2021 CCUG meeting week #50 summary

Elysium, October 2021 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, December 16th 2021 at 13:00 SLT. These meetings are chaired by Vir Linden, and meeting dates can be obtained from the SL Public Calendar.

Available Viewers

This list reflects those viewers available via Linden Lab.

  • Release viewer: version version 6.5.1.566335, formerly the Cache+ 360 Capture viewer, dated December 7, promoted December 15 – NEW – see: 360 Capture viewer now de facto SL release viewer.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • The Jenever Maintenance RC viewer, version 6.5.1.566306, issued on December 6.
    • The Koaliang Maintenance 2 RC viewer, version 6.5.1.565905, issued on December 6.
    • The Tracy Integration RC viewer version 6.4.23.563771 (dated Friday, November 5) issued Tuesday, November 9.
  • Project viewers:
    • Performance Improvements project viewer updated to version 6.5.1.566443, dated December 8.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Mesh Optimizer project viewer, version 6.4.23.562614, issued September 1.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

General Viewer Notes

  • It is possible the two Maintenance RC viewers will be combined into a single release prior to their promotion in early 2021.
  • Work is continuing to work out the bug in the Performance Improvements project viewer in the hope it will be fit for promotion to RC status early in 2022.

Second Life Terrain Discussions

It has long been noted that the terrain in Second Life has never received a major overhaul, although the subject has been discussed from time to time. Currently, a terrain project still is not on the roadmap, but the floor was opened for suggestions as to what users might like to see if such a project were to be adopted by LL.

The questions was framed around “terrain” being the overall appearance of a region – land, water, the use of any region surround, support for flora, interactions with the wind, having much improved texture quality, etc., so as to offer a much improved graphical experience that does not put an undue load on the viewer when rendering or requires the simulator to send a mountain (no pun intended) of data to the viewer.  In other words, how to make SL landscapes / environments “prettier” and “more up-to-date” without undue impact on overall performance.

  • In terms of the existing system, suggestions put forward included:
    • The ability to have Linden water on a prim (rather than animated diffuse, normal and specular maps).
      • One problem here is the potential for serious performance hits (e.g. linden water on prim / mesh faces being used (or over-used!) for mirror effects) – particularly given actually occluding “non-visible” Linden water (e.g. the “water” beneath the terrain map) in order to help improve viewer performance is very much something being actively looked at (and is being implemented in the case of the Catznip TPV).
    • Support for using splat / weight maps.
    • Proper blending / integration between terrain and any region surround.
    • Ability to instance “proper” trees, grass a fauna (rather than the (circa 2002) default Linden trees, etc., included in the build tools.
    • Ability to blend / layer textures to allow things like a base of dirt, overlaid with grass, then the two blend to give the impression of wheel ruts or a dirty / rock path through the grass, etc.
  • It was also pointed out that there are multiple limitations to the current terrain system and tools (e.g. the inability to create tunnels or caves, limitations is blending terrain between parcels under separate ownership, the manner in which alterations to the height fields can cause a bad stretching of the surface textures, etc.), as such, many region designers already prefer working entirely in mesh, and so a better effort might be to provided improved support for this approach, including:
    • The ability to use large terrain meshes that are not prohibitively expensive  in terms of LI,.
    • Allowing proper texture blending on mesh terrain surfaces.
    • Support (again) for splat / weight maps. etc.
  • In terms of instancing flora, concern was raised how this might impact the landscaping market / economy (e.g. if LL provide a range of “nice trees”, will people still, buy their own? could the instancing system be made extensible, so that content from creators could be “plugged into” it?, etc.).
  • Overall, no conclusions were drawn, but a lot was offered up in terms of ideas, with the discussion also touched on issues of physics (notably the use of mesh terrain elements across region boundaries, the potential for increased physics collision calculations resulting on a performance hit; and also discussions of an expansion of the materials system allow the use of additional maps / making the materials system more a asset-based system (like EEP settings), consideration of updating SL to offer reasonable / real PBR support, etc.

2021 CCUG meeting week #48 summary: Graphics work

Nelipot, September 2021 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, December 2nd 2021 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are are available on the Content Creation User Group wiki page.

Unfortunately, my audio recording turned into so much noise around half-way through the meeting, so what follows is a truncated set of notes based purely on text.

Available Viewers

This list reflects those viewers available via Linden Lab.

  • Release viewer: version version 6.5.0.565607, formerly the Maintenance RC and dated November 10, promoted November 15 – this viewer now contains a fix for the media issues caused by the Apple Notarisation viewer.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • The Tracy Integration RC viewer version 6.4.23.563771 (dated Friday, November 5) issued Tuesday, November 9.
    • 360 Snapshot RC viewer, version 6.5.0.564863, issued October 21.
    • Simplified Cache RC viewer, version 6.4.23.562623, dated September 17, issued September 20.
  • Project viewers:
    • Performance Improvements project viewer updated to version 6.4.24.565672 (dated November 17) November 22.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Mesh Optimizer project viewer, version 6.4.23.562614, issued September 1.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

General Viewer Notes

  • The aim is still to combine the 360 Snapshot RC viewer and the Simplified Cache RC viewers into a single RC in preparation for promotion.

Graphics Work

  • This work has comprised a number of elements, both in moving processes that should logically have their own threads, and in moving processing that can cause the main thread to stall while it is handling them (e.g. processes that talk to the graphics API, the texture upload to OpenGL, etc.) to other background threads, together with overhaul avatar rendering.
  • The main focus of work is now bug fixing, with the hope to get an RC viewer out before the holiday period.

Blend Shapes

Over time, LL has received multiple requests for blend shape / morph target / shape key support to be added to the avatar system  (see BUG-22993 as an example). Were such a capability be added, it will require a new asset type associated with the avatar or a part of the original mesh definition.

  • However, for the meeting, Vir asked creators to assume the option to be available and asked for thoughts on how they would be used, e.g:
    • Should that have name-based parameters with LSL support for accessing them?
    • How else might they be controlled if they did not correspond to existing sliders?
  • The Lab’s thinking is that there are two categories of blend shapes to be considered:
    • Blend shapes that are intended to implement functionality that is equivalent to the built-in slider blends of the system avatar (and so can be integrated into the existing slider number system).
    • Blend Shapes that are intended to be independent of the existing slider system.
  • It was noted that any slider-based system for blend shapes could be limited, as it won’t necessarily work with clothing without an overhaul of the avatar rigging system, as clothing has no inherent understanding of the base body form.
    • While there are potential work-arounds to the above point, they would require adding further levels of technical complexity to SL, which perhaps isn’t the best way to go – and would be a much large project to implement.
  • The assumption is also that blend shapes would have a fixed 0.0 – 1.0 input range, which raised the question of how would it be triggered?
    • Via editing?
    • Using LSL?
    • Referenced in an animation (to allow more dynamic use – such as facial emoting)?
  • (As it was at this point audio went sideways, I believe the general feeling was the all three options for triggering; but without audio to confirm Vir’s feedback, I’m unsure).

In Brief

  • Andrew (Mojo Linden) Kertesz, the Lab’s new Vice President of Engineering, dropped into the meeting, having already become a semi-regular attendee at the Simulator User Group and the TPV Developer meetings.
    • He noted he is hoping to drop in to further meetings, possibly on a monthly basis, and build up a picture as to the hopes / wants / needs of content creators and gather information that can perhaps be folded back into the Lab’s own plans.
    • He also indicated that thoughts at the Lab are now turning towards features, capabilities and experiences and a road map of ideas is being developed; but nothing currently ready for any form of disclosure.
  • In asking those present for feedback on what content creators might like to see, the answers supplied included:
    • An improved / off-the-shelf scripting system.
    • The ability to build UI-based HUDs. This has been a common request, and potential use-case explains were requested during the meeting, to help LL better understand how / where they might be used (e.g. “this is how this HUD + LLSL is being done today – how could/should it be done with language X + widgets”).
  • Requests were again made for LL to devote time to updating documentation, particularly those elements of the wiki that are being kept active  – such as the pages referencing content creation. These are wildly out-of-date / misleading, and frustration was voiced over the fact that Beq Janus of the Firestorm team spent a considerable amount of time annotating issues and providing LL with a list of updates to all content creation documentation, none of which has been actioned.
  • The subject of mesh LODs (and / or lack thereof) and the potential for auto LOD generation (and what to do with existing content where the LODs have been wither played down or are non-existent).
    • While there are possible ways to allow for auto LODding existing content, they may require opting-in by content creators (and some may not be able to do so anyway), or may not not always work; others would require some kind of updating of the back-end mesh asset ID – something that is not current possible.
  • On the positive, the Lab seem open to accepting well-defined / written proposals for potential improvements that can both simplify and / or provide performance improvements with both in-world content and avatars.

Note: there will be one more CCUG meeting for 2021 – Thursday, December 17th.

2021 CCUG meeting week #46 summary: Graphics work

Bella’s Lullaby, September 2021 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, November 18th 2021 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are are available on the Content Creation User Group wiki page.

AVAILABLE VIEWERS

This list reflects those viewers available via Linden Lab.

  • Release viewer: version version 6.5.0.565607, formerly the Maintenance RC and dated November 10, promoted November 15 – this viewer now contains a fix for the media issues caused by the Apple Notarisation viewer.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • The Tracy Integration RC viewer version 6.4.23.563771 (dated Friday, November 5) issued Tuesday, November 9.
    • 360 Snapshot RC viewer, version 6.5.0.564863, issued October 21.
    • Simplified Cache RC viewer, version 6.4.23.562623, dated September 17, issued September 20.
  • Project viewers:
    • Performance Improvements project viewer updated to version 6.4.24.565324 (dated November 5) November 9.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Mesh Optimizer project viewer, version 6.4.23.562614, issued September 1.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

General Viewer Notes

  • It is possible the 360 Snapshot RC viewer and the Simplified Cache RC viewers may be merged prior to either being individually promoted to de facto release status.

Graphics Work

  • The core of the graphics team is shifting emphasis from making performance changes to the rendering pipe to focusing on stabilising the changes thus far made. As Vir has elsewhere noted, the problem with moving operations between threads / to their own threads is that there can be undesired consequences which then must be addressed.
    • This work has comprises a number of elements, both in moving processes that should logically have their own threads, and in moving processing that can cause the main thread to stall while it is handling them (e.g. processes that talk to the graphics API, the texture upload to OpenGL, etc.) to other background threads.
  • Runitai Linden continues to update how avatar rigged meshes are rendered.
    • In short, he hopes to use the same approach to handling static meshes to rigged mesh (including Animesh creations), allowing the latter to be handled in batches, reducing the overall number of draw calls and giving a potentially substantial performance boost.
    • The improvements should be particularly noticeable when rendering the “onion layer” avatar meshes that have multiple layers and are segmented into multiple cuts. Runitai reports his testing shows a 50% improvement in rendering 20 avatars – but improvements will be hardware dependent.
    • There are some issues: as it stands, the updated code does change the order of sorting / rendering alphas, which could be problematic for some creators. If so, LL will look at what can be done to prevent this (as an aside to this, vertex ordering within Blender, etc.), should not be impacted). There are also limits on how far this can be taken due to things like how faces with unique textures or with separate materials must be handled.
    • Currently, Runitai plans to spend the next few weeks testing and improving the changes with a view to having a view publicly available in the New Year.
  • Part of the discussion centred on texture use (and over-use), which covered a number of elements including:
    • A reminder of why the use of 1024×1024 textures on every surface, no matter how small is really bad idea, both because of the amount of VRAM each texture (+ any associated materials) uses (up to 4MB each); and because even if the face used only exposes a small portion of the texture, the viewer still has to process the entire texture before it can be rendered at full resolution, so it’s just leaving people with a greater amount of time the texture is blurred in their view.
    • The pros and cons in using a texture atlas. On the plus, this always multiple textures to be handled as a single draw operation, and is done where possible. However, unlike a conventional game, texture use in Sl is less predictable (e.g. an avatar can use the same texture “as is”, alpha masked, alpha blended and as a specular map, impacting the ability to use it within any texture atlas.
  • Whilst on the back burner at present, it is hoped that Vulkan, if / when adopted, could solve a lot of texture batching and draw call issues on the Windows platform, as it has a “fundamentally different” way of handling the latter. However, any shift in graphics API is held depending the current clean-up of the rendering code. On October 30th, Runitai described the options under consideration as:
    • Using Vulkan (Windows) and Metal (Apple).
    • Running Vulkan extraction layers on top of G3D on Windows (and MoltenGL for Apple?)
    • Implementing an off-the-shelf multi-API extraction layer.
    • Home-brew a dedicated extraction layer.
    • Stick with OpenGL for Windows and use MoltenGL for Apple (as noted above).
    • Initially supporting Vulkan + OpenGL for Windows and then retiring OpenGL and running Vulkan extraction layers on top of G3D (no word on Apple solutions in this scenario).
  • As a part of the current  work, LL has tested using OpenGL Core Profile rather than the currently-used OpenGL Compatibility Profile.
    • Core Profile offers a performance win for nVidia GPUs – but presents a performance hit for AMD and Apple systems, so a determination on its use has yet to be made.
    • Core Profile also does not work GLOD for mesh uploads, so if adopted, GLOD support may be entirely dropped from the viewer in favour of the Mesh Optimiser (as found in the current Mesh Optimiser project viewer).
  • Other updates the graphics team are considering include:
    • Making VSync enabled by default in the viewer, which should give a more consistent rate at high (100+) FPS.
    • Removing the ability to uncheck OpenGL Vertex Buffers and Hardware Skinning, as disabling either isn’t particularly good for performance.

2021 Content Creation User Group week #44 summary

L2 Studio and LLOOQ Gallery, July 2021 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, November 4th 2021 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are are available on the Content Creation User Group wiki page.

AVAILABLE VIEWERS

This list reflects those viewers available via Linden Lab.

  • Release viewer: version version 6.4.23.564172, formerly the Apple Notarisation Fix RC viewer, issued September 24 and promoted October 15.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • 360 Snapshot RC viewer, version 6.5.0.564863, issued October 21.
    • Maintenance RC viewer updated to version 6.5.0.564805, on October 20.
    • Simplified Cache RC viewer, version 6.4.23.562623, dated September 17, issued September 20.
  • Project viewers:
    • Performance Improvements project viewer, version 6.4.23.564530, dated October 12.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Mesh Optimizer project viewer, version 6.4.23.562614, issued September 1.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

Graphics Work

  • As has been previously reported in my user group meeting summaries, a core focus of work at the Lab is on performance improvements, both on the back-end and in the viewer.
  • With the viewer, the work is very much on improving graphics / frame rate performance (utilising the Tracy analyser). Much of this work has been to move non-rendering operations currently in the main rendering thread to their own / other threads.
    • In October, the first cut of a project viewer featuring the fruits of this work was issue (see Performance Improvements Viewer in the list above), and an update to this viewer is expected in the next working day or so.
    • Once the updated version of the viewer is available, users are encouraged to take it for a test and see if they can see improvements in rendering / FPS rates.
  • Overall, the Graphics team plan to spend around two more weeks in general performance updates. before the work will shift to stabilising the changes so far made to the viewer (which has been acknowledged as being “crashy” at this point in time).
  • Once the stabilisation work has been completed, the hope is that the viewer will be in a position to progress forward through the RC cycle to enter the queue for promotion to release status around the the end of the year, with actual promotion coming in early 2022.
  • Separate to the above, Runitai is currently working on the fork of the render pipe inside the avatar draw pool that handles the rendering of avatar rigged meshes. The aim is to move this work to the same machinery that handles the other draw pools, and so hopefully enable rigged mesh rendering to be handled on a batch basis, rather than one face at a time as is currently the case, thus giving a potentially substantial performance boost.

In Brief

  • WRT to performance, it was pointed out that the baseline hardware specifications LL give for Second Life are route in hardware between 10-15 years old, and so many users tend to stick to outdated hardware. Thus the situation is somewhat double-edged: ending support for older systems would allow LL to focus more on updating and improving SL to run on more recent hardware; however, by the same measure, it risks “locking out” users who may be unable to move on to more recent hardware in order to stay reasonably “current”.
  • Work is still in progress trying to overcome the Apple Notarisation / media issues and outlined here. Part of the problem was the result of LL using a very old VLC. However, getting a new VLC to be recognised by the notarisation process is also proving problematic.
  • A request was made to all region owners to be able to automatically drop a general information package on preferred viewer settings, etc., on users arriving in a region. Given automated notecard givers can already do this, and many of the “recommendations” are completely over the top for many systems (e.g. “set your graphics to Ultra, enable shadows and set your draw distance to 500+ m”), no advantage is seen in providing  a capability to provide this information (presumably via a chat channel).
  • Similarly, pro-actively scanning viewer settings using LSL as visitors arrive and “advising” them about the recommended settings for a region should some of their own be “below” the recommendation, was also seen as not particularly advantageous unless it was somehow made an opt-in capability that those who do wish to receive such information can do so.
  • It is recognised that Pathfinding is overdue for some improvements, and it *might* be that it gets looked at in the future; however there are no definite plans beyond considering what might be done, and poking at feature requests, etc., that have been filed for Pathfinding.

2021 CCUG meeting week #42 summary

Nelipot, July 2021 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, October 21st, 2021. These meetings are generally chaired by Vir Linden, with dates available via the SL Public Calendar and the venue for the CCUG is the Hippotropolis camp fire.

SL Viewer

No updates to the current official viewer thus far through the week, despite hopes the Apple Notarisation viewer would be promoted to de facto release status. This leaves the current pipelines as:

  • Release viewer: version version 6.4.23.564172, formerly the Apple Notarisation Fix RC viewer, issued September 24 and promoted October 15.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • Maintenance RC viewer updated to version 6.4.23.564063, on September 21.
    • Simplified Cache RC viewer, version 6.4.23.562623, dated September 17, issued September 20.
  • Project viewers:
    • Performance Improvements project viewer, version 6.4.23.564530, dated October 12.
    • 360 Snapshot project viewer, version 6.4.23.563579, issued September 3.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Mesh Optimizer project viewer, version 6.4.23.562614, issued September 1.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

General Viewer Notes

  • The next viewer scheduled for promotion to de facto release status is the Maintenance RC viewer. This may happen in week #43.

Performance Improvements

Core viewer work in now focuses on performance improvements, particularly around rendering (speed and consistency in FPS).

  • The first tranche of this work can be found in the Performance Improvements project viewer (version 6.4.23.564530 and Windows 64-bit at the time of writing, and not to be confused with the Performance Floater viewer).
    • The emphasis of the work is currently Windows 64-bit, but Windows 32 and Mac OS support will be provided as the viewer is updated. However, given this focus, it is possible there may be some temporary regressions creeping into the Mac OS version when it does appear.
    • One of the (many) issues facing LL is that a relatively high number of people signing-up to use Second Life do so with hardware which is at best marginal in terms of capabilities. Ergo, their experience is far from optimal, and so they don’t stick. As such part of this work is looking at ways an means to improve things at that end of the scale – which is no easy task, given the broad range of hardware that is available.
    • The above comment should not be taken to mean LL are insensitive to users who do have more capable hardware.
  • Obviously there are limits to what can be done, simply because of the nature of SL as an open platform, where strict control over content quality (in terms of draw calls, rendering, construction (faces / verts / tris), texture and materials use, etc.), is pretty much entirely unregulated.
  • Beq Janus from Firestorm is putting together a set of UI options (currently focused on avatars) that allow users gain a better understanding of rendering and the impact attachments and rendering artefacts like shadows can have on performance, together with actions that might be taken to help improve their system’s performance.
    • Such approaches are somewhat limited, as it places the onus on the user being pro-active. However, they are a means of providing help.
    • Beq’s work will be appearing in Firestorm in due course and subject to refinement. It may in time be offered to LL as a code contribution, if it proves suitably beneficial to users.
  • Other, more automated options are being discussed, both by users and – as I reported following Mojo Linden’s appearance at a Third Party Viewer Developer meting. However, it is important to note that these are just discussions / ideas that are being poked at, not actual projects.

In Brief

  • Broader focus at the Lab is turning towards discussing potential projects for the upcoming year.
    • There is nothing specific to report on with this at this point, but in broad terms, it does also incorporate things already discussed in these summaries and raised at events such as the June Meet the Linden sessions: performance improvements, more work on the new user experience, etc.
    • Feature requests are also being considered in these discussions (again, no specifics to discuss), and these are also broad-ranging.
  • Mainland EEP update: as I’ve previously reported, a fix for some Mainland regions appearing very dark under the default EEP region setting was implemented server-side a while ago, but has been awaiting the Land team to “throw the switch” to make the update live.
    • However, after the initial update had been deployed, it was realised a further change (a force parameter on the the estate environment console command) would be required in order to have things set and allow said switch to be thrown.
    • The update is now to be deployed in week #43, after which the way should be clear for the Land team to flip the switch and apply the updated settings at a time of their choosing.

Date of Next Meeting

  • Thursday, November 4th.

2021 CCUG meeting week #40 summary

Ilha Do Sol, June 2021 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, October 7th, 2021. These meetings are generally chaired by Vir Linden, with dates available via the SL Public Calendar and the venue for the CCUG is the Hippotropolis camp fire.

A *very* short meeting, as Vir was unavailable, so the Graphics team could only update on their work.

SL Viewer

No updates to the current official viewer thus far through the week, despite hopes the Apple Notarisation viewer would be promoted to de facto release status. This leaves the current pipelines as:

  • Release viewer: version version 6.4.22.561752, formerly the CEF Update RC viewer, issued July 24 and promoted August 10.
  • Release channel cohorts:
    • Apple Notarisation Fix RC viewer, version 6.4.23.564172, issued September 24 – this should remove the warning messages which are currently popping up.
    • Maintenance RC viewer updated to version 6.4.23.564063, on September 21.
    • Simplified Cache RC viewer, version 6.4.23.562623, dated September 17, issued September 20
  • Project viewers:
    • 360 Snapshot project viewer, version 6.4.23.563579, issued September 3.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Mesh Optimizer project viewer, version 6.4.23.562614, issued September 1.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

Graphics Work

  • The Graphics team currently remain primarily focused on drilling down into the data being gathered by the Tracy debugger / system analyser, which is available internally to the Lab.
  • This has already revealed a number of high latency artefacts within the main loop rendering code.
  • The focus of the most recent work has been to either eliminate these or move them to secondary threads so they do not impact the primary rendering loop.
  • This has seen some “pretty good results” in improvement performance, but the internal testing is still at too early a stage for stats to be made public, and it is felt there is at least another month of work to be done before the work will start to come closer to being ready for a public appearance.
  • In difference to the last meeting, to now appears this work could well be surfaced in a project viewer of its own, rather than being merged with other in-development viewers. However, and as noted above, there is no time frame on when it may made a public debut.

Date of Next Meeting

Thursday, October 21st.