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Posts: 29 | Thanked: 2 times | Joined on Nov 2007
#1
Anyone have any idea if this could be ported and if so. Is there any interest in doing so? See link below.
Celtsune
https://wiki.secondlife.com/wiki/Com..._viewer_(Linux)
 
Posts: 228 | Thanked: 20 times | Joined on Oct 2007
#2
Considering that second life has CPU issues running on my fairly recent PC in highly populated areas, I doubt it'd work on a 400mhz ARM processor with no graphics acceleration.

The computer that I have issues with it on is an AMD Athlon XP 2700, 1024 MB RAM, ATI Radeon x800XL. Its definitely CPU limited with all the scripts people have running. Maybe its possible, but I'd say its very unlikely.
 
Posts: 29 | Thanked: 2 times | Joined on Nov 2007
#3
i thought the tablets had a 3d chip but it was un accessed as of yet?
 
Posts: 344 | Thanked: 26 times | Joined on Jan 2007
#4
Yep, and it seems like it will never be used since it doesn't have enough memory to drive the entire screen.
 
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Posts: 224 | Thanked: 29 times | Joined on Nov 2005
#5
http://www.boingboing.net/2007/07/09...jax-clien.html

Here is a text based client, but the site seems to be down. Sorry, I doubt a 3d version will ever be on the tablets.
 
zerojay's Avatar
Posts: 2,669 | Thanked: 2,555 times | Joined on Apr 2007 @ Halifax, Nova Scotia, Canada
#6
Second Life on Tablets = forget it.
 
Posts: 2,102 | Thanked: 1,309 times | Joined on Sep 2006
#7
Yep, and it seems like it will never be used since it doesn't have enough memory to drive the entire screen.
Off topic, but I'm not sure that's true. Do you have a reason to state that?
 
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Posts: 3,524 | Thanked: 2,958 times | Joined on Oct 2007 @ Delta Quadrant
#8
Originally Posted by lardman View Post
Off topic, but I'm not sure that's true. Do you have a reason to state that?
Agreed.

Back in the day, I was running Quake 2 off of my 32MB Pentium 200MMX, with a 4MB Diamond Monster3D @ 1024x768. At 36MB of combined memory, it was a far cry from the 128MB N8xx spec.

There is certainly enough memory for useful 3D. Consider this: the Playstation 2 also has 32MB of system ram, and 4MB of graphics memory and the great majority of its software is 3D.

This post isn't to argue graphics performance, but merely to point out that useful things can indeed be done in the N8xx's memory.


}:^)~
YARR!

Capt'n Corrupt
 
Benson's Avatar
Posts: 4,930 | Thanked: 2,272 times | Joined on Oct 2007
#9
Originally Posted by Capt'n Corrupt View Post
Agreed.

Back in the day, I was running Quake 2 off of my 32MB Pentium 200MMX, with a 4MB Diamond Monster3D @ 1024x768. At 36MB of combined memory, it was a far cry from the 128MB N8xx spec.

There is certainly enough memory for useful 3D. Consider this: the Playstation 2 also has 32MB of system ram, and 4MB of graphics memory and the great majority of its software is 3D.

This post isn't to argue graphics performance, but merely to point out that useful things can indeed be done in the N8xx's memory.


}:^)~
YARR!

Capt'n Corrupt
Well, you're discussing entire memory as though it's one lump. The 128 MB, in fact is, as the framebuffer is in main system memory.

The issue sherifnix referred to, however, involves a certain (5Mb) segment of memory that's related to the 3D acceleration. 5Mb is not sufficient for 800x480x16bpp = 6 Mb, which may preclude the use of OpenVR for full-screen rendering. However, it has been suggested that this can be used not only as a framebuffer, but as tile-cache, with the framebuffer in memory. I don't think we really know yet.

Worst case, a smaller (640x480 or 400x240) framebuffer could be used in the 5Mbits, and copied out to the display. With pixdoubling, in the case of 400x240, or pillarboxing, for 640x480. (Might even be possible to leave semi-static things in the 160x480 strip remaining, if this route was taken. Maybe buttons on the right edge of the screen?)

For anyone interested, here's the thread for OpenVR 3D stuff. (Where the 5Mb limit was discussed.)
 
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Posts: 3,524 | Thanked: 2,958 times | Joined on Oct 2007 @ Delta Quadrant
#10
Originally Posted by Benson View Post
The issue sherifnix referred to, however, involves a certain (5Mb) segment of memory that's related to the 3D acceleration. 5Mb is not sufficient for 800x480x16bpp = 6 Mb, which may preclude the use of OpenVR for full-screen rendering. However, it has been suggested that this can be used not only as a framebuffer, but as tile-cache, with the framebuffer in memory. I don't think we really know yet.
Thanks for the info. I wasn't aware of that 5Mbit buffer size.

That's such a strange limitation. Currently there's a framebuffer capable of holding the entire screen. Perhaps the rendering can be done in two 800x240 halves, and then blitted to memory. Not ideal, as it would incur losses, but the framerate may be acceptable enough for 3D animation.

It may even be possible to render an 8 bit depth. With a proper palette, dithering, and the N8xx pixel density, the resultant 3D may be adequately convincing.

There's always a way, even if some compromises have to be made. You provided excellent solutions given constraint. Kudos!


}:^)~
YARR!

Capt'n Corrupt

Last edited by Capt'n Corrupt; 2007-12-05 at 03:01.
 
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