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  1. Firestorm
  2. FIRE-4725

[MAINT-628] Highres snapshot - Rendering artefact (Window sized frame buffer regardless of snapshot size). DoF and AA bug visible on our photos

    Details

    • Type: Bug
    • Status: Passed QA
    • Priority: Commitment
    • Resolution: Fixed
    • Affects Version/s: Phoenix Firestorm 3.2.2, Phoenix Firestorm 3.3.0, Phoenix Firestorm 4.0.1, Phoenix Firestorm 4.1.1, Phoenix Firestorm 4.2.2, Phoenix Firestorm 4.3.0, Phoenix Firestorm 4.3.1
    • Fix Version/s: Phoenix Firestorm 4.4.0
    • Component/s: None
    • Environment:
    • SL Avatar Name:
      Dil Spitz
    • Reported In:
      Firestorm 3.2.2.24336 Release

      Description

      with LLs build off 30th Nov. 2011 (Build 245787), due the there applied patches (maybe for this SSAO-thingies?), at least two bugs came in to render an odd grid (on high-res, on normal screen-size the top most line(s) as well as on the most right a 2 pixel row), on our photos (described this some under 1.).

      the original report is found at: https://jira.secondlife.com/browse/MAINT-628

      245787a_002a.png shows the copped anti-aliasing-corner-bug we get in the top right corner of a regular sized image (on each quarter of a high-res-snapshot in the top right corner).

      Beside the AA-bug DoF brings an other bug which is seen as full lines through the center of our photos.


      Runitai Linden added a comment - 18/Jul/12 1:57 PM

      Fix was to use a large render target for snapshots that are larger than the window, but only when lighting and shadows is enabled.

      Screen space effects will still show seams when lighting and shadows is disabled.

      If the graphics card is unable to allocate a single render target large enough for the high res snapshot, the old method of tiling is still used.

      On my GTX 580, I could take artifact-free snapshots up to 3500 pixels wide, but could not allocate a full set of render targets at 4000 pixels wide, so the old method is used.

      Changes involve an invasive set of changes to LLRenderTarget, so QA should be careful to check various shadow modes, ambient occlusion, depth of field, and anti-aliasing with lighting and shadows enabled. Running with Debug GL enabled will likely cause a crash now when taking high-res snapshots (expected and acceptable behaviour), since the driver reports “out of memory” when trying to allocate a large render target. When Debug GL is not enabled, the viewer handles this error condition gracefully and continues to function.

      Switching DoF and AA off eliminates each bug.

      1. indra-llrender-llrendertarget.cpp
        19 kB
        Dil Spitz
      1. 120108a_005.png
        1.75 MB
      2. 120317a_019.png
        2.10 MB
      3. 121216a_005.png
        4.75 MB
      4. 1whirlyvision6016x3612.png
        746 kB
      5. 1whirlyvision6016x6016.png
        1.26 MB
      6. 2012-01-16_021.jpg
        1.87 MB
      7. 2012-03-05_008.jpg
        570 kB
      8. 245787a_002a.png
        0.2 kB
      9. distortionswithantialiasingoff_007.jpg
        1.12 MB
      10. For FS JIRA MAINT 628.png
        54 kB
      11. FSbug.jpg
        1.51 MB
      12. jira.jpg
        1.15 MB
      13. lassie_hirez_LS_3008x1799.jpg
        232 kB
      14. lassie_hirez_LS+DoF_3008x1799.jpg
        242 kB
      15. lassie_hirez_normal_3008x1799.jpg
        230 kB
      16. Lines in Hi res.jpg
        5.42 MB
      17. Marigolds - Black_001.png
        833 kB

        Issue Links

          Activity

          Hide
          dil Dil Spitz added a comment -

          120108a_005.png shows the combined effect of this two bugs.

          Show
          dil Dil Spitz added a comment - 120108a_005.png shows the combined effect of this two bugs.
          Hide
          timo.gufler Timo Gufler added a comment -

          I have this too. Always, when I enable Shadows (which seem to include DoF) and shoot pics with higher resolution than the screen, this bug shows up. Fortunaly you can install an awesome Resynthesizer plugin into GIMP, but that's just a work-around, which requires extra work.

          http://logarithmic.net/pfh/resynthesizer

          Show
          timo.gufler Timo Gufler added a comment - I have this too. Always, when I enable Shadows (which seem to include DoF) and shoot pics with higher resolution than the screen, this bug shows up. Fortunaly you can install an awesome Resynthesizer plugin into GIMP, but that's just a work-around, which requires extra work. http://logarithmic.net/pfh/resynthesizer
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Looks to be a possible fix for this comming from Exodus: https://groups.google.com/group/exodusviewer/browse_thread/thread/84773674a24d431a

          Show
          whirly.fizzle Whirly Fizzle added a comment - Looks to be a possible fix for this comming from Exodus: https://groups.google.com/group/exodusviewer/browse_thread/thread/84773674a24d431a
          Hide
          timo.gufler Timo Gufler added a comment -

          Recently I noticed that there is another visual bug maybe related to this issue. In the attached picture, you might see, that sail reflection is missing...

          Show
          timo.gufler Timo Gufler added a comment - Recently I noticed that there is another visual bug maybe related to this issue. In the attached picture, you might see, that sail reflection is missing...
          Hide
          talisa-melodie talisa melodie added a comment - - edited

          got this bug myself too, and its very annoying cuz i am a photographer and cuz of this bug i am unable to take screenshots at resulotion higher then my screen resolution anymore cuz when doing so i get these artifacts as well

          i really hope this bug gets fixed soon cuz it really limits my picture-taking, the fact that i am unable to make screenshots at higher resolutions

          and for me DOF is always off cuz personally dun like it. and turning AA off as well doesnt seem to help a bit, nor does anything else seem to help. no matter what settings i turn on or off the same annoying artifact is always there

          Show
          talisa-melodie talisa melodie added a comment - - edited got this bug myself too, and its very annoying cuz i am a photographer and cuz of this bug i am unable to take screenshots at resulotion higher then my screen resolution anymore cuz when doing so i get these artifacts as well i really hope this bug gets fixed soon cuz it really limits my picture-taking, the fact that i am unable to make screenshots at higher resolutions and for me DOF is always off cuz personally dun like it. and turning AA off as well doesnt seem to help a bit, nor does anything else seem to help. no matter what settings i turn on or off the same annoying artifact is always there
          Hide
          dil Dil Spitz added a comment - - edited

          it looks to me as if the only v3-based viewer without this bug is the 'Zen Viewer' atm.
          it's snapshots do not show the with 'shining' new introduced bugs.

          Show
          dil Dil Spitz added a comment - - edited it looks to me as if the only v3-based viewer without this bug is the ' Zen Viewer ' atm. it's snapshots do not show the with 'shining' new introduced bugs.
          Hide
          ysabelb Ysabel Beaumont added a comment - - edited

          Same issue with FS 4.0 with very clear black/white lines this time when I only had blurry ones in Firestorm 3.0.1.22566... In FS4, the number of lines changes from 1, 2 to 4 depending on the resolution... So now, I cannot take pics in any resolution in FS4 since the amount of work to overcome the issue is hell when I could get around the blurry lines before.

          Show
          ysabelb Ysabel Beaumont added a comment - - edited Same issue with FS 4.0 with very clear black/white lines this time when I only had blurry ones in Firestorm 3.0.1.22566... In FS4, the number of lines changes from 1, 2 to 4 depending on the resolution... So now, I cannot take pics in any resolution in FS4 since the amount of work to overcome the issue is hell when I could get around the blurry lines before.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          One of our users reported that she only got these lines when Anisotropic filtering was disabled.
          If you have it disabled, enabled it under Preferences -> Graphics -> Hardware settings & relog.
          Does this help at all?

          Show
          whirly.fizzle Whirly Fizzle added a comment - One of our users reported that she only got these lines when Anisotropic filtering was disabled. If you have it disabled, enabled it under Preferences -> Graphics -> Hardware settings & relog. Does this help at all?
          Hide
          lassie Lassie added a comment -

          Ok, in my own testing of this it was pointed out by Whirley that Lighting and Shadows as well as Depth of field would enable this issue. So, I tested with and without and confirmed her findings.

          With my normal settings, Lighting and Shadows and DoF disabled: lassie_hirez_normal_3008x1799.jpg

          Lighting and Shadows enabled, DoF disabled: lassie_hirez_LS_3008x1799.jpg

          Lighting and Shadows and DoF enabled: lassie_hirez_LS+DoF_3008x1799.jpg

          As can be seen in the above sample images, the lines are present when only Lighting and Shadows is enabled even though they are faint. In the image with Lighting and Shadows and Depth of Field enabled they're apparent. In the image taken with both disabled, the lines did not present themselves.

          I tested with Anisotropic filtering enabled and disabled and it had no effect on any of the above image results.

          Tested with: Firestorm-LassieStorm 4.1.1.27424

          Show
          lassie Lassie added a comment - Ok, in my own testing of this it was pointed out by Whirley that Lighting and Shadows as well as Depth of field would enable this issue. So, I tested with and without and confirmed her findings. With my normal settings, Lighting and Shadows and DoF disabled: lassie_hirez_normal_3008x1799.jpg Lighting and Shadows enabled, DoF disabled: lassie_hirez_LS_3008x1799.jpg Lighting and Shadows and DoF enabled: lassie_hirez_LS+DoF_3008x1799.jpg As can be seen in the above sample images, the lines are present when only Lighting and Shadows is enabled even though they are faint. In the image with Lighting and Shadows and Depth of Field enabled they're apparent. In the image taken with both disabled, the lines did not present themselves. I tested with Anisotropic filtering enabled and disabled and it had no effect on any of the above image results. Tested with: Firestorm-LassieStorm 4.1.1.27424
          Hide
          dil Dil Spitz added a comment - - edited

          commented also in LLs-JIRA:

          The annoying lines are gone! This with 'Shining' new introduced issues are gone (described this some under 1.).

          It looks to me as if the 'Second Life Development 3.3.2 (252822)' were the first fixed viewer. Build 252611 still showed the bug to me.
          imho the graphicdriver is not involved here, but for completeness: tested with Nvidia's 301.42.

          Show
          dil Dil Spitz added a comment - - edited commented also in LLs-JIRA : The annoying lines are gone! This with 'Shining' new introduced issues are gone ( described this some under 1. ). It looks to me as if the ' Second Life Development 3.3.2 (252822) ' were the first fixed viewer. Build 252611 still showed the bug to me. imho the graphicdriver is not involved here, but for completeness: tested with Nvidia's 301.42.
          Hide
          adele rhiadra Adele Rhiadra added a comment -

          When I take snapshots on ultra, with shadows enabled, I get this line across the top of my photos.

          Show
          adele rhiadra Adele Rhiadra added a comment - When I take snapshots on ultra, with shadows enabled, I get this line across the top of my photos.
          Hide
          gwenethlange Gweneth Lange added a comment -

          I dont use DoF, and I dont use ULTRA. This is still around if I make my photos larger than current window size. I prefer larger to edit and resize as I want without compromising quality. So Im forced to keep my photos smaller to avoid this.

          Show
          gwenethlange Gweneth Lange added a comment - I dont use DoF, and I dont use ULTRA. This is still around if I make my photos larger than current window size. I prefer larger to edit and resize as I want without compromising quality. So Im forced to keep my photos smaller to avoid this.
          Hide
          sebastian.brune Sebastian Brune added a comment -

          This is still an issue for me as well on all settings. If I attempt to increase the custom size beyond the basic window size the lines show up. The only time they do not show up is when I turn of high resolution snapshots.

          Show
          sebastian.brune Sebastian Brune added a comment - This is still an issue for me as well on all settings. If I attempt to increase the custom size beyond the basic window size the lines show up. The only time they do not show up is when I turn of high resolution snapshots.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          LL dropped an experimental fix

          http://bitbucket.org/lindenlab/viewer-cat/changeset/ae8324357c76
          MAINT-628 Fix for seams in high res snapshots when lighting and shadows is enabled.
          Committed by: Dave Parks <davep@lindenlab.com>

          Show
          whirly.fizzle Whirly Fizzle added a comment - LL dropped an experimental fix http://bitbucket.org/lindenlab/viewer-cat/changeset/ae8324357c76 MAINT-628 Fix for seams in high res snapshots when lighting and shadows is enabled. Committed by: Dave Parks <davep@lindenlab.com>
          Hide
          kiyamm Kiya McMahon added a comment -

          Access denied when trying to get to the experimental fix and after logging in. Ergo: issue stull unresolved and in dire need of a fix.

          Show
          kiyamm Kiya McMahon added a comment - Access denied when trying to get to the experimental fix and after logging in. Ergo: issue stull unresolved and in dire need of a fix.
          Hide
          ansariel.hiller Ansariel Hiller added a comment -

          Of course it is - otherwise this JIRA would already be resolved!

          Show
          ansariel.hiller Ansariel Hiller added a comment - Of course it is - otherwise this JIRA would already be resolved!
          Hide
          dammi quan Dammi Quan added a comment -

          I still get lines and distortions in all my shadows enabled photos despite trying numerous fixes /workarounds. Please fix this bug!

          Show
          dammi quan Dammi Quan added a comment - I still get lines and distortions in all my shadows enabled photos despite trying numerous fixes /workarounds. Please fix this bug!
          Hide
          dil Dil Spitz added a comment -

          @Dammi Quan: yes, imho there is still at least one other reason to get this line.
          In my case the line goes away if i disable anti-aliasing in the viewer.
          Maybe You can try it if the line goes away for You too.

          Show
          dil Dil Spitz added a comment - @Dammi Quan: yes, imho there is still at least one other reason to get this line. In my case the line goes away if i disable anti-aliasing in the viewer. Maybe You can try it if the line goes away for You too.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Dil,

          How is Firestorm comparing in behaviour of this bug with Viewer 3 at the moment?
          I'm really not sure what happened to that LL fix. It seems to have not been added to Viewer 3 release either

          Show
          whirly.fizzle Whirly Fizzle added a comment - Dil, How is Firestorm comparing in behaviour of this bug with Viewer 3 at the moment? I'm really not sure what happened to that LL fix. It seems to have not been added to Viewer 3 release either
          Hide
          dammi quan Dammi Quan added a comment - - edited

          thanks for your comment Dil.with antialiasing off i still get lines (now shaded) and distortions with shadows enabled.Except that now i have jaggedy edges too.XD.I am currently running FS 4.2.2.29837 and I have had this issue in all FS versions since FS Beta. If I run the Beta version now the lines go away but the shadow distortions persist.I have used both ATI and NVIDEA graphics cards and still have this issue so I would really like to see this bug fixed

          Show
          dammi quan Dammi Quan added a comment - - edited thanks for your comment Dil.with antialiasing off i still get lines (now shaded) and distortions with shadows enabled.Except that now i have jaggedy edges too.XD.I am currently running FS 4.2.2.29837 and I have had this issue in all FS versions since FS Beta. If I run the Beta version now the lines go away but the shadow distortions persist.I have used both ATI and NVIDEA graphics cards and still have this issue so I would really like to see this bug fixed
          Hide
          dil Dil Spitz added a comment - - edited

          How is Firestorm comparing with other viewer?
          I do not see any difference if i set both functions anti-aliasing (AA) ≥2x and DoF.
          I did a test row with this viewers

          • Firestorm 4.2.2 (29837),
          • Firestorm 4.3.0 (30936),
          • Exodus Viewer 12.11.18 (1),
          • Exodus Viewer 12.11.19 (0),
          • Second Life 3.4.3 (267061)

          All show this image if DoF and AA is enabled:

          cropped it down to the interesting part, so this small 1 pixel line is visible.

          Here is how i tested:
          garbed a real bright white plane and focused it so that the hole snapshot is expected to get clear white.

          I am unsure about that fix status. Maybe it will be spoiled out with next builds(there were a jam), its effect is minor or it fix one aspect of this, but not the other.

          As i see it this issue is accurately some like three different effects, which can be seen in different irritation in the final image

          1. visible lines through the mid of the image(on High-Res images) and at top as well as on right edge a line:
          • this line varies of its size with degree of blurry(bokeh) form DoF (this specific aspect looks for me fixed since June 2012, but other saw this not as fixed.)
            • disabling DoF removes the line
          • AA makes on the upper and right edge a darker line (if the resulting image is bigger as the screen-size, this top- and right line are repeated over the image on the size of the screen.
          2. different lighted quarter of the snapshot:
          • i think last time i faced this issue it were in a combination with the debug option RenderUseFBO, but this debug option is gone
          3. breaks in the clouds (and water)
          • it looks as if the four quarter of the snapshot are done a tiny after each
          • this is a longstanding bug, were reported in 2007:
            • FastFix: stop the moving of the clouds (lock them in the sky preset floater) and water
          Show
          dil Dil Spitz added a comment - - edited How is Firestorm comparing with other viewer? I do not see any difference if i set both functions anti-aliasing (AA) ≥2x and DoF. I did a test row with this viewers Firestorm 4.2.2 (29837), Firestorm 4.3.0 (30936), Exodus Viewer 12.11.18 (1), Exodus Viewer 12.11.19 (0), Second Life 3.4.3 (267061) All show this image if DoF and AA is enabled: cropped it down to the interesting part, so this small 1 pixel line is visible. Here is how i tested: garbed a real bright white plane and focused it so that the hole snapshot is expected to get clear white. I am unsure about that fix status. Maybe it will be spoiled out with next builds(there were a jam), its effect is minor or it fix one aspect of this, but not the other. As i see it this issue is accurately some like three different effects, which can be seen in different irritation in the final image 1. visible lines through the mid of the image(on High-Res images) and at top as well as on right edge a line: this line varies of its size with degree of blurry(bokeh) form DoF (this specific aspect looks for me fixed since June 2012, but other saw this not as fixed.) disabling DoF removes the line AA makes on the upper and right edge a darker line (if the resulting image is bigger as the screen-size, this top- and right line are repeated over the image on the size of the screen. 2. different lighted quarter of the snapshot: i think last time i faced this issue it were in a combination with the debug option RenderUseFBO , but this debug option is gone 3. breaks in the clouds (and water) it looks as if the four quarter of the snapshot are done a tiny after each this is a longstanding bug, were reported in 2007 : FastFix: stop the moving of the clouds (lock them in the sky preset floater) and water
          Hide
          dil Dil Spitz added a comment -

          @Dammi Quan
          i use also FS 4.2.2.29837.
          Maybe You can attach a sample image and type down Your settings on that?

          Show
          dil Dil Spitz added a comment - @Dammi Quan i use also FS 4.2.2.29837. Maybe You can attach a sample image and type down Your settings on that?
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Thanks for testing that Dil. You rock!

          Show
          whirly.fizzle Whirly Fizzle added a comment - Thanks for testing that Dil. You rock!
          Hide
          whirly.fizzle Whirly Fizzle added a comment -
          Show
          whirly.fizzle Whirly Fizzle added a comment - LL just made their fix public https://bitbucket.org/lindenlab/viewer-beta/commits/cae2f414aaaf/
          Hide
          dammi quan Dammi Quan added a comment -

          jumps up and down ! how soon Whirly might this go into an FS release ?

          Show
          dammi quan Dammi Quan added a comment - jumps up and down ! how soon Whirly might this go into an FS release ?
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          I really hope the next release, as long as no unforseen bugs emerge with it.
          Have you tested the latest Viewer 3 beta viewer? This should contain this fix.

          Show
          whirly.fizzle Whirly Fizzle added a comment - I really hope the next release, as long as no unforseen bugs emerge with it. Have you tested the latest Viewer 3 beta viewer? This should contain this fix.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Word of warning about this change from Niran's blog (I have not tested this yet - cannot confirm if this is the case):

          I´ve also implemented the tiling/seams fix of Runatai for high res snapshots , but please be carefull with it , it will make you unable to make super snapshots. Your video card will render as much as it can and save it into a picture so if your video card cant handle a 6000x3306 pictures like i often did before , it will just render what it can and the rest will be black , in this case you will have to go down with the resolution until you hit one that your video card can handle , but now that you can use all graphic settings + antialiasing without having seams or tiling issues , you wont need to go up that much anymore anyway.

          (Source: http://niranv-sl.blogspot.de/2012/12/release-205.html)

          Show
          whirly.fizzle Whirly Fizzle added a comment - Word of warning about this change from Niran's blog (I have not tested this yet - cannot confirm if this is the case): I´ve also implemented the tiling/seams fix of Runatai for high res snapshots , but please be carefull with it , it will make you unable to make super snapshots. Your video card will render as much as it can and save it into a picture so if your video card cant handle a 6000x3306 pictures like i often did before , it will just render what it can and the rest will be black , in this case you will have to go down with the resolution until you hit one that your video card can handle , but now that you can use all graphic settings + antialiasing without having seams or tiling issues , you wont need to go up that much anymore anyway. (Source: http://niranv-sl.blogspot.de/2012/12/release-205.html )
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Fixed rev 31226 (http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/215ccd3cbb87)

          QA - please test for above comment. Is this going to be a problem?

          Show
          whirly.fizzle Whirly Fizzle added a comment - Fixed rev 31226 ( http://hg.phoenixviewer.com/phoenix-firestorm-lgpl/rev/215ccd3cbb87 ) QA - please test for above comment. Is this going to be a problem?
          Hide
          lassie Lassie added a comment -

          I've seen this intermittently in my testing.
          Firestorm 4.4.0 (31327) Dec 10 2012 18:02:28 (Firestorm-LassieStorm) with OpenSimulator support

          Your video card will render as much as it can and save it into a picture so if your video card cant handle a 6000x3306 pictures like i often did before , it will just render what it can and the rest will be black

          Show
          lassie Lassie added a comment - I've seen this intermittently in my testing. Firestorm 4.4.0 (31327) Dec 10 2012 18:02:28 (Firestorm-LassieStorm) with OpenSimulator support Your video card will render as much as it can and save it into a picture so if your video card cant handle a 6000x3306 pictures like i often did before , it will just render what it can and the rest will be black
          Hide
          lassie Lassie added a comment -

          is this based on video card memory or how much memory SL will allow video to use?

          Show
          lassie Lassie added a comment - is this based on video card memory or how much memory SL will allow video to use?
          Hide
          paperwork William Weaver added a comment - - edited

          After numerous test, on cards ranging from both low to high-end (NVIDIA and ATI) and both Mac an Windows, it is clear that there is a limit of exactly 4096 pixels in both length and width once deferred is enabled for snapshots with this fix. After this, the image will render bands containing black or image/data not actually with in the frame (basically information that appears to be left over in the memory buffer).

          This limit does not appear to be in any way related related to the users hardware, nor any debug memory value I could find. It occurs in even the highest end video cards. It appears to be a limit set by the viewer itself in the underlying code.

          On some systems it is possible to generate an image ate greater resolutions with deferred enabled, though the original seam that this fix is supposed to remove is still present (even if faint).

          Since the limit seems to be hard-coded (4096 does not appear to be a random value limit nor is it related to any Debug value I could find), it is recommended that a limit of 4096 be forced for all images once deferred is enable. As this will affect users with native screen resolution above full HD once they switch on high res snapshots, it is important to look at ways of limiting this both in the floater input and in the underlying code that determines the output resolution for hi res snapshots.

          Currently users can select custom resolutions up to 6016 (length and width) within the snapshot floater. In addition with high res snapshots and the control + ` shortcut along with a monitor above Full HD images in excess of 4096 pixel can be generated as well. Both methods will generate errors in the image.

          If this limiting is not put in place, then it is highly recommended that users be made well aware of this glitch for any rendered image with resolution greater than 4096 in either its length or width. At a minimum a tool tip is in order and support staff be made well informed regarding this limitation.

          Show
          paperwork William Weaver added a comment - - edited After numerous test, on cards ranging from both low to high-end (NVIDIA and ATI) and both Mac an Windows, it is clear that there is a limit of exactly 4096 pixels in both length and width once deferred is enabled for snapshots with this fix. After this, the image will render bands containing black or image/data not actually with in the frame (basically information that appears to be left over in the memory buffer). This limit does not appear to be in any way related related to the users hardware, nor any debug memory value I could find. It occurs in even the highest end video cards. It appears to be a limit set by the viewer itself in the underlying code. On some systems it is possible to generate an image ate greater resolutions with deferred enabled, though the original seam that this fix is supposed to remove is still present (even if faint). Since the limit seems to be hard-coded (4096 does not appear to be a random value limit nor is it related to any Debug value I could find), it is recommended that a limit of 4096 be forced for all images once deferred is enable. As this will affect users with native screen resolution above full HD once they switch on high res snapshots, it is important to look at ways of limiting this both in the floater input and in the underlying code that determines the output resolution for hi res snapshots. Currently users can select custom resolutions up to 6016 (length and width) within the snapshot floater. In addition with high res snapshots and the control + ` shortcut along with a monitor above Full HD images in excess of 4096 pixel can be generated as well. Both methods will generate errors in the image. If this limiting is not put in place, then it is highly recommended that users be made well aware of this glitch for any rendered image with resolution greater than 4096 in either its length or width. At a minimum a tool tip is in order and support staff be made well informed regarding this limitation.
          Hide
          paperwork William Weaver added a comment -

          As an update to the above...
          thank you to Autumn Teardrop for this...

          the 4096 limit is hard-coded in the viewer

          http://hg.secondlife.com/viewer-development/commits/cae2f414aaafa1ff423ed8ce674119019c8531ff

          "+ resx = llmin(resx, (U32) 4096);
          + resy = llmin(resy, (U32) 4096);"

          So either we raise this limit, and test for functionality with cards, or limit snapshot res to 4096.

          Show
          paperwork William Weaver added a comment - As an update to the above... thank you to Autumn Teardrop for this... the 4096 limit is hard-coded in the viewer http://hg.secondlife.com/viewer-development/commits/cae2f414aaafa1ff423ed8ce674119019c8531ff "+ resx = llmin(resx, (U32) 4096); + resy = llmin(resy, (U32) 4096);" So either we raise this limit, and test for functionality with cards, or limit snapshot res to 4096.
          Hide
          dil Dil Spitz added a comment - - edited
          as William Weaver said our snappies are limited to 4096 pixels on each side as maximum.

          This is lower as the todays maximum (6016). Going below the known maximum might be a communicational challenge which is imho not necessary to introduce.
          Also we got already LCDs with a higher natural resolution (like Apples Thunderbolt, with 2560pixels in width) and 4k is knocking on the door.
          This lower maximum will even break the highres-snapshot-option on that displays.
          So i would really vote for a way to get the resolution up to 8k (lets say 8192pixels).
          8k in square would give a raw of 192MB (8192*8192*24/8/1024/1024). Most, even older, graphic-cards should be able to handle this.
          Anyhow, i am really happy this issue(FIRE-4725, MAINT-628) is so cool fixed now! (due i do not have FireStorm 4.4.0, i tested with Second Life 3.4.4 (268156) Dec 13 2012 18:28:58 (Second Life Development))
          THANK YOU DAVEP

          Show
          dil Dil Spitz added a comment - - edited as William Weaver said our snappies are limited to 4096 pixels on each side as maximum. This is lower as the todays maximum (6016). Going below the known maximum might be a communicational challenge which is imho not necessary to introduce. Also we got already LCDs with a higher natural resolution (like Apples Thunderbolt, with 2560pixels in width) and 4k is knocking on the door. This lower maximum will even break the highres-snapshot-option on that displays. So i would really vote for a way to get the resolution up to 8k (lets say 8192pixels). 8k in square would give a raw of 192MB (8192*8192*24/8/1024/1024). Most, even older, graphic-cards should be able to handle this. Anyhow, i am really happy this issue( FIRE-4725 , MAINT-628) is so cool fixed now! (due i do not have FireStorm 4.4.0, i tested with Second Life 3.4.4 (268156) Dec 13 2012 18:28:58 (Second Life Development)) THANK YOU DAVEP
          Hide
          ansariel.hiller Ansariel Hiller added a comment - - edited

          Actually... who cares about high resolution if choosing a custom resolution horribly distorts the snapshot in deferred mode!?

          Try this:

          • Enable deferred rendering
          • Choose a custom resolution smaller than the actual screen size
          • Take picture
          • Open the picture and notice it shows the full screen content in the chosen resolution, distorting the whole picture due to wrong aspect ratio

          Filed as https://jira.secondlife.com/browse/BUG-1140

          Show
          ansariel.hiller Ansariel Hiller added a comment - - edited Actually... who cares about high resolution if choosing a custom resolution horribly distorts the snapshot in deferred mode!? Try this: Enable deferred rendering Choose a custom resolution smaller than the actual screen size Take picture Open the picture and notice it shows the full screen content in the chosen resolution, distorting the whole picture due to wrong aspect ratio Filed as https://jira.secondlife.com/browse/BUG-1140
          Hide
          ansariel.hiller Ansariel Hiller added a comment -

          Accepted and imported by LL as MAINT-2152.

          Show
          ansariel.hiller Ansariel Hiller added a comment - Accepted and imported by LL as MAINT-2152.
          Hide
          dil Dil Spitz added a comment - - edited

          asked LL if they could please think about to lift the new limit to 8k-pixels per side.
          LL has marked the status as accepted.

          Show
          dil Dil Spitz added a comment - - edited asked LL if they could please think about to lift the new limit to 8k-pixels per side. LL has marked the status as accepted.
          Hide
          australiasky Nariko added a comment -

          is this issue fixed? I am still seeing lines.
          its frustrating.

          Show
          australiasky Nariko added a comment - is this issue fixed? I am still seeing lines. its frustrating.
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Heya Nariko,

          This issue will be fixed in the next release yes.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Heya Nariko, This issue will be fixed in the next release yes.
          Hide
          wilhelmina hinchcliffe Wilhelmina Hinchcliffe added a comment -

          Particles are being cut from the hi rez snap shot to disk by the seam

          Show
          wilhelmina hinchcliffe Wilhelmina Hinchcliffe added a comment - Particles are being cut from the hi rez snap shot to disk by the seam
          Hide
          wilhelmina hinchcliffe Wilhelmina Hinchcliffe added a comment -

          Hopefully this is a useless bit of trivia in light of Whirly's comment but it seems that a particle stream that crosses the seam is effectively cut off at that point. The particles are okay as long as they appear within the same quadrant of the screen as the particle emitter, but when they cross the boundry in the photo they're no longer being rendered.

          Show
          wilhelmina hinchcliffe Wilhelmina Hinchcliffe added a comment - Hopefully this is a useless bit of trivia in light of Whirly's comment but it seems that a particle stream that crosses the seam is effectively cut off at that point. The particles are okay as long as they appear within the same quadrant of the screen as the particle emitter, but when they cross the boundry in the photo they're no longer being rendered.
          Hide
          dil Dil Spitz added a comment - - edited

          @Wilhelmina
          that particles stopping at the seams of a high-res snapshot is that issue which stands since 2007(3. breaks in the clouds) it also affects the water.
          You could see an example of a particle-fountain here

          Show
          dil Dil Spitz added a comment - - edited @Wilhelmina that particles stopping at the seams of a high-res snapshot is that issue which stands since 2007( 3. breaks in the clouds ) it also affects the water. You could see an example of a particle-fountain here
          Hide
          dammi quan Dammi Quan added a comment -

          So we are limited to 4096 on each side now ! Waves goodbye to sim sized hi res snaps = :/

          Show
          dammi quan Dammi Quan added a comment - So we are limited to 4096 on each side now ! Waves goodbye to sim sized hi res snaps = :/
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          Question for everyone with a watch on this issue:

          Which behaviour would you prefer?

          1) Keeping this fix in - which causes FIRE-9878 and FIRE-9097
          2) Reverting this fix

          From the many complaints coming in, it appears the behaviour with this fix included is less popular then the original bug described here.

          Show
          whirly.fizzle Whirly Fizzle added a comment - Question for everyone with a watch on this issue: Which behaviour would you prefer? 1) Keeping this fix in - which causes FIRE-9878 and FIRE-9097 2) Reverting this fix From the many complaints coming in, it appears the behaviour with this fix included is less popular then the original bug described here.
          Hide
          tank_master Tank Master added a comment -

          The 4096 is a technical limit, its the max size of the screen buffer. The max resolution that you can have on any current GPU is also 4k by 4k (or some are even 4k by 2k) while some older hardware is even less than that. There is no way to raise this until the GPU hardware itself starts supporting something higher. With the advent of UHD (aka 8k rez) standard getting close to being finalized, support for 8k resolution is starting to happen at which time taking snapshots with the current method at 8k by 8k can be possible.

          Show
          tank_master Tank Master added a comment - The 4096 is a technical limit, its the max size of the screen buffer. The max resolution that you can have on any current GPU is also 4k by 4k (or some are even 4k by 2k) while some older hardware is even less than that. There is no way to raise this until the GPU hardware itself starts supporting something higher. With the advent of UHD (aka 8k rez) standard getting close to being finalized, support for 8k resolution is starting to happen at which time taking snapshots with the current method at 8k by 8k can be possible.
          Hide
          timo.gufler Timo Gufler added a comment -

          There are hundreds of SL photographers, who hated the seams in their pictures, and I'm one of them. It was a great news for us, when FIRE-4725 was fixed finally. You can't imagine, how frustrating it's to use countless hours on Photoshop or Gimp removing black lines and distortions, they cause on water and sky. No, we don't want them back! FIRE-4725 fix have to be kept as it is.

          Btw, would it be possible to have an option in preferences, where you can choose either the seams with high resolutions or no seams with the upper limit? I guess, that should make everybody happy.

          Show
          timo.gufler Timo Gufler added a comment - There are hundreds of SL photographers, who hated the seams in their pictures, and I'm one of them. It was a great news for us, when FIRE-4725 was fixed finally. You can't imagine, how frustrating it's to use countless hours on Photoshop or Gimp removing black lines and distortions, they cause on water and sky. No, we don't want them back! FIRE-4725 fix have to be kept as it is. Btw, would it be possible to have an option in preferences, where you can choose either the seams with high resolutions or no seams with the upper limit? I guess, that should make everybody happy.
          Hide
          erzhehan Eito Resident added a comment -

          The original bugs produce a 1 pixel wide line grid along the photo, the bigger the resolution of the image, the more lines you get. These can be fixed in Photoshop with with the single line or row marquee and content awareness filling which only takes a few seconds per line (I am not sure how you are removing them Timo but if you need a video link to teach you how to do it faster, Just IM me in world)

          The side effect of the fix produce a black box or stretch lines which the only possible solution I can think of is to take a second shot and try to cut it out into the original one, the problem with this is that when doing it, the slightest difference in lighting, camera tilt, angle, etc, etc. will affect the entire look of the picture....

          Show
          erzhehan Eito Resident added a comment - The original bugs produce a 1 pixel wide line grid along the photo, the bigger the resolution of the image, the more lines you get. These can be fixed in Photoshop with with the single line or row marquee and content awareness filling which only takes a few seconds per line (I am not sure how you are removing them Timo but if you need a video link to teach you how to do it faster, Just IM me in world) The side effect of the fix produce a black box or stretch lines which the only possible solution I can think of is to take a second shot and try to cut it out into the original one, the problem with this is that when doing it, the slightest difference in lighting, camera tilt, angle, etc, etc. will affect the entire look of the picture....
          Hide
          dil Dil Spitz added a comment -

          This wonderful fix resolved much more as the 1 (or 2) pixel lines.

          Under my comment i tried to describe the other 2 (2. 'different lighted quarters' and 3. the moving particle in photo) issues as well.
          Reverting this fix would bring back that issues too.
          The majority of Residents shoot with normal screen-size or High-Res (double screen-size). They would be harmed by reverting the welcome fix and can with this fix do an amazing work.
          Personal i will do the photo coverage of the upcoming Second Sol a Sail4Life fund-raiser (it's a Relay for Life associated event). For that i will have shoot in burst mode and get up to 10 photos / minute over a hour or two. Even the selecting for upload will take ages and ppl like to get their view imminently. So there is no time to gimp/photoshop any of the images. Reverting this fix would kill my work-flow for this totally.

          So, my vote:
          1. No way back! the time can not be turned back. And the majority need this to shoot! Future will bring us better graphic-cards as well. And reinventing an issue of 2007 is a 'no go'.

          Show
          dil Dil Spitz added a comment - This wonderful fix resolved much more as the 1 (or 2) pixel lines. Under my comment i tried to describe the other 2 (2. 'different lighted quarters' and 3. the moving particle in photo) issues as well. Reverting this fix would bring back that issues too. The majority of Residents shoot with normal screen-size or High-Res (double screen-size). They would be harmed by reverting the welcome fix and can with this fix do an amazing work. Personal i will do the photo coverage of the upcoming Second Sol a Sail4Life fund-raiser (it's a Relay for Life associated event). For that i will have shoot in burst mode and get up to 10 photos / minute over a hour or two. Even the selecting for upload will take ages and ppl like to get their view imminently. So there is no time to gimp/photoshop any of the images. Reverting this fix would kill my work-flow for this totally. So, my vote: 1. No way back! the time can not be turned back. And the majority need this to shoot! Future will bring us better graphic-cards as well. And reinventing an issue of 2007 is a 'no go'.
          Hide
          erzhehan Eito Resident added a comment -

          Dil, is program coding, not life, there is always a way back.

          And I understand that you are entitle to your opinion, I respect it, but my question for you is, you need to take snaps at 4096 x 4096 ? 10 per minute so that means 6 seconds per snap at that size? I run a 4 core CPU with a 2 GB graphic card and 12GB of RAM and in ultra graphics with shadows & full reflection, is not possible to do that speed. So according to what you say above, I am pretty sure you are doing at a lower resolution which lead to my questions as follow,

          1.Who is it that expect such a quick and immediate result from you? cause I have seen and known many event photographers in SL including those who shoot for the two big agencies when they used to do shows and frankly they just finish taking the shots and put them up in flickr, no need to show it to anyone right on spot which means no need to rush like you claim above...

          2.If you are going to just do snapshots, and not edit the photo, do you really need that big of a resolution? My desktop runs on a 29; flat screen and a 4096 x 4096 snap wont even fit into the screen at my maxed out resolution, if I am not mistaken, you need snaps of the shops of the events, maybe models on the catwalk which you are showing the entire full body shot, what you are trying to achieve can be done in shots that are well within the 2000 px wide snaps which as I mention before, due to the "burst" you claim you have to do I am sure you will take them at a resolution similar to that size and if my memory doesn't fail me, the grid from the old bug doesn't appear in smaller resolution photos.

          3. As you are doing snaps, you will not need to zoom in to the photo at 500% or more like lot of photographers do to fix weird looking sharp angles on the avi, mesh or prim parts that are cut into the body, face or other items they are wearing, you wont be trying to smoothed the edge of the shadows, or dodge and burn shadows and highlights to the image. Am I correct? Well... WE NEED THAT, we have no choice if we want the image to look good and if we don't want to loose too much details and look at huge blocks of pixels while working with a picture zoomed in, we need the highest resolution we can get out of the snap and a 4096 will not do.

          And yes, there will be better graphic cards, there might already be, but I am sure the majority of the people doesn't have the money to keep their computer up to date with the latest and fastest hardware and that includes you I assume and who is it to guarantee that these issues will not be the same even on the newest hardware?

          Show
          erzhehan Eito Resident added a comment - Dil, is program coding, not life, there is always a way back. And I understand that you are entitle to your opinion, I respect it, but my question for you is, you need to take snaps at 4096 x 4096 ? 10 per minute so that means 6 seconds per snap at that size? I run a 4 core CPU with a 2 GB graphic card and 12GB of RAM and in ultra graphics with shadows & full reflection, is not possible to do that speed. So according to what you say above, I am pretty sure you are doing at a lower resolution which lead to my questions as follow, 1.Who is it that expect such a quick and immediate result from you? cause I have seen and known many event photographers in SL including those who shoot for the two big agencies when they used to do shows and frankly they just finish taking the shots and put them up in flickr, no need to show it to anyone right on spot which means no need to rush like you claim above... 2.If you are going to just do snapshots, and not edit the photo, do you really need that big of a resolution? My desktop runs on a 29; flat screen and a 4096 x 4096 snap wont even fit into the screen at my maxed out resolution, if I am not mistaken, you need snaps of the shops of the events, maybe models on the catwalk which you are showing the entire full body shot, what you are trying to achieve can be done in shots that are well within the 2000 px wide snaps which as I mention before, due to the "burst" you claim you have to do I am sure you will take them at a resolution similar to that size and if my memory doesn't fail me, the grid from the old bug doesn't appear in smaller resolution photos. 3. As you are doing snaps, you will not need to zoom in to the photo at 500% or more like lot of photographers do to fix weird looking sharp angles on the avi, mesh or prim parts that are cut into the body, face or other items they are wearing, you wont be trying to smoothed the edge of the shadows, or dodge and burn shadows and highlights to the image. Am I correct? Well... WE NEED THAT, we have no choice if we want the image to look good and if we don't want to loose too much details and look at huge blocks of pixels while working with a picture zoomed in, we need the highest resolution we can get out of the snap and a 4096 will not do. And yes, there will be better graphic cards, there might already be, but I am sure the majority of the people doesn't have the money to keep their computer up to date with the latest and fastest hardware and that includes you I assume and who is it to guarantee that these issues will not be the same even on the newest hardware?
          Hide
          timo.gufler Timo Gufler added a comment -

          Guys, I really start doubt, how many has tried removing those "lines" from pictures again and again. The problem is far worse than just set of 1px lines! The seams broke at least three things: shadows, clouds and water reflections.

          Clouds clouds are the easiest fix, if you use a resynth plugins, that can be installed both in GIMP and PS. Still, if there are complex objects, like sailboat rigs or spider webs in front of the clouds, fixing the seams can be really time-consuming.

          Water reflections can be harder to fix than clouds, because reflecting objects are more complex usually.

          Shadows can be a nightmare to fix, really. It's surprising, how them can be so different on both sides of the seams, and you only option is try redraw them! This can be really difficult or even impossible.

          Believe me, I have edited hundreds of pictures and used countless of hours on fixing those annoying visual problems, caused by the seams. I rather used that time for something more meaningful. There are many photographers, that share the same pain.

          Show
          timo.gufler Timo Gufler added a comment - Guys, I really start doubt, how many has tried removing those "lines" from pictures again and again. The problem is far worse than just set of 1px lines! The seams broke at least three things: shadows, clouds and water reflections. Clouds clouds are the easiest fix, if you use a resynth plugins, that can be installed both in GIMP and PS. Still, if there are complex objects, like sailboat rigs or spider webs in front of the clouds, fixing the seams can be really time-consuming. Water reflections can be harder to fix than clouds, because reflecting objects are more complex usually. Shadows can be a nightmare to fix, really. It's surprising, how them can be so different on both sides of the seams, and you only option is try redraw them! This can be really difficult or even impossible. Believe me, I have edited hundreds of pictures and used countless of hours on fixing those annoying visual problems, caused by the seams. I rather used that time for something more meaningful. There are many photographers, that share the same pain.
          Hide
          erzhehan Eito Resident added a comment - - edited

          Timo, refer to the FIRE-9097 post for my answer to you, I dont want to keep repeating myself. But I have a question for you

          Do you get paid for doing your photos? or is just a hobby? I ask this because

          1. If you get paid for the photos well you are getting something out of hardworking so suck it up and do the job.

          2. If you are doing these as a hobby well that means you like doing the photo editing, so I don't see how fixing these problems are a waste of time and that you could do something more meaningful. I mean come on, if you think this is not meaningful and there is clearly no one with a gun at your head, why would you do it???

          Show
          erzhehan Eito Resident added a comment - - edited Timo, refer to the FIRE-9097 post for my answer to you, I dont want to keep repeating myself. But I have a question for you Do you get paid for doing your photos? or is just a hobby? I ask this because 1. If you get paid for the photos well you are getting something out of hardworking so suck it up and do the job. 2. If you are doing these as a hobby well that means you like doing the photo editing, so I don't see how fixing these problems are a waste of time and that you could do something more meaningful. I mean come on, if you think this is not meaningful and there is clearly no one with a gun at your head, why would you do it???
          Hide
          timo.gufler Timo Gufler added a comment -

          Those are really unessential and even offensive questions here, Eizo. Time used for post processing pictures, because of a software bug, is wasted time and nobody deserves to do that. Since the bug was fixed in Firestorm, you can use your time for something more meaningful.

          Show
          timo.gufler Timo Gufler added a comment - Those are really unessential and even offensive questions here, Eizo. Time used for post processing pictures, because of a software bug, is wasted time and nobody deserves to do that. Since the bug was fixed in Firestorm, you can use your time for something more meaningful.
          Hide
          erzhehan Eito Resident added a comment -

          First of all the name is Eito, not Eizo, you don't see me calling you Elmo do you?

          Second, I am just pointing out facts cause like I said before,

          1.If you get paid, the people that pay you for your photo expect you to do the work because anyone can click on the snapshot button, it is the photo editing skills which they are paying you for. Even in RL it is the same, ask any person that works in a photo studio, magazine or website, they will tell you that photos always comes with flaws and that is what we do in photo editing, to FIX and to make it better, being this a software problem or just a bad snap.

          2. I mention that if this is your hobby, I do not see how photo editing is a waste of time. Cause if it is and you have something more meaningful to do, I don't understand why you continue to do photo editing cause from those words, I understand that these photo editing for you are meaningless, not worth your time. So my simple solution to you is, don't do it.

          Show
          erzhehan Eito Resident added a comment - First of all the name is Eito, not Eizo, you don't see me calling you Elmo do you? Second, I am just pointing out facts cause like I said before, 1.If you get paid, the people that pay you for your photo expect you to do the work because anyone can click on the snapshot button, it is the photo editing skills which they are paying you for. Even in RL it is the same, ask any person that works in a photo studio, magazine or website, they will tell you that photos always comes with flaws and that is what we do in photo editing, to FIX and to make it better, being this a software problem or just a bad snap. 2. I mention that if this is your hobby, I do not see how photo editing is a waste of time. Cause if it is and you have something more meaningful to do, I don't understand why you continue to do photo editing cause from those words, I understand that these photo editing for you are meaningless, not worth your time. So my simple solution to you is, don't do it.
          Hide
          timo.gufler Timo Gufler added a comment -

          Sorry for the typo, Eito,

          As I said, whether you do SL photography as a hobby or profession, you deserve tools that work as expected. FIRE-4725 is a software bug, which makes your life harder, similar ways as viewer crashes do too.

          I would like to ask you, where do you need high resolution pictures, Eito? I don't mean, that anyone would never need them, but as I browse your Flickr, the pictures there are no bigger than 1024 or 2048 pixels. Even if you shot 4096, you would have enough freedom to crop them. I just try understand your motivation, why you want this bug back...

          Show
          timo.gufler Timo Gufler added a comment - Sorry for the typo, Eito, As I said, whether you do SL photography as a hobby or profession, you deserve tools that work as expected. FIRE-4725 is a software bug, which makes your life harder, similar ways as viewer crashes do too. I would like to ask you, where do you need high resolution pictures, Eito? I don't mean, that anyone would never need them, but as I browse your Flickr, the pictures there are no bigger than 1024 or 2048 pixels. Even if you shot 4096, you would have enough freedom to crop them. I just try understand your motivation, why you want this bug back...
          Hide
          erzhehan Eito Resident added a comment - - edited

          Yes we expect a tool that works and the fact of replacing a 1px line grid with a big black box is not call working, having a limit to how high of a resolution I must take my photo in is not call working ok? so that fix is not really a fix is a bigger software bug and it doing more wrong than good. The ideal way is to not have the grid not the box but when that choice is unclear to all of us, it is the time to choose the less of two evils.

          When do I need high resolution photo? when I am editing in details, when I need to zoom in into the photo to check for the slightest pixel errors that might compromise the whole quality of the image and with lower resolution, you get blurs blocks of colors when you zoom in if you did not know about it. Is not just cropping, cropping is the last thing you do to the image once you have finish editing everything else that is why I want this NEW BLACK BOX BUG to be GONE.

          Also my images on Flickr are resized so that they can fit the resolution of most screen and people don't have to scroll up and down to view the image, not cause I work with that small of a resolution.

          And as for your typo, the Z and the T are very far away on the keyboard, just FYI

          Show
          erzhehan Eito Resident added a comment - - edited Yes we expect a tool that works and the fact of replacing a 1px line grid with a big black box is not call working, having a limit to how high of a resolution I must take my photo in is not call working ok? so that fix is not really a fix is a bigger software bug and it doing more wrong than good. The ideal way is to not have the grid not the box but when that choice is unclear to all of us, it is the time to choose the less of two evils. When do I need high resolution photo? when I am editing in details, when I need to zoom in into the photo to check for the slightest pixel errors that might compromise the whole quality of the image and with lower resolution, you get blurs blocks of colors when you zoom in if you did not know about it. Is not just cropping, cropping is the last thing you do to the image once you have finish editing everything else that is why I want this NEW BLACK BOX BUG to be GONE. Also my images on Flickr are resized so that they can fit the resolution of most screen and people don't have to scroll up and down to view the image, not cause I work with that small of a resolution. And as for your typo, the Z and the T are very far away on the keyboard, just FYI
          Hide
          timo.gufler Timo Gufler added a comment -

          On Flickr, the pictures are scaled to fit your screen automatically in normal mode and you don't need to scroll anything. One of the most awesome feature on Flickr, in my opinion, is the combination of lightbox + full screen (F11 + L), that allows you see the pictures scaled to fit your display's resolution. Naturally, a low-res picture (like 1024x559) doesn't benefit from this.

          Anyway, I would prefer to have an option, that let us choose between these bugs. That would be a win-win for the users.

          Show
          timo.gufler Timo Gufler added a comment - On Flickr, the pictures are scaled to fit your screen automatically in normal mode and you don't need to scroll anything. One of the most awesome feature on Flickr, in my opinion, is the combination of lightbox + full screen (F11 + L), that allows you see the pictures scaled to fit your display's resolution. Naturally, a low-res picture (like 1024x559) doesn't benefit from this. Anyway, I would prefer to have an option, that let us choose between these bugs. That would be a win-win for the users.
          Hide
          erzhehan Eito Resident added a comment -

          You are forgetting the rule of the thumb Timo

          Everytime they set up a new coding, the possibility of more problems surfacing then before is a 50:50 chance. Sure it would be great to have the options but when that fails as I said before, I choose the lesser of two evils.

          Show
          erzhehan Eito Resident added a comment - You are forgetting the rule of the thumb Timo Everytime they set up a new coding, the possibility of more problems surfacing then before is a 50:50 chance. Sure it would be great to have the options but when that fails as I said before, I choose the lesser of two evils.
          Hide
          timo.gufler Timo Gufler added a comment -

          Actually the rule of the thumb is, that the less you modify the original code from LL, the less you make bugs yourself. The seam bug was fixed by LL. Reversing the bug fix is risky as well as including the option. Still, it should make (almost) all of us happy.

          Show
          timo.gufler Timo Gufler added a comment - Actually the rule of the thumb is, that the less you modify the original code from LL, the less you make bugs yourself. The seam bug was fixed by LL. Reversing the bug fix is risky as well as including the option. Still, it should make (almost) all of us happy.
          Hide
          erzhehan Eito Resident added a comment -

          I am not against your idea of having the option, I am saying when that fails and knowing SL in general, I am quite confident it will, I will always choose the line grid over the box.

          Show
          erzhehan Eito Resident added a comment - I am not against your idea of having the option, I am saying when that fails and knowing SL in general, I am quite confident it will, I will always choose the line grid over the box.
          Hide
          whirly.fizzle Whirly Fizzle added a comment - - edited

          Heya Guys,

          We have a test build available with a first attempt at a better tiling fix.

          As far as I can see, this build fixes FIRE-9097 (Black rectangles in snapshots over a certain custom resoluton) but does not yet fix FIRE-9878 (High res snapshots tiling fix breaks custom screenshot resolution - Setting Custom Size for Screen Image Capture Results in Incorrect Capture)

          Running this build I was able to save shots to disk larger then 4096x4096, with full shadows and DOF enabled and I could not see any grid line artefacts.
          However, I am not a photographer, so this is where you guys come in!

          Hands up please who would like a download link to this build to bang on?
          I only have a Windows build available at this time I'm afraid.

          Show
          whirly.fizzle Whirly Fizzle added a comment - - edited Heya Guys, We have a test build available with a first attempt at a better tiling fix. As far as I can see, this build fixes FIRE-9097 (Black rectangles in snapshots over a certain custom resoluton) but does not yet fix FIRE-9878 (High res snapshots tiling fix breaks custom screenshot resolution - Setting Custom Size for Screen Image Capture Results in Incorrect Capture) Running this build I was able to save shots to disk larger then 4096x4096, with full shadows and DOF enabled and I could not see any grid line artefacts. However, I am not a photographer, so this is where you guys come in! Hands up please who would like a download link to this build to bang on? I only have a Windows build available at this time I'm afraid.
          Hide
          wilhelmina hinchcliffe Wilhelmina Hinchcliffe added a comment -

          I'm testing using Whirly's test viewer v 4.4.6.34135 and looking for the hateful "cross hairs" and also testing water reflections which were mentioned in this JIRA as well.

          I picked a spot at http://maps.secondlife.com/secondlife/Blake%20Sea%20-%20Half%20Hitch/139/173/ and got myself hovering with my lower legs in the water. I set windlight to noon and confirmed that I could see reflections of myself, the terrain nearby, and trees and buildings.

          First I took a snap shot with the screen size set to 4800 x 2937. No "cross hairs" and all of the reflections I could see on screen were visible in the snap shot.

          Next I took a high res photo (control & `). The resolution maxes at 3360 x 2056 despite the screen size in the snap shot tool. Checking the image there are no "cross hairs" and the reflections are all correct.

          Finally I repeated the process with Depth of Field turned on and again have no lines and good reflection.

          My environment looks like this:

          ---------------------------------------------------------------

          Firestorm 4.4.6 (34135) Jun 6 2013 12:20:56 (Firestorm-Fizzlefire) with OpenSimulator support
          Release Notes

          CPU: Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz (2195.06 MHz)
          Memory: 8170 MB
          OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601)
          Graphics Card Vendor: NVIDIA Corporation
          Graphics Card: GeForce GTX 560M/PCIe/SSE2

          Windows Graphics Driver Version: 9.18.0013.2018
          OpenGL Version: 4.2.0

          RestrainedLove API: RLV v2.7.0 / RLVa v1.4.8a
          libcurl Version: libcurl/7.21.1 OpenSSL/1.0.0d zlib/1.2.5 c-ares/1.7.1
          J2C Decoder Version: KDU v7.1
          Audio Driver Version: FMOD version 3.750000
          Qt Webkit Version: 4.7.1 (version number hard-coded)
          Voice Server Version: Not Connected
          Settings mode: Hybrid
          Viewer Skin: AnsaStorm (Classic Brown)
          Font Used: Deja Vu (96)
          Draw distance: 136
          Bandwidth: 850
          LOD factor: 4
          Render quality: Ultra (7/7)
          Built with MSVC version 1600

          ---------------------------------------------------------------

          And my graphics settings are:
          General Tab
          Windowed mode
          Draw Dist 136
          max Part Count 4352
          Max non-imposter avatars 21
          Post process quality high
          Avatar physics 1.0

          All shaders are on
          Shadows are set to Sun/Moon & Projectors
          Water Reflection is set to Everything
          Point Lighting is set to full

          All LOD settings are set to maximum

          All Avatar Rendering switches are on
          Terrain Detail is High

          Under the Hardware settings tab:
          Anisotropic Filtering is on
          Enable OpenGL Vertex Buffer Objects is on
          Enable Streamed VBOs is on
          Enable Lossy Texture is off
          Antialiasing is set to 16x
          Gamma is 0.0 and appears to be disabled
          Viewer Texture Memory Buffer is 512
          Fog Distance ratio is 4.0 and appears to be disabled

          Rendering Tab
          Freeze Updates to World is off
          Use HTTP Textures is on
          Texture Details Loaded is normal quality
          Render Alpha Masks when Advanced Lighting Model is not enabled is on
          Render Alpha Masks when Advanced Lighting Model is enabled is on
          Enable rendering of screen space reflections is off
          Render glow is on and strenght is set to 2
          Show avatars that haven't finished loading is off
          Time to delay while pre-caching is 6
          Quality of shadows is 1.0
          Scale of Terrain Texture Rendering is 12

          Depth of Field Tab
          I toggled this on and off as I was taking the photos but the other settings were unchanged
          Camera F Number is 7.0
          Camera Focal Length mm is 44
          Camera FOV degs is 91
          Camera Aspect Ratio is 1.5
          DOF Focus Transition Time is 0.5
          DOF Rendering Quality is 0.5

          Show
          wilhelmina hinchcliffe Wilhelmina Hinchcliffe added a comment - I'm testing using Whirly's test viewer v 4.4.6.34135 and looking for the hateful "cross hairs" and also testing water reflections which were mentioned in this JIRA as well. I picked a spot at http://maps.secondlife.com/secondlife/Blake%20Sea%20-%20Half%20Hitch/139/173/ and got myself hovering with my lower legs in the water. I set windlight to noon and confirmed that I could see reflections of myself, the terrain nearby, and trees and buildings. First I took a snap shot with the screen size set to 4800 x 2937. No "cross hairs" and all of the reflections I could see on screen were visible in the snap shot. Next I took a high res photo (control & `). The resolution maxes at 3360 x 2056 despite the screen size in the snap shot tool. Checking the image there are no "cross hairs" and the reflections are all correct. Finally I repeated the process with Depth of Field turned on and again have no lines and good reflection. My environment looks like this: --------------------------------------------------------------- Firestorm 4.4.6 (34135) Jun 6 2013 12:20:56 (Firestorm-Fizzlefire) with OpenSimulator support Release Notes CPU: Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz (2195.06 MHz) Memory: 8170 MB OS Version: Microsoft Windows 7 64-bit Service Pack 1 (Build 7601) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GTX 560M/PCIe/SSE2 Windows Graphics Driver Version: 9.18.0013.2018 OpenGL Version: 4.2.0 RestrainedLove API: RLV v2.7.0 / RLVa v1.4.8a libcurl Version: libcurl/7.21.1 OpenSSL/1.0.0d zlib/1.2.5 c-ares/1.7.1 J2C Decoder Version: KDU v7.1 Audio Driver Version: FMOD version 3.750000 Qt Webkit Version: 4.7.1 (version number hard-coded) Voice Server Version: Not Connected Settings mode: Hybrid Viewer Skin: AnsaStorm (Classic Brown) Font Used: Deja Vu (96) Draw distance: 136 Bandwidth: 850 LOD factor: 4 Render quality: Ultra (7/7) Built with MSVC version 1600 --------------------------------------------------------------- And my graphics settings are: General Tab Windowed mode Draw Dist 136 max Part Count 4352 Max non-imposter avatars 21 Post process quality high Avatar physics 1.0 All shaders are on Shadows are set to Sun/Moon & Projectors Water Reflection is set to Everything Point Lighting is set to full All LOD settings are set to maximum All Avatar Rendering switches are on Terrain Detail is High Under the Hardware settings tab: Anisotropic Filtering is on Enable OpenGL Vertex Buffer Objects is on Enable Streamed VBOs is on Enable Lossy Texture is off Antialiasing is set to 16x Gamma is 0.0 and appears to be disabled Viewer Texture Memory Buffer is 512 Fog Distance ratio is 4.0 and appears to be disabled Rendering Tab Freeze Updates to World is off Use HTTP Textures is on Texture Details Loaded is normal quality Render Alpha Masks when Advanced Lighting Model is not enabled is on Render Alpha Masks when Advanced Lighting Model is enabled is on Enable rendering of screen space reflections is off Render glow is on and strenght is set to 2 Show avatars that haven't finished loading is off Time to delay while pre-caching is 6 Quality of shadows is 1.0 Scale of Terrain Texture Rendering is 12 Depth of Field Tab I toggled this on and off as I was taking the photos but the other settings were unchanged Camera F Number is 7.0 Camera Focal Length mm is 44 Camera FOV degs is 91 Camera Aspect Ratio is 1.5 DOF Focus Transition Time is 0.5 DOF Rendering Quality is 0.5
          Hide
          dammi quan Dammi Quan added a comment -

          I would like that link please Whirly!

          Show
          dammi quan Dammi Quan added a comment - I would like that link please Whirly!
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          @Dammi,

          Test build sent to you

          Show
          whirly.fizzle Whirly Fizzle added a comment - @Dammi, Test build sent to you
          Hide
          dil Dil Spitz added a comment - - edited

          Tested with Firestorm 4.4.6 (34135) Jun 6 2013 12:20:56 (Firestorm-Fizzlefire)
          i do not get any here fixed issues back whether i shoot normal screen size or high-res.
          An example is attached here

          Show
          dil Dil Spitz added a comment - - edited Tested with Firestorm 4.4.6 (34135) Jun 6 2013 12:20:56 (Firestorm-Fizzlefire) i do not get any here fixed issues back whether i shoot normal screen size or high-res. An example is attached here
          Hide
          dammi quan Dammi Quan added a comment -

          here are 2 snapshots taken with the Whirlyvision viewer.
          My graphic settings are

          General :: ULTRA / all setting on and at HIGH
          Hardware Settings:: Anisotropic filtering =ON/// open VBO =ON /// streamed VBOs- ON///Enable Lossy =OFF Antaliasing =16x

          Rendering :: using HTTP textures =ON/////quality of shadows=1.0

          DOF = off

          Full Screen = OFF

          SYSTEM INFO

          GPU = NVIDIA GeForceGTX 660Ti
          CPU = AMD PhenomII X6 1055T
          Monitor = 30 in @2600 x 1600

          The 1st snapshot is @ 6016x3612 with "constrain proportions = ON
          The 2nd snapshot is @ 6016x6016 with "constrain proportions =OFF

          both were taken with the Advanced setting option "High-res Snapshot = ON

          I see no distortions or lines on either photo but obviously the aspect ratio on the 2nd larger resolution shot is wrong! The old viewer rendered this size in proper aspect ratio, so i don;t get why this is happening

          The results were the same with the Advanced option High-res Snapshot = off

          I'm thrilled with the results so far, (licks Whirly) despite the larger snapshots aspect ratio problem! I usually ran the "constrained proportions" (6016 x 3612) on all my shots in the old viewer anyway!

          Show
          dammi quan Dammi Quan added a comment - here are 2 snapshots taken with the Whirlyvision viewer. My graphic settings are General :: ULTRA / all setting on and at HIGH Hardware Settings:: Anisotropic filtering =ON/// open VBO =ON /// streamed VBOs- ON///Enable Lossy =OFF Antaliasing =16x Rendering :: using HTTP textures =ON/////quality of shadows=1.0 DOF = off Full Screen = OFF SYSTEM INFO GPU = NVIDIA GeForceGTX 660Ti CPU = AMD PhenomII X6 1055T Monitor = 30 in @2600 x 1600 The 1st snapshot is @ 6016x3612 with "constrain proportions = ON The 2nd snapshot is @ 6016x6016 with "constrain proportions =OFF both were taken with the Advanced setting option "High-res Snapshot = ON I see no distortions or lines on either photo but obviously the aspect ratio on the 2nd larger resolution shot is wrong! The old viewer rendered this size in proper aspect ratio, so i don;t get why this is happening The results were the same with the Advanced option High-res Snapshot = off I'm thrilled with the results so far, (licks Whirly) despite the larger snapshots aspect ratio problem! I usually ran the "constrained proportions" (6016 x 3612) on all my shots in the old viewer anyway!
          Hide
          dammi quan Dammi Quan added a comment -

          Ack!! apparently when i turn off deffered rendering (shadows) the tiles return !!! poo!! :/
          see my jira .jpg above/shot at 6016 x 3612

          Show
          dammi quan Dammi Quan added a comment - Ack!! apparently when i turn off deffered rendering (shadows) the tiles return !!! poo!! :/ see my jira .jpg above/shot at 6016 x 3612
          Hide
          whirly.fizzle Whirly Fizzle added a comment -

          There is a proposed fix from Linden Lab for the 2 side effects of the tiling fix.

          • MAINT-2152[c] MAINT-628 High res snapshots tiling fix breaks custom screenshot resolution (FIRE-9878)
          • MAINT-2150[c] super-large images do not fill frame completely. (FIRE-9097)

          The code is noy yet public but will be shortly and we can get these fixes into Firestorm.

          There is a special Second Life Beta Maintenance viewer containing these fixes ready for testing \o/
          Details and download links: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Beta_Maintenance/3.5.4

          Give this a Whirl guys please and let us know how the fixes perform.

          Thanks!

          Show
          whirly.fizzle Whirly Fizzle added a comment - There is a proposed fix from Linden Lab for the 2 side effects of the tiling fix. MAINT-2152 [c] MAINT-628 High res snapshots tiling fix breaks custom screenshot resolution ( FIRE-9878 ) MAINT-2150 [c] super-large images do not fill frame completely. ( FIRE-9097 ) The code is noy yet public but will be shortly and we can get these fixes into Firestorm. There is a special Second Life Beta Maintenance viewer containing these fixes ready for testing \o/ Details and download links: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Beta_Maintenance/3.5.4 Give this a Whirl guys please and let us know how the fixes perform. Thanks!

            People

            • Assignee:
              shouldbeworkingonit.linden ShouldBeWorkingOnIt Linden
              Reporter:
              dil Dil Spitz
            • Votes:
              10 Vote for this issue
              Watchers:
              11 Start watching this issue

              Dates

              • Created:
                Updated:
                Resolved: