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AXLE Munro

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  1. Coming back after monthes in this discussion. I reinstalled my PC with windows 8.1 64 bits and 16 GB of RAM. And the theory I exposed here previously is fully confirmed... As the 64 bits OS is able to manage a huge quantity of RAM, the actual quantity of RAM you have in your PC sets the limit and there is no more problem of running out of texture memory. I can go to crowdy places full of mesh and textures, SL uses as much of 5 GB of RAM, but as the limit is at more than 10 GB (16 less the quantity used by Windows)... No problem any more. Subject closed for me
  2. After months of tests, the solution I proposed still works for me : if you go to a very crowdy region, just decrease the LOD factor down to 1 or even 0. The max RAM on your PC used by SL will immediately decrease, and you will not have discarded textures any more. In Firestorm viewer there is a quick access menu for that.
  3. I think the solution is finally here and easy. Just set the LOD parameter to 2 instead of 3, I can stay in Ultra (I have a high-end PC). The result is immediate : in the same environments the RAM used reaches a max of 1,2 GO instead of 1,6 GO. No discarded texture and no crash any more. Thanks to all for the suggestions
  4. I fully agree with you, for me the problem is the same with Firestorm and with the official SL viewer. The only difference is that Firestorm is displaying a message about the number of textures discarded, which is not done by the SL viewer, and that difference can mislead the users. For me, the only rational is that a crash comes when the used quantity of RAM reaches 1,6 GB, whatever the viewer
  5. After a long time of testing it comes out that for me none of the above tunings solved the problem. Each time the PC RAM used by Firefox or regular SL Viewer reaches a value of about 1,6 GB, crash happens. What is strange is that I use an NVIDIA GTX 660 Ti with 2 GB of VRAM that seems not used as it should. This amount of 1,6 GB of RAM usage is reached when many textures or many mesh clothes of avs are viewed. That's why it happens easily in a crowdy place if you zoom on many avs.
  6. I know places with very few avs around, and it does not help. It seems it comes from the amount of textures around, undependantly of what is "wearing" those textures (buildings, avs ...)
  7. Hello, I have a 2 Gig memory graphics card. It does not help. Really frustrating. There is probably an undiscovered bug in Firestorm or other viewers.
  8. Cooper, I don't see any technical reason that Firestorm viewer bugs could affect the hardware
  9. Still the same here, no solution... Except reducing drastically the draw distance, which is very frustrating, and some textures are seen very flashy. It happens on some sims only though.
  10. Clearing the texture cache did not work for me. I think I started to get this problem after installation of Firestorm 4.4.0 or 4.4.2. It happens in Sims using a lot of RAM (memory). Lowering drastically the draw distance works, it reduces the memory usage and the message # textures discarded (...) is not coming any more. The reason is probably that less textures have to be loaded into RAM in that case, preventing the overflow. Anyway, this problem was not happening before and something has to be done in Firestorm (or Linden code). It sucks to be obliged to lower the performance at such extent. Please continue to post your observations
  11. Clearing the texture cache did not work for me. I think I started to get this problem after installation of Firestorm 4.4.0 or 4.4.2. It happens in Sims using a lot of RAM (memory). Lowering drastically the draw distance works, it reduces the memory usage and the message # textures discarded (...) is not coming any more. The reason is probably that less textures have to be loaded into RAM in that case, preventing the overflow. Anyway, this problem was not happening before and something has to be done in Firestorm (or Linden code). It sucks to be obliged to lower the performance at such extent. Please continue to post your observations
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