Skip to content
This repository has been archived by the owner on Mar 28, 2024. It is now read-only.

[BUG-202611] ITEMS ARE TRANSPARENT UNLESS THEY ARE IN EDIT MODE #2948

Closed
1 task
sl-service-account opened this issue Nov 18, 2017 · 4 comments
Closed
1 task

Comments

@sl-service-account
Copy link

sl-service-account commented Nov 18, 2017

Steps to Reproduce

After this bug came I rented 4 full sims and there were always a buggy location losing those mesh items, not sure about prims.

Actual Behavior

This is not a new issue but just wondering if you are informed about this. In "every" sims there is a buggy location that has items but don't show them. For example in one of my locations, this space is always like this and I usually don't rez anything there. http://maps.secondlife.com/secondlife/Pride%20Isles/154/41/1576 When you move the camera out items getting shown, when you look closer they go again. And this is usually happening for random items in that location. http://maps.secondlife.com/secondlife/Gacha%20Shack/22/181/21 I asked to people and they say the same. Items went transparent for the people too. This is not a lag/connection/hardware issue. This happens in ALL sims in a random location.

EDIT: I just tried with SL viewer again. It looked ok with it. May it be a FS problem?

Expected Behavior

Nothing solves this issue so I just move my items to a free spot and that location always looks bald.

Other information

Attachments

Links

Duplicates

Original Jira Fields
Field Value
Issue BUG-202611
Summary ITEMS ARE TRANSPARENT UNLESS THEY ARE IN EDIT MODE
Type Bug
Priority Unset
Status Closed
Resolution Duplicate
Reporter OxfordLennox (oxfordlennox)
Created at 2017-11-18T14:57:24Z
Updated at 2017-11-21T20:06:41Z
{
  'Business Unit': ['Platform'],
  'Date of First Response': '2017-11-18T23:55:19.817-0600',
  'ReOpened Count': 0.0,
  'Severity': 'Unset',
  'System': 'SL Viewer',
  'Target Viewer Version': 'viewer-development',
  'What just happened?': 'This is not a new issue but just wondering if you are informed about this. In "every" sims there is a buggy location that has items but don\'t show them. For example in one of my locations, this space is always like this and I usually don\'t rez anything there. http://maps.secondlife.com/secondlife/Pride%20Isles/154/41/1576 When you move the camera out items getting shown, when you look closer they go again. And this is usually happening for random items in that location. http://maps.secondlife.com/secondlife/Gacha%20Shack/22/181/21 I asked to people and they say the same. Items went transparent for the people too. This is not a lag/connection/hardware issue. This happens in ALL sims.',
  'What were you doing when it happened?': 'After this bug came I rented 4 full sims and there were always a buggy location losing those mesh items, not sure about prims. ',
  'What were you expecting to happen instead?': 'Nothing solves this issue so I just move my items to a free spot and that location always looks bald.',
  'Where': 'http://maps.secondlife.com/secondlife/Pride%20Isles/154/41/1576\r\nhttp://maps.secondlife.com/secondlife/Gacha%20Shack/22/181/21\r\nWell we had this same issue in Stargate sim. Managers informed, nothing changes, this issue is continued for about 6 months.',
}
@sl-service-account
Copy link
Author

Whirly Fizzle commented at 2017-11-19T05:55:20Z

Hiya Oxford,

I checked the 2 locations you gave above & reproduce the problem on both LL default release 5.0.8.329115 (Second Life Release) & Firestorm 5.0.7.

This is a duplicate of BUG-9439

At thePride Isles location, close to the "voodoo spot" where items are invisible, there is a cluster of 8f8 bags rezzeh. When there are several of these 8f8 bags rezzed within a small area, they will always reproduce this bug - I used them for the repro on BUG-9439.

The higher you have your RenderVolumneLODFactor setting (object LOD), the further away you will need to move your camera to see the invisible items.
Note that Firestorm has slightly higher RenderVolumeLODFactor settings by default so you will reproduce this more easily on Firestorm then the LL viewer.
If you raise RenderVolumeLODFactor on the LL viewer (or just set graphics to Ultra where LOD is set to 3), you will easily reproduce the same problem.

Technically I don't think this is a bug - see my last comments on issue BUG-9439...

Whirly Fizzle added a comment - 18/Oct/16 6:45 AM

Just stumbled on issue BUG-1509
I think this is the same issue.

Runitai Linden added a comment - 01/Feb/13 7:22 PM

You've run up against a performance/stability fence in the viewer:

Grouping multiple millions of triangles close together is making the viewer run out of memory for that spatial partition node. The threshold is controlled by a debug setting "RenderMaxNodeSize" and defaults to 64MB per node.

The triangle count is just unreasonably high – you'll need to remove some triangles from the high LoD if you want to group multiple lilacs together.

Whirly Fizzle added a comment - 18/Oct/16 6:51 AM - edited

So I guess a workaround for this problem for bloggers who need to get a snapshot of a highly detailed scene with affected objects in it would be to temporarily raise the RenderMaxNodeSize debug setting.
It's usually bloggers we see complaining about this issue as they set up very intricate and detailed scenes with many high poly meshes.

@sl-service-account
Copy link
Author

Whirly Fizzle commented at 2017-11-19T06:03:14Z

Haha I had a laugh at the very appropriate signage at the Gacha Shack location... https://prnt.sc/hcc8tk
So tl/dr - creators need to stop having such a ridiculous number of triangles in their highest LOD model & optimize their meshes better.

@sl-service-account
Copy link
Author

OxfordLennox commented at 2017-11-19T10:50:43Z

(= Hello Whirly I didn't know they are called voodoo spots. Uhm well it doesn't matter what I rez there, they simply go invisible. My LOD is set to 4 in FS and it doesn't help. When it is set to 2, it happens again. I'll test the voodoo location again. (= Note: Whirly the one inside is so appropriate too. (= Check the photos I sent.

@sl-service-account
Copy link
Author

Kyle Linden commented at 2017-11-21T20:06:42Z

Hi Oxford,

Great observations! To confirm, this is expected behavior and a duplicate of BUG-9439. To recap Runitai's explanation, you're running out of memory by trying to render too many triangles in a very small area.

Try moving the objects farther apart or rez fewer of them.

Thanks!

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Projects
None yet
Development

No branches or pull requests

1 participant