secondlife / jira-archive

2 stars 0 forks source link

[BUG-225808] LOD problem with Mesh Uploading #4518

Open sl-service-account opened 5 years ago

sl-service-account commented 5 years ago

What just happened?

Every time i go to upload a mesh build in to Second life 1) it keeps giving me different prim counts each time i go to re-upload the object without changing the settings. Even when i lower the LOD a little or generate normal the prim count goes up instead of down like it use to do. 2 ) there is no way to keep a 3d model at a reasonable detail when we have restrictions placed and the system placed a higher prim count then before.

What were you doing when it happened?

uploading mesh

What were you expecting to happen instead?

I expected that with firestorm claiming that the builders are slowing down computers with dive bombing the LOD on server side that you guys would make it where our builds would come in at a reasonable prim count without having to lower the LOD in the uploading process.

Other information

Ever since Phoenix Firestorm created an attack on builders. And it is an attack by saying that 1) We are slowing computers by lowering the LOD of mesh uploads. and 2) By placing a warning when people using firestorm raises their LOD to see our builds proper that they should not raise their LOD and should instead find another object that will look proper without raising the LOD. My friend and i have to go back to every mesh model we made and re upload it costing us more money to try and make people see it correctly without having to screw with the LODfactor on their end. Now i don't know about you but when purchasing something like furniture, vehicles, exc the lower the prim count the more willing they will go for that item when they are living on a sim that is not giving them 30k prims but 1500 prims for their little area or even full size community sims where every prim counts. I have taken this up with Firestorm developers that brushed it off and in so many words made it sound like i am an idiot for stating that there is no evidence of a long term effect by raised client side LOD and slowing a computer. There for what i will expect if this is to be the norm is that you guys will need to compensate for the disruption they are creating and now the time and stress and extra cost the builders have to change every thing in our stores to match their ideals of forcing a 2.0 LOD on their users. We tried their new viewer and it failed so now we need you guys to step up and make a difference either by lowering the prim cost on all mesh uploads or allowing us to lower the LOD and make the 3rd party viewers play ball and on client side LOD set to 7 where they can see the lowered LOD builds properly.

Original Jira Fields | Field | Value | | ------------- | ------------- | | Issue | BUG-225808 | | Summary | LOD problem with Mesh Uploading | | Type | Bug | | Priority | Unset | | Status | Needs More Info | | Resolution | Unresolved | | Reporter | nwcworld (nwcworld) | | Created at | 2018-11-13T06:40:42Z | | Updated at | 2018-11-14T15:56:47Z | ``` { 'Build Id': 'unset', 'Business Unit': ['Platform'], 'Date of First Response': '2018-11-13T11:10:28.733-0600', "Is there anything you'd like to add?": "Ever since Phoenix Firestorm created an attack on builders. And it is an attack by saying that 1) We are slowing computers by lowering the LOD of mesh uploads. and 2) By placing a warning when people using firestorm raises their LOD to see our builds proper that they should not raise their LOD and should instead find another object that will look proper without raising the LOD. My friend and i have to go back to every mesh model we made and re upload it costing us more money to try and make people see it correctly without having to screw with the LODfactor on their end. Now i don't know about you but when purchasing something like furniture, vehicles, exc the lower the prim count the more willing they will go for that item when they are living on a sim that is not giving them 30k prims but 1500 prims for their little area or even full size community sims where every prim counts. I have taken this up with Firestorm developers that brushed it off and in so many words made it sound like i am an idiot for stating that there is no evidence of a long term effect by raised client side LOD and slowing a computer. There for what i will expect if this is to be the norm is that you guys will need to compensate for the disruption they are creating and now the time and stress and extra cost the builders have to change every thing in our stores to match their ideals of forcing a 2.0 LOD on their users. We tried their new viewer and it failed so now we need you guys to step up and make a difference either by lowering the prim cost on all mesh uploads or allowing us to lower the LOD and make the 3rd party viewers play ball and on client side LOD set to 7 where they can see the lowered LOD builds properly.", 'ReOpened Count': 0.0, 'Severity': 'Unset', 'System': 'SL Viewer', 'Target Viewer Version': 'viewer-development', 'What just happened?': 'Every time i go to upload a mesh build in to Second life 1) it keeps giving me different prim counts each time i go to re-upload the object without changing the settings. Even when i lower the LOD a little or generate normal the prim count goes up instead of down like it use to do. 2 ) there is no way to keep a 3d model at a reasonable detail when we have restrictions placed and the system placed a higher prim count then before.', 'What were you doing when it happened?': 'uploading mesh', 'What were you expecting to happen instead?': 'I expected that with firestorm claiming that the builders are slowing down computers with dive bombing the LOD on server side that you guys would make it where our builds would come in at a reasonable prim count without having to lower the LOD in the uploading process. ', 'Where': 'http://maps.secondlife.com/secondlife/Polentina/58/108/552', } ```
sl-service-account commented 5 years ago

nwcworld commented at 2018-11-13T06:48:31Z

side note  Why is it if i created a mesh box, cylinder, sphere, triangle, exc   why is the mesh upload being triangulated when creating a raw prim in game is not? If you guys would stop the system from triangulating every area and creating more polygons the LOD would be able to remain at a "Normal LVL"  by triangulating every area on a build big or small the polygon count's are doubled so a sphere that has say 100 polygons   now becomes 200 polygons there for rasing the LOD  and the Prim count do to complexity of object.

sl-service-account commented 5 years ago

Kyle Linden commented at 2018-11-13T17:10:29Z

Hi nwcworld,

Will you please verify whether or not you have Advanced > Show Debug Settings > MeshImportUseSLM set to True or False? It should be false.

If it is True switch to False and test mesh upload costs again.

If it is False, we would need a copy some of your .dae files for inspection, plus more specific details about the upload settings.

Document the exact steps you took for each upload that resulted in different numbers. Also document what those numbers are for each .dae and record them here in this Jira. Feel free to take screen shots of the Mesh upload interface if that makes it easier.

Once you have done that please press the Info Provided button and let us know.

Thanks!

sl-service-account commented 5 years ago

polysail commented at 2018-11-14T15:50:57Z, updated at 2018-11-14T15:56:47Z

Hello nwcWorld, Just a little explanation why meshes are triangulated upon upload.  All meshes, no matter where they are rendered, be this in Blender, 3ds , Maya, Unreal, Unity, some other game engine or SL, eventually at a GPU level have to be reduced to triangles.  I know this may fly in the face of 'conventional wisdom' but there actually isn't any such thing as a 'quad' at render time.  So, since all meshes are composed of triangles, they need to be accounted as such.  This is why the LI calc operates off of triangles and not Quads.  Just a little FYI.