« Réunion du 16-08-2022 » : différence entre les versions
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[11:29] Ubit Umarov : les prims réagissent comme avant... | [11:29] Ubit Umarov : les prims réagissent comme avant... | ||
= | = Commit "ubode: essayer de rendre mono heureux à nouveau" = | ||
[11:29] Ubit Umarov : des changements de code de la dll | * [https://www.geeksforgeeks.org/what-is-aot-and-jit-compiler-in-angular/ Comparaison entre Ahead of Time (AOT) et Just in Time (JIT)] | ||
[11:29] Ubit Umarov : il y a eu quelques changements ces dernières semaines, | |||
[11:29] Ubit Umarov : des changements du code de la dll | |||
[11:30] Ubit Umarov : ces derniers changements sont différents, car au lieu de changer le code de la dll, je l'ai déplacé dans le code géré. | |||
[11:30] Ubit Umarov : car avec un peu de soin, JIT fait du bon code. | |||
[11:31] Ubit Umarov : mais un changement qui était ok sous windows, a rendu mono plus de 20x plus lent. | |||
[11:31] Ubit Umarov : et voilà ! | |||
[11:31] Ubit Umarov : une situation qui utilisait 10us pour la physique est passée à près de 300. | |||
[11:32] Ubit Umarov : fou | |||
[11:32] Andrew Hellershanks : ouch | |||
[11:32] Vincent.Sylvester @hg.zetaworlds.com:8002 : Ce n'est pas la première fois que JIT se comporte de manière stupide | |||
[11:32] Ubit Umarov : le changement de code pour le corriger correspond au commit | |||
[11:32] Ubit Umarov: 2ba53faa5c688c9378e21b108da97e8583089890 | [11:32] Ubit Umarov: 2ba53faa5c688c9378e21b108da97e8583089890 | ||
* ubode: try ot make mono happy again | * ubode: try ot make mono happy again (ubode: essayer de rendre mono heureux à nouveau). | ||
[11:32] Ubit Umarov: bahh | [11:32] Ubit Umarov: bahh | ||
[11:33] Andrew Hellershanks: | |||
[11:33] Vincent.Sylvester @hg.zetaworlds.com:8002: | [11:33] Andrew Hellershanks : Je me souviens avoir vu ce message de commit. | ||
[11:34] Vincent.Sylvester @hg.zetaworlds.com:8002: Ubit | |||
[11:34] Ubit Umarov: | [11:33] Vincent.Sylvester @hg.zetaworlds.com:8002 :cela a tendance à augmenter massivement à chaque fois que ça plante. | ||
[11:35] Ubit Umarov: | |||
[11:35] Ubit Umarov: | [11:34] Vincent.Sylvester @hg.zetaworlds.com:8002 : Ubit a mis quelques scripts aot [https://fr.wikipedia.org/wiki/Compilation_anticip%C3%A9e] là-dedans il y a quelque temps, pour ceux qui veulent contourner entièrement Jit pour une raison quelconque. | ||
[11:35] Ubit Umarov: | |||
[11:36] Ubit Umarov: | =Avatars : utilisation de code = | ||
[11:36] Ubit Umarov: | [11:34] Ubit Umarov : Ouais, les rayons pour les avatars sera peut être la prochaine chose que je vais changer pour la gestion seulement. | ||
[11:36] Vincent.Sylvester @hg.zetaworlds.com:8002: | |||
[11:36] Ubit Umarov: | [11:35] Ubit Umarov : les avatars ne sont pas plus simples. | ||
[11:37] Ubit Umarov: | |||
[11:35] Ubit Umarov : à cause de la façon dont les viewers travaillent, ils sont toujours verticaux. | |||
[11:35] Ubit Umarov : même lorsque nous volons et que nous voyons l'horizontale, la physique est toujours une capsule verticale. | |||
[11:36] Ubit Umarov : pour que les colliders pour l'avatar n'aient pas besoin de les faire pivoter. | |||
[11:36] Ubit Umarov : pour économiser un peu de cpu aussi | |||
[11:36] Vincent.Sylvester @hg.zetaworlds.com:8002 : C'est bon à entendre | |||
[11:36] Ubit Umarov : bien sûr pour l'instant ils tournent tous... | |||
[11:37] Ubit Umarov : mais sur le code ray que je peux ajouter, cette rotation sera supprimée. | |||
[11:37] Vincent.Sylvester @hg.zetaworlds.com:8002: Over the last few years the memory usage has massively reduced, but cpu load still remains a large factor so every bit helps | [11:37] Vincent.Sylvester @hg.zetaworlds.com:8002: Over the last few years the memory usage has massively reduced, but cpu load still remains a large factor so every bit helps | ||
[11:37] Ubit Umarov: well cpu load is also operation costs of a grid | [11:37] Ubit Umarov: well cpu load is also operation costs of a grid |
Version du 20 août 2022 à 15:04
Source : http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2022-08-16
Accueil sur Outreach
[10:58] Andrew Hellershanks : Bonjour à tous.
[10:59] Vincent.Sylvester @hg.zetaworlds.com:8002 : Voyons voir cette semaine, nous avons eu plus de Ubit tapant des choses dans la soumission hehe.
[11:00] Vincent.Sylvester @hg.zetaworlds.com:8002 : Il en reste beaucoup ?
[11:00] Ubit Umarov : bien sûr.
[11:00] Ubit Umarov : c'était une chose mineure.
[11:01] Ubit Umarov : changements du type "changements inutiles" uff
[11:01] Ubit Umarov : regarder le code, gain de temps évident
[11:01] Ubit Umarov : en cours d'utilisation... bahh
[11:02] Vincent.Sylvester @hg.zetaworlds.com:8002 : Pas totalement inutile s'ils rendent les choses plus faciles à lire.
[11:02] Ubit Umarov : il y avait une O(n^2) maintenant une O(nlogn)
Réunion déplacée sur Hurliman Plaza
La réunion a été déplacée sur Hurliman Plaza en raison d'un problème avec la région ou sa machine hôte.
Problème de machine
[11:09] Vincent.Sylvester @hg.zetaworlds.com:8002 : Cette expérience OpenSim vous a été présentée par l'année 2010.
[11:09] Vincent.Sylvester @hg.zetaworlds.com:8002: lol
[11:10] Andrew Hellershanks: :)
[11:10] Vincent.Sylvester @hg.zetaworlds.com:8002 : Ça me rappelle des souvenirs
[11:11] Ubit Umarov : Eh bien, même hier, Dan a dit qu'il envisageait de ne pas renouveler la location de cette machine.
[11:11] Ubit Umarov : mais aujourd'hui, la région des réunions de développement, lbsa etc. étaient dessus.
[11:11] Ubit Umarov : ils disent qu'ils ont un mauvais routeur.
[11:11] Vincent.Sylvester @hg.zetaworlds.com:8002 : Cela arrivait souvent à l'époque où je pouvais encore atteindre mes orteils.
[11:11] Ubit Umarov : et ils vont continuer à faire comme ça pendant à peu près 2 mois.
[11:12] Vincent.Sylvester @hg.zetaworlds.com:8002 : Qui fournit cette machine, vous savez ?
[11:12] Ubit Umarov : j'ai oublié :)
[11:13] Ubit Umarov : je vais lancer lbsa sur une autre machine.
Fournisseurs d'accès internet -- Hébergement de serveurs
[11:13] Vincent.Sylvester @hg.zetaworlds.com:8002 : Je n'ai pas trouvé un seul fournisseur en Amérique du Nord qui soit décent, la plupart d'entre eux semblent être gérés par quelques gars dans un sous-sol, du moins c'est l'impression qu'ils donnent.
[11:13] Andrew Hellershanks : J'ai utilisé des serveurs dans NAm gérés par OVH et je n'ai pas eu de problème avec eux.
[11:13] Vincent.Sylvester @hg.zetaworlds.com:8002 : Oui, ils sont les seuls à valoir quelque chose dans cette gamme de prix.
[11:14] Ubit Umarov : C'est un fournisseur d'accès moins cher.
[11:14] Vincent.Sylvester @hg.zetaworlds.com:8002 : Pour un pays qui compte aussi la Silicon Valley, on pourrait penser qu'il y a plus d'options décentes.
[11:14] Vincent.Sylvester @hg.zetaworlds.com:8002 : La plupart sont beaucoup plus chers et vous n'obtenez pratiquement aucun matériel dans des configurations utilisables pour une charge de type OpenSim.
Problème d'avatar
[11:15] Jagga.Meredith @login.aviworlds.com:8002 : je ne peux pas me connecter en tant que moi-même. Je suis ici sous mon avatar Aviworlds.
[11:15] Andrew Hellershanks acquiesce.
[11:15] Andrew Hellershanks : pas de problème, Jagga.
[11:15] Ubit Umarov : rien de tel qu'un TP pour changer de sexe :p
[11:15] Ubit Umarov : Ouais :p
[11:15] Vincent.Sylvester @hg.zetaworlds.com:8002 : mdr
[11:16] Ubit Umarov : rappelez-vous en 2007, sur SL, nous nous voyons comme des hommes, et tous les autres nous voyaient comme des femmes avec une barbe ?
[11:16] Ubit Umarov : tellement énervant :)
[11:16] Vincent.Sylvester @hg.zetaworlds.com:8002 : C'était le bon temps
[11:16] Vincent.Sylvester @hg.zetaworlds.com:8002 : C'est comme si c'était hier
[11:16] Ubit Umarov : Oui.
[11:17] Ubit Umarov : il est possible que ce soit de nouveau le cas.
[11:17] Ubit Umarov : Oui, c'est de retour.
[11:17] Vincent.Sylvester @hg.zetaworlds.com:8002 : J'ai eu une région qui m'a mangé les cheveux la semaine dernière parce qu'elle tournait sur une ancienne version de 7.x, c'était amusant à restaurer.
[11:18] Andrew Hellershanks: hehe
Machine accessible -- la réunion ne bouge pas
[11:19] Ubit Umarov : Je dois déplacer outreach sur une autre machine.
[11:19] Ubit Umarov: uff
[11:19] Andrew Hellershanks : Nous pourrions aussi bien rester ici pour gagner du temps.
[11:19] Ubit Umarov : Ouais, faisons ça.
[11:19] Vincent.Sylvester @hg.zetaworlds.com:8002 : J'ai sérieusement envisagé d'implémenter quelque chose pour bloquer l'hypergrid sur une différence de version majeure afin d'empêcher le flot de tickets pour l'inventaire cassé.
[11:19] Ubit Umarov : les habitués sont là :)
[11:19] Andrew Hellershanks : J'ai envoyé des messages instantanés à Selby et Kayaker.
[11:20] Selby.Evans @grid.kitely.com:8002 : Je suis là
[11:20] Ubit Umarov : la machine est à nouveau inaccessible.
[11:20] Andrew Hellershanks : Bienvenue, Selby.
[11:20] Ubit Umarov : et voici le kayaker.
[11:20] Andrew Hellershanks : Bonjour, Kayaker.
[11:21] Kayaker Magic : Bonjour à tous !
Changements de la semaine
Rappel du début de réunion
[11:21] Andrew Hellershanks : Avant le changement forcé de lieu, nous avions commencé à discuter des récents changements apportés au code. Principalement les changements concernant ubODE.
[11:21] Ubit Umarov : bien sûr la machine était bien... mais j'ai perdu la communication quand je disais des choses très importantes.
[11:21] Ubit Umarov : que j'ai oublié maintenant.
[11:21] Ubit Umarov : :)
[11:22] Vincent.Sylvester @hg.zetaworlds.com:8002 : Je me demande s'il y a encore beaucoup de choses à commiter ou si je dois faire un pull des changements et commencer à tester.
[11:22] Andrew Hellershanks : Ubit, tu parlais de changements pour être plus clair et pour gagner du temps. Tu as mentionné un changement de O(n^2) à O(nlogn).
[11:22] Ubit Umarov: :)
[11:23] Ubit Umarov : la semaine dernière des changements de code encore du genre "changements inutiles".
[11:23] Kayaker Magic : Cela ressemble à quelque chose dont llCastRay a besoin !
[11:23] Ubit Umarov : j'essaye de sauver quelques nanoseconde ici et là
Collision avatar/avatar : mais pas pour les avatars assis
[11:23] Ubit Umarov : cette fois sur les collisions avatar/avatar.
[11:24] Ubit Umarov : maintenant je fais la phase de haut débit dans le Managed code [1].
[11:24] Ubit Umarov : c'est à dire les vérifications des boîtes AABB [2].
[11:25] Ubit Umarov : comme je l'ai dit l'algo qui était là avant était même un O(n * n)
[11:25] Ubit Umarov : maintenant c'est un O(n * log n)
[11:25] Ubit Umarov : il y a aussi moins de croisements de codes non gérés/gérés qui sont un peu lourds.
[11:26] Ubit Umarov : bien sûr, le code que nous avons n'est pas du tout utilisé, les avatars assis ne le comprennent pas LOL.
[11:26] Ubit Umarov : si vous regardez, le temps physique par image est de 2us ici :)
[11:27] Vincent.Sylvester @hg.zetaworlds.com:8002 : On dit que les collisions et la physique sont lentes de nos jours. Je testais le passage d'objets et j'ai lancé des milliers de prims d'une région à l'autre sans trop de problèmes. Je suppose qu'à ces échelles, cela pourrait même devenir mesurable. héhé
[11:27] Ubit Umarov : les avatars assis n'ont pas de physique, donc la physique ici ne fait rien :)
[11:28] Ubit Umarov : quelle est la relation entre les collisions et les croisements ?
[11:28] Ubit Umarov : duhh :p
[11:28] Vincent.Sylvester @hg.zetaworlds.com:8002 : Eh bien, les prims entrent en collision l'une avec l'autre avant et pendant la croix apparemment, les prims sphèriques volant partout hehe.
[11:28] Ubit Umarov : donc comme je l'ai dit, les changements que j'ai fait ne concernent que les collisions entre avatars,
[11:29] Ubit Umarov : qui ont la physique, donc, avatars debout.
[11:29] Ubit Umarov : les prims réagissent comme avant...
Commit "ubode: essayer de rendre mono heureux à nouveau"
[11:29] Ubit Umarov : il y a eu quelques changements ces dernières semaines,
[11:29] Ubit Umarov : des changements du code de la dll
[11:30] Ubit Umarov : ces derniers changements sont différents, car au lieu de changer le code de la dll, je l'ai déplacé dans le code géré.
[11:30] Ubit Umarov : car avec un peu de soin, JIT fait du bon code.
[11:31] Ubit Umarov : mais un changement qui était ok sous windows, a rendu mono plus de 20x plus lent.
[11:31] Ubit Umarov : et voilà !
[11:31] Ubit Umarov : une situation qui utilisait 10us pour la physique est passée à près de 300.
[11:32] Ubit Umarov : fou
[11:32] Andrew Hellershanks : ouch
[11:32] Vincent.Sylvester @hg.zetaworlds.com:8002 : Ce n'est pas la première fois que JIT se comporte de manière stupide
[11:32] Ubit Umarov : le changement de code pour le corriger correspond au commit
[11:32] Ubit Umarov: 2ba53faa5c688c9378e21b108da97e8583089890
- ubode: try ot make mono happy again (ubode: essayer de rendre mono heureux à nouveau).
[11:32] Ubit Umarov: bahh
[11:33] Andrew Hellershanks : Je me souviens avoir vu ce message de commit.
[11:33] Vincent.Sylvester @hg.zetaworlds.com:8002 :cela a tendance à augmenter massivement à chaque fois que ça plante.
[11:34] Vincent.Sylvester @hg.zetaworlds.com:8002 : Ubit a mis quelques scripts aot [3] là-dedans il y a quelque temps, pour ceux qui veulent contourner entièrement Jit pour une raison quelconque.
Avatars : utilisation de code
[11:34] Ubit Umarov : Ouais, les rayons pour les avatars sera peut être la prochaine chose que je vais changer pour la gestion seulement.
[11:35] Ubit Umarov : les avatars ne sont pas plus simples.
[11:35] Ubit Umarov : à cause de la façon dont les viewers travaillent, ils sont toujours verticaux.
[11:35] Ubit Umarov : même lorsque nous volons et que nous voyons l'horizontale, la physique est toujours une capsule verticale.
[11:36] Ubit Umarov : pour que les colliders pour l'avatar n'aient pas besoin de les faire pivoter.
[11:36] Ubit Umarov : pour économiser un peu de cpu aussi
[11:36] Vincent.Sylvester @hg.zetaworlds.com:8002 : C'est bon à entendre
[11:36] Ubit Umarov : bien sûr pour l'instant ils tournent tous...
[11:37] Ubit Umarov : mais sur le code ray que je peux ajouter, cette rotation sera supprimée.
[11:37] Vincent.Sylvester @hg.zetaworlds.com:8002: Over the last few years the memory usage has massively reduced, but cpu load still remains a large factor so every bit helps [11:37] Ubit Umarov: well cpu load is also operation costs of a grid [11:37] Ubit Umarov: does matter [11:38] Ubit Umarov: contrary to what coders told in 2010's [11:38] Ubit Umarov: specially teachers [11:38] Ubit Umarov: many did write that a 10% performance improvement is useless [11:38] Vincent.Sylvester @hg.zetaworlds.com:8002: OpenSim's resource profile is quite dissimilar to most others so finding machinery geared towards that can be difficult and costly yeah [11:38] Andrew Hellershanks: High CPU load says you may be doing something the wrong way. [11:39] Ubit Umarov: fun how we all so unhappy with 10% inflaction [11:39] Ubit Umarov: bahh [11:39] Vincent.Sylvester @hg.zetaworlds.com:8002: Stands to reason less memory means less for the cpu to shift around too so it has improved through that as well [11:39] Ubit Umarov: whatever .. other 10& thing :) [11:40] Ubit Umarov: but fun... then google started to worry abotu performance [11:40] Ubit Umarov: telling how xml is a total crap.. [11:40] Vincent.Sylvester @hg.zetaworlds.com:8002: There is some form of cpu leak, if that can even be a thing, that I was looking at a few months ago, over the course of a day the average cpu load on that region went up by 3% like clockwork [11:40] Ubit Umarov: and then all start telling how performance matters [11:41] Ubit Umarov: isn't ppl so ... well whatever [11:41] Ubit Umarov: :) [11:41] Vincent.Sylvester @hg.zetaworlds.com:8002: xml in some cases in OpenSim is 90% structur [11:41] Ubit Umarov: wlel physics engine is a area where performance always matters [11:41] Ubit Umarov: ll still did not got that menu [11:41] Vincent.Sylvester @hg.zetaworlds.com:8002: Landtool for example, just a single success keyword and tons of useless structure around it [11:42] Ubit Umarov: well the new materials will use JSON [11:42] Andrew Hellershanks nods to Vincent. [11:42] Ubit Umarov: as if that is a great improvement :) [11:42] Ubit Umarov: ms also now changed to json [11:43] Ubit Umarov: on the .net things [11:43] Vincent.Sylvester @hg.zetaworlds.com:8002: I'm somewhat inclined to call for changing notecard storage while making the changes for that so empty notecards stop taking up new assets each time, but of course that would be quite difficult to get compatible [11:44] Jagga.Meredith @login.aviworlds.com:8002: can you make empty notecard a pointer to one asset? [11:45] Vincent.Sylvester @hg.zetaworlds.com:8002: An empty notecard has a timestamp in the description, which is part of the data, so a new asset is made [11:45] Jagga.Meredith @login.aviworlds.com:8002: ah [11:45] Vincent.Sylvester @hg.zetaworlds.com:8002: Ideally we'd save that part in the asset table rather than the physical data on disk in case of fsassets so it could indeed just point to a single asset [11:45] Jagga.Meredith @login.aviworlds.com:8002: you should also look at default box [11:45] Ubit Umarov: well is more silly than that [11:45] Vincent.Sylvester @hg.zetaworlds.com:8002: But doing that change would break compatibility [11:46] Ubit Umarov: to make a not card we need to create a new one [11:46] Ubit Umarov: that creates a new asset with empty data [11:46] Ubit Umarov: when we do edit and add something, ofc a new asset is done [11:46] Ubit Umarov: we can't change that.. it is how viwers want it [11:47] Vincent.Sylvester @hg.zetaworlds.com:8002: I cleaned over 30 million notecards out of assets from some script that was creating them [11:47] Ubit Umarov: ( similar happens with landmarks etc ) [11:47] Ubit Umarov: that is viewer bad design [11:47] Vincent.Sylvester @hg.zetaworlds.com:8002: People seem to forget you can save data on prim description as well instead of using notecards [11:48] Ubit Umarov: well we can' consider that a option LOL [11:48] Jagga.Meredith @login.aviworlds.com:8002: and you can read/write prim description programmaticaly [11:48] Ubit Umarov: ofc new scritps on inventory do the same [11:48] Ubit Umarov: also on prims [11:48] Ubit Umarov: but on prims those assets stay region only longer [11:49] Ubit Umarov: well not scripts [11:49] Vincent.Sylvester @hg.zetaworlds.com:8002: Yeah but most are not as crazy as me and write a osMakeScript function, so most problematic is still just osMakeNotecard thankfully [11:51] Vincent.Sylvester @hg.zetaworlds.com:8002: I been thinking about adding some stream handler or something to ask a region to find assets and if they cannot find it, it doesn't exist on inventory either, then it is virtually orphaned and can be deleted [11:51] Vincent.Sylvester @hg.zetaworlds.com:8002: Cleaning routines like that could work, but are complex to implement and slow, plus all the overhead from doing that all the time on region comms [11:52] Vincent.Sylvester @hg.zetaworlds.com:8002: Most are just very unaware of these things and never clean their databases or assets and then wonder why they balloon to massive proportions [11:52] Vincent.Sylvester @hg.zetaworlds.com:8002: Running grids is fun... [11:53] Vincent.Sylvester @hg.zetaworlds.com:8002: But fixing, if even possible, notecards is something for whenever we break hg protocol or something [11:58] Jagga.Meredith @login.aviworlds.com:8002: have there been any major changes to llParticleSystem since SL last updated the Wiki? I'm building a tutorial. [11:59] Ubit Umarov: no idea [11:59] Ubit Umarov: sl does update their wiki [11:59] Vincent.Sylvester @hg.zetaworlds.com:8002: Should be operating to spec when I last checked that about a year ago [11:59] Jagga.Meredith @login.aviworlds.com:8002: last week the topic of documentation was brought up. I LOVE writing documentation. What needs doing? [11:59] Ubit Umarov: cna compare with the old one [11:59] Jagga.Meredith @login.aviworlds.com:8002: ok [12:00] Vincent.Sylvester @hg.zetaworlds.com:8002: There is a list on the opensim wiki about what functions are implement and not, that needs checking and changes according to what's currently working [12:00] Jagga.Meredith @login.aviworlds.com:8002: ok [12:01] Vincent.Sylvester @hg.zetaworlds.com:8002: Might also provide a good way to see if there are changes to that we need to make or things not working right [12:01] Jagga.Meredith @login.aviworlds.com:8002: yup [12:02] Andrew Hellershanks: We are at the top of the hour. As we had a late start due to the region problem I'll keep this meeting going a bit longer. [12:02] Andrew Hellershanks: Jagga, you have a couple of questions. [12:02] Jagga.Meredith @login.aviworlds.com:8002: that was them [12:03] Andrew Hellershanks: :) [12:04] Vincent.Sylvester @hg.zetaworlds.com:8002: Speaking of particle system that reminds me I was trying to create a way to spawn particles in a radius and have them move towards a target prim without changing their course [12:04] Andrew Hellershanks: Jagga, I have noticed in the past some issues with the behaviour of particles. Some effects don't show up the same way as in the past. Not sure if that has anything to do with grid code or whether it is more of a viewer issue. [12:05] Jagga.Meredith @login.aviworlds.com:8002: I'm noticing some inconsistenciees [12:05] Jagga.Meredith @login.aviworlds.com:8002: hence my question [12:05] Ubit Umarov: regions only store things [12:05] Ubit Umarov: many times don't even look to what they are [12:05] Vincent.Sylvester @hg.zetaworlds.com:8002: Well particles are mostly viewer side so yeah even making changes to force them along the vector of origin to target they still move, cause that's viewer rendering [12:06] Ubit Umarov: in particles guess it does so lsl can work [12:06] Ubit Umarov: but viewer rendering did change a lot [12:06] Ubit Umarov: specially recently [12:06] Ubit Umarov: like ALM is mandatory now [12:07] Vincent.Sylvester @hg.zetaworlds.com:8002: We used to be able to make particle TVs to play media on, think that's gone now too iirc [12:07] Jagga.Meredith @login.aviworlds.com:8002: i'll check [12:08] Ubit Umarov: last viewers have also a performance improvment effort [12:08] Ubit Umarov: like 2x the fps improvemnt [12:08] Vincent.Sylvester @hg.zetaworlds.com:8002: heh yeah five years too late, but still at least it is finally happening [12:08] Ubit Umarov: that ofc may mean some things will look diferent [12:08] Jagga.Meredith @login.aviworlds.com:8002: yup [12:08] Andrew Hellershanks nods [12:09] Ubit Umarov: nad a lot more changes with PBR [12:09] Ubit Umarov: but have no viewer with those still [12:09] Vincent.Sylvester @hg.zetaworlds.com:8002: Probably the best part of it all given how "flat" the world looks, now we only need materials on terrain textures and some higher resolutions [12:10] Ubit Umarov: fs beta does have some of the performance changes [12:10] Ubit Umarov: well the materials a a great need mess in the workings [12:10] Ubit Umarov: each is a new full asset [12:11] Ubit Umarov: 4 more textures per face.. [12:11] Ubit Umarov: fun fun [12:11] Vincent.Sylvester @hg.zetaworlds.com:8002: That getting a rework might finally mean they stop randomly disappearing though, which I still cannot track down the cause of [12:11] Ubit Umarov: no idea why but a prim can have like 14 materials [12:12] Ubit Umarov: guess for avatars [12:13] Vincent.Sylvester @hg.zetaworlds.com:8002: Gonna need that detail when you stare at your avatars behind all day [12:13] Andrew Hellershanks: hehe [12:14] Ubit Umarov: wlel all sçl users where crying for those [12:14] Ubit Umarov: most have now idea what a materials is, but since all games now have PBR option, SL must have also [12:14] Vincent.Sylvester @hg.zetaworlds.com:8002: Buzzwords are a hell of a drug [12:15] Ubit Umarov: well lets see what code if any does show up viewers for opensim [12:15] Ubit Umarov: .. up on... [12:16] Ubit Umarov: oh hi neovo [12:16] Neovo Geesink: Hello Ubit, and everyone :-) [12:16] Ubit Umarov: osgrid is having a meeting here? [12:16] Neovo Geesink: No, I just wandered in beceause I saw quite a few Avatars here. :-) [12:17] Ubit Umarov: ok [12:17] Andrew Hellershanks: np. :) [12:17] Neovo Geesink: :-) [12:17] Ubit Umarov: this is our meeting backup region [12:17] Ubit Umarov: plaza14 box is out again [12:17] Neovo Geesink: Ah, Thats why. Dev Outreach is downb? [12:17] Jagga.Meredith @login.aviworlds.com:8002: is this working towards NFT's? [12:17] Ubit Umarov: so was lbsa :p [12:17] Ubit Umarov: i moved it [12:17] Neovo Geesink: Oopsie....Lbsa is allso acting up again. [12:17] Jagga.Meredith @login.aviworlds.com:8002: (PBR) [12:18] Ubit Umarov: well it was at plaza14 machine also.. [12:18] Neovo Geesink: :-) [12:18] Neovo Geesink: Then Sandbox Plaza III and Event Plaza are allso affected. [12:18] Andrew Hellershanks: Someone should define PBR as I'm sure it doesn't mean Pabst Blue Ribbon in relation to OpenSim. :) [12:18] Ubit Umarov: possible on it laso [12:18] Ubit Umarov: i only moved lbsa [12:19] Neovo Geesink: :-) [12:19] Selby.Evans @grid.kitely.com:8002: bye all [12:19] Ubit Umarov: well started on other box.. [12:19] Andrew Hellershanks: Bye, Selby. [12:19] Ubit Umarov: cya Selby.Evans [12:19] Neovo Geesink: Bye Selby [12:19] Andrew Hellershanks: We are at the hour mark from when we started here. Any last minute questions/comments before we wrap up todays gathering? [12:19] Jagga.Meredith @login.aviworlds.com:8002: (rewording) Is the movement towards PBR's an attempt at implementing NFT's? [12:19] Ubit Umarov: nft ? [12:20] Jagga.Meredith @login.aviworlds.com:8002: non-fungible topen [12:20] Andrew Hellershanks: Non-fungible tokens? [12:20] Jagga.Meredith @login.aviworlds.com:8002: yep [12:20] Andrew Hellershanks: ewww(?) [12:20] Ubit Umarov: guess is just a better way to represent how light and materials interact [12:20] Jagga.Meredith @login.aviworlds.com:8002: oh, ok [12:20] Ubit Umarov: previus models where kinda "empirical" [12:21] Jagga.Meredith @login.aviworlds.com:8002: ah [12:21] Vincent.Sylvester @hg.zetaworlds.com:8002: Physically based rendering is what PBR stands for, it's applying a material to a texture to create things like bricks or wooly carpets without having to create polygons [12:21] Vincent.Sylvester @hg.zetaworlds.com:8002: Like bump and normal maps on steroids [12:21] Ubit Umarov: pbr os physics based rendering, tries to use physics grounds [12:21] Jagga.Meredith @login.aviworlds.com:8002: kewl [12:21] Vincent.Sylvester @hg.zetaworlds.com:8002: NFTs are... stupidity [12:21] Andrew Hellershanks: Vincent, ty. It helps others know what is being discussed who may be reading the transcript of this meeting. [12:21] Ubit Umarov: well more play with light and shadows to improve 3d feeling [12:22] Ubit Umarov: same way as a painter in 2d paper uses shadows to make it look 3d [12:22] Neovo Geesink: Leaving now... I cannot add value since this is way above my knowledge. [12:22] Jamie.Jordan @grid.kitely.com:8002: Have a great week yall [12:22] Vincent.Sylvester @hg.zetaworlds.com:8002: PBR is the thing everyone now uses in order to make it easier to create nice looking environments and objects by just stringing together different modifiers in something like substance painter [12:22] Ubit Umarov: :) [12:22] Andrew Hellershanks: ok, np Neovo. Nice to meet you. [12:23] Vincent.Sylvester @hg.zetaworlds.com:8002: It's commonly used in most popular game engines since the overhead is lower than actual geometry and it can be easily scaled back for lower end systems [12:23] Ubit Umarov: thkn is that is another thing not for amatuers [12:23] Ubit Umarov: its now a simple thing [12:24] Ubit Umarov: like 4 of 6 textures per face.. [12:24] Ubit Umarov: hmm 4 ? [12:24] Vincent.Sylvester @hg.zetaworlds.com:8002: Oh it is a pain in the neck to figure them out and most of the programs that can create them are paid software there only exist a handful that are free [12:24] Ubit Umarov: if you do use that, you just flood a region [12:24] Ubit Umarov: need to know very well how to use and when [12:25] Ubit Umarov: for most ppl is just BETTER to use a higher res mesh than a bump map [12:25] Vincent.Sylvester @hg.zetaworlds.com:8002: The upside is we only need to provide them, viewer does the rendering, at least we don't have to maintain that shader code [12:26] Ubit Umarov: well that means you will need to understand what a LL material is [12:26] Ubit Umarov: bc sure will not be as a autodesk one [12:26] Ubit Umarov: or blender.. [12:27] Andrew Hellershanks nods [12:27] Ubit Umarov: ie render like.. [12:27] Ubit Umarov: sl can't make skies render the same way [12:27] Ubit Umarov: bahh [12:28] Kayaker Magic: How are bump and specular maps stored now? Hacked into the Extra blob? [12:29] Ubit Umarov: well opensim made that a extra material also [12:29] Ubit Umarov: but they are stored as textures extensions at sl [12:29] Kayaker Magic: Is that an LL structures? Or did the guy who wrote it for opnensim just not know how to do relational databases? [12:30] Ubit Umarov: the new ones will be on the Extra blob [12:30] Ubit Umarov: ir the uuids [12:31] Andrew Hellershanks: On that note let's call this meeting to a close. [12:32] Andrew Hellershanks: We will meet at the usual location next week unless we have a problem with the region like we did today. Thank you all for coming. See you again next week.