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  • Rika
    1. No, no textures whatsoever are loaded by HTTP other than map textures. Period. I studied it with a packet sniffer.
  • Rika
    2. Yes, textures do load faster otherwise anyway. That they load slower for others at the same time implies that they did something to UDP
  • Rika
    fetch too, and not just textures.
  • Rika
    3. As usual with official viewers, an NVidia GX260 and Core 2 Quad 'do not meet minimum requirements'.
  • Rika
    4. Some textures - the ones that load faster - fail to load completely at all.
  • Rika
    5. First it cleared my cache. Then it put it's own into a different location /anyway/, bloody thing.
  • Rika
    In short, not fit to be a main viewer yet, though a diff of what exactly happened to UDP fetch would be interesting.
  • Rika
    But my guess is, it's a different packet size or something simple...
  • ChefKarl
    interesting analysis.
  • Rika
    Upon some further reflection and waiting for inventory to reload with an open texture console...
  • Rika
    1. It also seems to load LESS textures. I.e. the number of simultaneous fetches is smaller.
  • Rika
    2. Right now I'm staring at the same texture being reloaded from the sim every second...
  • Nikadreamscape
    I got 3 blue screens of death in a row, using it.
  • Rika
    If it actually limits textures to load only to those that can be seen, most texture prefetching will become useless. :-)
  • Rika
    The viewer side of the HTTP texture download code is completed though, no doubt about it. If it worked, it would get rid of 80% of all lag.
  • Rika
    It's just that the server side doesn't exist.
  • Rika
    Map can be loaded off http because it's stored on Amazon S3 for slurl.com anyway. Everything else would need a server on the sim side.
  • ChefKarl wonders
    if and when they will get the server side finished to help reduce lag?
  • Rika
    There has been no word whatsoever on the topic that I heard.
  • Rika
    The code is pretty clear - viewer asks the caps system which URL to get textures from ("GetTexture" cap request)...
  • Rika
    ...and then http-requests them off there giving texture key as a GET parameter to a web-something (which can be anything).
  • Rika
    That anything doesn't exist yet, so "GetTexture" request results in nothing.
  • Rika
    Mind you, they had the viewer side, unfinished and commented out in the published source, all the way since when it was first published.
  • Rika
    Well, it's now finished. It hasn't even been three years.
  • Rika
    How time flies </sarcasm>
  • ℧cciekins says
    Thanks! Didn't understand a lot of that but what I did explains much of what I've seen and sounds really cool. :-D
  • Vεχtrα
    Rika, I noticed an advanced menu option to turn on HTTP textures.. I'm sure you would have toggled this on in your tests?
  • Sylvie says
    I've been using it. Been getting a strange error where prims rezzed onto a surface (eg table) sink slightly into the surface
  • Sylvie says
    Not sure if that's snowglobe or my prims... (annoyed)
  • Sylvie says
    sorry, error is the wrong word. Strange *behaviour*
  • Rika
    Yes, obviously I turned the option on. I had it on forever, actually, because internally it's still the same ImagePipelineUseHTTP
  • Rika
    Prims rezzed onto a surface sinking into that surface happens to me in 1.22 sometimes too.
  • Rika
    I think it's related to floating point and altitude.
  • Peter says
    blog the analysis
  • GwynethLlewelyn says
    Thanks, Rika! Soft Linden tends to confirm what you say, too, although nobody at the lab seems to be aware of what Philip's group doing.
  • GwynethLlewelyn says
    They all believe that nothing works on the server side yet. Hmm. I wonder, though, if we could get OpenSim to work with it :-)
  • Rika
    Get it to answer caps request with a sensible root URL and put a php script nearby that extracts blobs from sql asset storage, it will.

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