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Texture pipeline in ExtraFPS has wrong texture bias calculation, causing unnecessary texture scaling. #3364
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This issue has been linked to a Canny post: Texture pipeline in ExtraFPS still uses too much VRAM and the bias is wrong. 🎉 |
Dan-Linden
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Texture pipeline in ExtraFPS has wrong texture bias.
Texture pipeline in ExtraFPS has wrong texture bias calculation, causing unnecessary texture scaling.
Jan 7, 2025
At the moment it's either 'we are low, increase bias' or 'we are not low, decrease bias', a middle state of 'we are not low, but have little space to spare, do nothing' would provide a place for bias to reach equlibrium at. |
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Instead of when there is any space.
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Instead of when there is any space.
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Instead of when there is any space.
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2.) Texture bias calculation is bugged and can lead to constant up- and downscaling of textures: If an over-budget of VRAM is detected, the discard level is increased. When memory is available again, the viewer slowly reduces discard level until an over-budget is detected. Then the cycle starts again and the viewer will never stop and reach a stable state. This is accompanied by the CPU constantly ramping up and spikes in frame times every 4-5 seconds, making it an awful and unpleasant experience. Here is a video of the problem when observing the texture console: https://gyazo.com/57cb4d19a9cd24eea22a4a8f0e52fcd2
3.) Bug #2 in texture bias calculation (in LLViewerTexture::updateClass()): While downscaling textures by increasing the discard bias, the viewer waits 1 second after a downscaling before another possible downscaling happens. However, if memory isn't low anymore, the decrement of discard bias and upscaling of textures happens every frame.
https://secondlife.canny.io/admin/board/bug-reports/p/texture-pipeline-in-extrafps-still-uses-too-much-vram-and-the-bias-is-wrong
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