atlast for my GTX 460 and the GTX 460 was widely known as the Video Card with the most problems with SL and the new Drivers (actually the card started all this mess)

and im slowly starting to work on some things again , i fixed some UI things and also something NO ONE of YOU didnt notice! , the X Y Z Info at the top which usually shows the position/size/rotation info (in color) went behind my Top toolbar and Topbar/Navbar/Statusbar/Favbar , it played hide & catch and we all seem to have lost this game! *whines*



theres also another thing i changed , disabling the Particle Beam now also disables the AV-face-object behavior , your AV wont turn around anymore cool eh?

so... some more UI fixes , German translation , again merge up to BLEEDING EGDE! *ouch* 3.2.4 and the latest shining , then again some test runs , local bitmap browser and hide lookar and Beta 5 is done , it will become release when i fixed most bugs , especially in my UI
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Old 11-16-2011, 07:28 AM   #134 (permalink)
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Oh Niran - you seemed to have picked up some bug where shadows display the wrong textures on the wrong "faces" of the shadow from some camera angles. Since non-alpha textures all have identical shadows (fully opaque) it only shows on prims with multiple alpha textures on different sides.

Last edited by Adeon Writer; 11-16-2011 at 08:11 AM.
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Old 11-17-2011, 02:12 AM   #135 (permalink)
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i didnt understand that completly @.@ but i guess the bug you mean also causes flexi shadows to dissapear or make weird inside out shadows (especially on fox tails) if you mean that...well thats for a loooooong time already
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Old 11-17-2011, 06:00 AM   #136 (permalink)
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Yes that, but it's got nothing to do with flexy.

Any prim with multiple alpha textures, will put the wrong textures on the wrong faces on the shadow.
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Old 11-17-2011, 09:32 AM   #137 (permalink)
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hum.... still dont get it ...have to test around with it... ..sorry
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Old 11-17-2011, 01:45 PM   #138 (permalink)
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Snapshots in fullscreen

Alright, at the risk of looking silly for not knowing this already...
In fullscreen mode, as soon as I attempt a snapshot and click 'SAVE' in the snapshot window, the UI freezes and I have to ctrl-alt-del to get out of fullscreen and click 'SAVE' in another window, then click back into the fullscreen UI.
In previous versions, after I had to do this for the first snapshot, it would automatically save in the same location after that. Am I missing a setting here?
Furthermore, is there a way to set the viewer to [I]always[I] save in a particular location, without being prompted?
Thanx.
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Old 11-17-2011, 02:12 PM   #139 (permalink)
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The ctrl ~ Shortcut for quick snapshots to disk will only do that for the first snapshot per session, for me.
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Old 11-17-2011, 04:46 PM   #140 (permalink)
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UPDATE: Linden has made an UPDATE to the Snapshot floater , i merged it already , will test it when it finished compiling!

nope theres no way atm to tell the Viewer that it should use the path all the time....sorry its LLs new Snapshot system , i will give it some time , if they doesnt fix all this crap with it , i will revert it then...

https://jira.secondlife.com/browse/VWR-27478

Last edited by NiranV Dean; 11-18-2011 at 10:23 PM. Reason: Snapshot floater update!
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Old 11-18-2011, 04:21 AM   #141 (permalink)
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ok i made a test with alphas heres the result


the backside is no texture
looks normal to me

and here with multiple Alphas
https://lh3.googleusercontent.com/-a...apshot_672.png
and
https://lh5.googleusercontent.com/-2...apshot_673.png

both look correct for me , shadows only fall from the sun facing side , the other side weither it has a different alpha or no texture is completly ignored thats how it should be right...

so thats what i got , if thats not what you wanna tell me then im sorry , i need pics , come to me , show me a Jira entry or whatever , i REALLY dont get what you want to tell me
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Old 11-19-2011, 07:47 AM   #142 (permalink)
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here's a repro screenshot:

And here's a repro video:
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Old 11-19-2011, 11:53 AM   #143 (permalink)
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looks like i know what its doing there hehe , anyway cant fix it , Runatais Render Pipeline is except some changes a total different level of skill far beyond anything i can imagine
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Old 11-19-2011, 09:59 PM   #144 (permalink)
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Still having issues getting search, profiles, and feed to work.. anyone have any suggestions at all? I have cookies, javascript, etc all enabled. :/

ETA: This appears to happen in Runitai's build too. Something about shining-fixes is making profiles/search work only about 20% of the time.

Last edited by Inhandra; 11-19-2011 at 10:19 PM.
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Old 11-20-2011, 12:21 AM   #145 (permalink)
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i´ve heard some people in Kirstens group had that too , out of the nowhere , and suddenly it was fixed again... i have really no idea what could cause that @.@
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Old 11-20-2011, 02:08 PM   #146 (permalink)
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I've had profiles problems in LL's current beta viewer too; just as much, I think. Often all that comes up is a featureless white page.
What I don't understand is why LL's viewer is so much more stable for me than any of the ones that give me better FPS. This version hasn't crashed my graphics driver at all yet.
I'd rather use Niran's viewer, and I'm hoping there are a few simple tweaks I can do so that I can have the best of both worlds (if anyone knows what they are, please let me know.)

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Old 11-20-2011, 02:50 PM   #147 (permalink)
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Quote:
Originally Posted by Romana View Post
I've had profiles problems in LL's current beta viewer too; just as much, I think. Often all that comes up is a featureless white page.
What I don't understand is why LL's viewer is so much more stable for me than any of the ones that give me better FPS. This version hasn't crashed my graphics driver at all yet.
I'd rather use Niran's viewer, and I'm hoping there are a few simple tweaks I can do so that I can have the best of both worlds (if anyone knows what they are, please let me know.)

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Are you also getting some occasional crashes from the latest Niran's?
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Old 11-20-2011, 06:36 PM   #148 (permalink)
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Are you also getting some occasional crashes from the latest Niran's?
Build 8 beta 4B, yes. Usually when it happens I'm moving (turns especially).Most times I've been able to get out of it using Task Manager before anything else happens, but a couple of times the graphics drivers crashed.
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Old 11-20-2011, 07:49 PM   #149 (permalink)
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Quote:
Originally Posted by Romana View Post
Build 8 beta 4B, yes. Usually when it happens I'm moving (turns especially).Most times I've been able to get out of it using Task Manager before anything else happens, but a couple of times the graphics drivers crashed.
Mine seems mostly related towards changing the window size, but I have had it spaz out and die from camming.
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Old 11-21-2011, 02:47 AM   #150 (permalink)
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could you please go to NV - Debug - Info displays - Show Memory , this will show SL´s Memory usage at the bottom right screen , keep an eye on it and tell me at about which usage it crashes

NOTE: as i already said , the Viewer uses LAA (Large Adress Aware) which enables the Viewer to use more than 1,25GB (not 2) memory usage , your System may have problems allowing my Viewer to use nearly infinite RAM , i suggest having a minimum of 6 GB RAM to exclude Memory Crashes of that sort , without compiling it as LAA it would simply crash at 1,25GB (if it doesnt anyway cuz of low available RAM) , the problem is i havnt figured out WHY all Viewers (no matter if it was Kirstens , LL or Shining) use infinite RAM instead of trying to clean Memory when its not needed anymore (like a hard cap at ~1.2GB like it was in Kirstens for me) if anyone knows how to fix that he/she can tell me so i can test it

until then there might be a temporarly solution , go to Preferences - Graphics - Advanced Graphic Settings - Memory and set the available Private Memory lower (will test that now) and then restart OR disable it completly (Memory Pool feature might do problems)

NOTE 2: the somewhat higher Performance also comes from this tweak as the Viewer can write and read as much stuff as it wants without getting limited , so it doesnt need to recache stuff that much which results in less work to do and at the end in more FPS

Driver Crashs: i havnt encountered one yet , recently i updated my 460´s to latest NVidia Beta Drivers , as long as the Option RenderGLCoreProfile (also found in Advanced Graphic Settings - Performance tab) everythings pretty fine , Runatai is still working on some fixes , bluescreens for older cards etc ...i´ve merged everything already but cannot release it , i cannot release a Machinima Viewer that cannot do snapshots >.< (yup latest update has broken it)



shortly after i made that pic , zoomed back to my Avatar and tried to set Draw Distance down it crashed @3GB Memory Usage (thats pretty much what i encountered in previous tests how far the usage can go)

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