Knowl Paine Posted March 10, 2013 Share Posted March 10, 2013 Quote from SL release notes:"A new scheme for performing HTTP operations is introduced with this release. It is intended to reduce crashes and stalls while performing HTTP operations and generally enable performance and reliability improvements in the future. In this release, it is being used by the viewer's texture retrieval code. Our expectation is that it will provide consistent and predictable downloading of textures. As well as the usual problem reporting, we're also interested in confirmation of improvements where this release improves your experience".http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/3.4.3 Can anyone tell me what the "new scheme" is?I have been experiencing excessively high CPU usage. At times, the CPU usage spikes to 100%. The average is somewhere around 60%. Prior to the Release, my CPU usage was about 25%.I was thinking about adding a second processor, but I'm concerned that this "new scheme" is what (may have) caused a hardware failure in my pc.I've been visiting another site, to pass the time. I was hoping that eventually, new SL releases would address this high CPU issue. I was having the same high CPU usage at that other site, and disabling my Firewall eliminated the problem.I was hoping that the firewall was also the problem in SL, but after just visiting SL, the high CPU issue remains.I can add a second processor, and reconfigure the PC, it would be helpful to know what this "new scheme" is.-snip- Link to comment Share on other sites More sharing options...
Cerise Sorbet Posted March 10, 2013 Share Posted March 10, 2013 They refactored the libraries that do things like fetch textures and inventories so that they don't choke the viewer like they did before. With the viewer unchoked, it would be free to ramp up the rendering work and use more CPU. An SL viewer will try to use as much CPU as it can get to keep frame rates going, so it's possible that a bottleneck was simply opened. There was nothing in that change that could cause hardware failures, if your had a hardware failure then it was on its way out already. Some of the changes in that library aren't actually used yet, they won't kick in until some server changes, not yet released, activate them. Link to comment Share on other sites More sharing options...
Cincia Singh Posted March 11, 2013 Share Posted March 11, 2013 The busy CPU sounds like you have an NVidia graphics card with threaded optimization turned on. Go to the NVidia control panel and turn off threaded optimization. Link to comment Share on other sites More sharing options...
Ansariel Hiller Posted March 11, 2013 Share Posted March 11, 2013 Very interesting that people want high framerates on the one hand and low CPU usage on the other hand. Somewhat contradictory, no? Link to comment Share on other sites More sharing options...
Qie Niangao Posted March 11, 2013 Share Posted March 11, 2013 It's only contradictory if in fact higher CPU usage results in faster framerates. Given the SL viewer design, such a result would likely be a happy coincidence. Link to comment Share on other sites More sharing options...
Knowl Paine Posted March 12, 2013 Author Share Posted March 12, 2013 Threaded Optimization is one of the first things I turned off. I've searched every "SL high CPU usage" I could find on the web. Many of the CPU usage problems relate to a Viewer being idle or minimized with high CPU usage. I have high CPU usage during normal use. They're just cubes, it shouldn't be using 80% of my CPU to rez 1 cube in an empty sandbox. I'm just a little upset. I will add the second processor, update and reconfigure the pc, and if I still have a problem, I will start jumping through the Support hoops. Thank you for all the replies. Link to comment Share on other sites More sharing options...
Cerise Sorbet Posted March 12, 2013 Share Posted March 12, 2013 One thing that can eat lots of CPU cycles is a minimized search page. This is what you get if you teleport somewhere from within search. The scripts they use on that page seem to like to loop a lot. Closing that minimized floater can sometimes make a surprising difference. Link to comment Share on other sites More sharing options...
Knowl Paine Posted March 12, 2013 Author Share Posted March 12, 2013 I think I was just hoping for an easy fix. This computer could use an overhaul, I have a few dated programs. I just haven't had the extra time. Link to comment Share on other sites More sharing options...
Knowl Paine Posted March 12, 2013 Author Share Posted March 12, 2013 Cerise Sorbet wrote: They refactored the libraries that do things like fetch textures and inventories so that they don't choke the viewer like they did before. With the viewer unchoked, it would be free to ramp up the rendering work and use more CPU. An SL viewer will try to use as much CPU as it can get to keep frame rates going, so it's possible that a bottleneck was simply opened. There was nothing in that change that could cause hardware failures, if your had a hardware failure then it was on its way out already. Some of the changes in that library aren't actually used yet, they won't kick in until some server changes, not yet released, activate them. It is an old system, yes, thousands of hours on the processors. Link to comment Share on other sites More sharing options...
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