Dynamic reflections, my ass.
September 3, 2007 12:46 pm
First Bella March gives dynamic reflections a try and lays a very interesting egg. Then Smiley Barry takes - with the help mysterious CPU computing forces - that egg a bit further, cracks it open and gets a Second Life house, road and tree that far that they are willing to reflect in a shiny panel. Though he reports that we, the avies, do not have a mirror image. Yeah well, I always assumed some of the SL residents were vampires.
Of course I could not stay behind and had to try enabling Dynamic Reflections in the debug menu too.
What was in my DynamicReflections surprise egg?
- Broken altcamming (Bella reported that too).
- ‘Shifted’ snapshots results which included the UI although it was not ordered to include that.
- User interface pants that appeared out of the blue. (Check them covering my boots!) (UI up ass?)
- Shiny surfaces reflect all right, but only my user interface. I must admit that the UI was mirrord though. So it did do something correct.
- Editing objects was no more possible until reboot.
My advice? Kids, do not try ‘dynamic reflections = TRUE’ at home! ;)
PS. Bella, I’m curious about how the dynamic reflections will look with your ‘new gear’. Please try it again? Just for once? Until we have WindLight back?
Tags: debug menu, dynamic reflections, reflection, tips and tricks





7 Responses to “Dynamic reflections, my ass.”
You’re joking. I guess ATI f***** up? Lol. I’m using Nvidia, and with magical powers I don’t run into:
1. Alt-zoom issues (Unless you dummies try to zoom in on the reflection and expect it to change >.>)
2. UI issues (running at 10FPS with it, but if many shiny objects around, 3-4)
3. “Shifted snapshots” :-P
4. Shinyness with light is okie
5. Editing was possible! But I took so much time saving the photo the client lost connection X.X
So, result: Minimum Requirements ROCK! ROFL.
Yes barry, SL is designed to interface with SL. I do experience far fewer issues since installing an nvidia card. The issue here may also be underpowered gpus. Replied to this on the flickr post.
second sl = nvidia. I seriously need to spllchek >_
And what Katarina / Kailie said on Flickr:
Hmmm, I’ve yet to have this problem actually. It may be a compatability error with a graphics card/driver.
flickr.com/photos/collaredkitty/1274915498/
Covered it a few days ago, only thing I noted was that the reflection feature can’t process efficiently above 256 dpi (debug setting renderreflectionres), and on interpenetrating or touching prims, the farthest object effected by antisitropy will not render reflectivity properly. It is noted in the debug setting that this is object only.
The way this works is by essentially taking a lowres bitmap of the opposing rendered objects and projecting it across the displacement ‘field’ of the objects you’re looking at.
It would be cool to see true object reflectivity in game, but I’m not certain this engine can handle it well, and I know it will cause issues with older graphics cards.
You may have better luck by turning the renderreflectionres setting down to 56, its default is 128.
Reflecting asses??? omg.. THAT IS broadly offencive…
(not mine.. it isnt that broad.. :-p)
Vint,
I gave it a try on our new machine. The reflection results and comments are available here : http://bellainsecondlife.blogspot.com/2007/09/challenged-reflections.html
If I see how spectacular the effects have improved on our cheap machine, what would a high-end system do to SL ? Any idea ?
*Looks around for a high-end machine* *Only sees one that was just that three years ago.*
Thank you for the ‘update’. Especially the ‘double reflections’ are Wow! =)
Care to comment?