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Second life viewer FPS loss to "stiffen" functionality


ral61
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The frames per second (FPS%), while using the viewer at different sims, keeps "going down" to stiffen the avatar movement with controls.

The viewer appears to be malfunctioning, to maintain at least 5% necessary to play second life. 

The firewall is set for application & voice properly, to ask what is causing FPS % loss with the viewer?

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FPS% ... what do you mean by the '%' ?

The minimum playable FPS according to the Lindens is 10 FPS. The base max speed is 45 FPS... but that is a bit misleading. The SL servers can only provide updated information 45 times per second. The viewer can render more frames and make a smoother camera movement appearance. But, everything is based on those 45 updates per second.

Bigmoe oversimplifies but is basically correct. CPU, Memory, PCI bus, hard disk/SSD cache, and GPU have to work together. Anyone can be the bottleneck. Use CPU-z and GPU-Z to see how your computer is performing and where a bottleneck may be.

The System Requirements for memory are low, IMO. 8GB is the minimum IMO, Even then I suspect you'll have mini-freezes. 16 or 32 GB of fast memory is way better.

Draw Distance and LoD settings can kill performance on even high-end gaming machines. Set LoD to 2 and turn the Draw Distance (DD) down to 128 or 256. Larger draw distances will have your viewer trying to talk to way too many regions. Standing in the middle of a region, 128 only has to deal with one region. At a corner 3 regions. At DD 1024 your viewer can be trying to talk to 15 to 30 regions. 

To really have any idea, beyond generalities, you have to tell us about your system and which viewer you are using. Use the Viewer's HELP->ABOUT... to gather info.

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First thing to remember is this...

SecondLife is NOT your usual download the installer, wait while it sucks down 20-30 gb of install files, then play with instant loading of everything, except for the occasional patch download MMO, that you get on Steam.

SL is a live streamed virtual environment, where anybody or anything you see has to be downloaded THERE and THEN unless you've seen them before recently enough for the files to still be in the rolling cache.

If I change clothes or skin in front of you, more downloads. if somebody on the land next door builds a new structure, more downloads, you turn on the music and more downloads, an evening of playing SL, can easily burn a gigabyte oc download bandwidth just standing chatting with half a dozen ppeople at a social hangout, as people port in, port out, change appearance etc.

Out and about on the Grid, you can burn bandwidth like crazy.

A lot of MMO gamers, make wrong assumptions about SL viewer settings, need to shoot people on the other side of the sim, set draw distance to half a kilometer, using mega fast optical glass super internet, set viewer bandwidth to maximum, and so on, and the result is their viewers fps chokes up on too many objects rendered, and too much client to server handshaking.

Andthe dreaded FPS number it's self, the Mk 1 Human Eyeball (which hasn't had any significant hardware upgrades in the last, oh what, 4 MILLION years) only needs about 25 fps for 'persistence of vision', early TV went for 30, but because they were cathode ray tube based, reached 30 via a 60 fps INTERLACED system. Now 'Leet Power gamerz' demand 120 fps, despite the fact their monitors generally wont display more than 60-80.

That's why many modern games have a vsync setting to LIMIT the games generated frames to match the refresh rate of your monitor, as there's NO damn point burning processing power to generate 120 fps when you can only display 60 to an eyeball that cant see more than 30.

The moment you entered SL, everything you THINK you know about optimising your Gamer-PC for 'Leet Combat Ready MMO FPS" officially means...

SQUAT!

 

Edited by Klytyna
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10 hours ago, Lillith Hapmouche said:

Within the context of previous posts, this might be be related to crossing sim borders while flying jets? Maybe? Perhaps? That post is pretty cryptic.
Due to the lack of information to work with, just a general assumption: some sims are significatnly heavier to load than others, due to different numbers in objects, different quality of those objects, tons of oversized textures, general lag etc...

FPS aren't measured in %, just by the way.

Sounds about right...

'Leet MMO Gamer' downloads a new MMO called 2ndLyfe, logs in, pay-2-wins themselves a hella-kewl fighter jet, graphics settings to 'extreme mmo shooter champion sniperz' mode, attempts to cruise around the world looking for somebody to 'gank' and discovers their fps plummets every time they hit a sim crossing...
 

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Within the context of previous posts, this might be be related to crossing sim borders while flying jets? Maybe? Perhaps? That post is pretty cryptic.
Due to the lack of information to work with, just a general assumption: some sims are significatnly heavier to load than others, due to different numbers in objects, different quality of those objects, tons of oversized textures, general lag etc...

FPS aren't measured in %, just by the way.

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