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Firestorm rancid performance


iceing Braveheart
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Hiya

can you please remove the debilitating 32 bit memory cap on the 64 bit firestorm viewer?

because second life runs pretty rancid on a 1080ti feels like single digit fps when i turn around move or change viewing angle with the epic preset in graphics

this exact 1080ti

https://youtu.be/fg05jCgkDpw

 

Ctrl+p - graphics - hardware settings - viewer texture memory buffer 2GB

780 has 3GB release date May 23, 2013

https://en.wikipedia.org/wiki/GeForce_700_series

1080ti has 11GB release date March 10, 2017

https://en.wikipedia.org/wiki/GeForce_10_series

out of curiosity is this software updated and or maintained? feels rather obsolete deprecated to me

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2 hours ago, iceing Braveheart said:

can you please remove the debilitating 32 bit memory cap on the 64 bit firestorm viewer?

There is no "32 bit memory cap" in 64 bit Firestorm... NONE.

2 hours ago, iceing Braveheart said:

Ctrl+p - graphics - hardware settings - viewer texture memory buffer 2GB

That figure has exactly NOTHING to do with the amount of main memory the application can use, 32 bit or 64 bit, NOTHING.

The 2 gb limit is a DESIGNER imposed limit on the amount of VRAM, that is video card memory, that it will attempt to fill with textures.

Since the default for the standard SL Inferiority Viewer is 512 mb, you are already using FOUR times more video ram than "normal".

2 hours ago, iceing Braveheart said:

because second life runs pretty rancid on a 1080ti feels like single digit fps when i turn around move or change viewing angle with the epic preset in graphics

The amount of VRAM basically determines the point at which you start suffering "texture thrashing" in over textured lag pits...

It has very little to do with FPS, in that regard.

If you are experiencing low single digit "rancid" FPS with the "Epic" graphics setting, that is entirely due to you foolishly assuming that you can just shove a 1080ti into your rig, and slide the idiot-friendly "One Graphics Slider to Ruin them All" control all the ray to the right, and expect "Leet Gamerz of Doom 60 FPS Plus Awesomesauce!".

Try lowering your draw distance, since that is in all probability the most likely culprit...

2 hours ago, iceing Braveheart said:

out of curiosity is this software updated and or maintained? feels rather obsolete deprecated to me

What's "outdated and deprecated" here is your delusions of "Computer Hardware & Software Savvy".

Just because the designers do not permit toe application to seize control of ALL the video memory on your new graphics card, doesn't mean the software is obsolete or deprecated, simply that YOU have NO CLUE what you are talking about...



 

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3 hours ago, iceing Braveheart said:

Ctrl+p - graphics - hardware settings - viewer texture memory buffer 2GB

780 has 3GB release date May 23, 2013

https://en.wikipedia.org/wiki/GeForce_700_series

1080ti has 11GB release date March 10, 2017

https://en.wikipedia.org/wiki/GeForce_10_series

Yes, once upon a time, I also wondered why I was limited to 2 GB of texture buffer when my card had 8 GB VRAM.  Some very smart viewer developers explained it.  Per my "rough" understanding of it all, your graphics card has to handle lots of things beside texture memory.  If you gave all of your VRAM to textures, you'd be screwed because your graphics card then couldn't do a lot of the other stuff it needs to do - or at least not without impacting your cpu and main memory.  Search the forums for some recent posts about this that contain more details.

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51 minutes ago, LittleMe Jewell said:

If you gave all of your VRAM to textures, you'd be screwed because your graphics card then couldn't do a lot of the other stuff it needs to do

It's not just used for storing textures for inworld objects, but to store the output frames as they are being rendered, and waiting to be shoved up on your monitor, AND dealing with the other apps running on your system, all that stuff in the taskbar, AND the desktop, and whatever the OS is trying to tell you...

It's like complaining that the candybar dispenser in the cafeteria isn't allowed to use ALL the electrical power for the entire office building...



 

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11 hours ago, iceing Braveheart said:

can you please remove the debilitating 32 bit memory cap on the 64 bit firestorm viewer?

All of the above and adding something from Animats recently that might help you understand it's not 32 bit... it's that our shared virtual world is full of user created content and a hell of a lot of blended alpha. (Sidenote; responsible landscaping and setting all blended to masked makes a huge difference in FPS for everyone)

 

 

Edited by Callum Meriman
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10 hours ago, LittleMe Jewell said:

Yes, once upon a time, I also wondered why I was limited to 2 GB of texture buffer when my card had 8 GB VRAM.  Some very smart viewer developers explained it.  Per my "rough" understanding of it all, your graphics card has to handle lots of things beside texture memory.  If you gave all of your VRAM to textures, you'd be screwed because your graphics card then couldn't do a lot of the other stuff it needs to do - or at least not without impacting your cpu and main memory.  Search the forums for some recent posts about this that contain more details.

The limit was once 512MB, apparently because early OpenGL drivers had trouble beyond that size. No longer a problem. There was a problem with Windows Vista reporting "virtual texture memory" for graphics cards about 4x real memory. [FIRE-1996].  Windows Vista is no longer supported for SL.

The viewer manages the GPU's memory quite actively to stay within the limit. Textures can be reduced in resolution (you see this as blurry textures), mipmaps used or not used, and old textures not too recently used kicked out to make room when necessary. If that's not necessary, the viewer will download textures up to the memory limit, or until everything within draw distance has a full resolution texture loaded. The design assumed that GPU memory was a scarce resource.

I suspect that the rationale behind the current 4GB limit is simple. If you get a graphics card with enough room for 10GB of textures, like the new NVidia 2080, the viewer is going to download vast amounts of data you will never use.  You're probably not going to take a close-up look at everything. If you get close, the texture level of detail system will pull in a high-rez version. (Rather slowly, as we all know, but it gets there.) All that downloading uses up SL asset server resources.

 

 

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  • 10 months later...

I also use GTX1080Ti. And I constantly monitor the usage of graphic memory. It varies between 1500MB and 2500MB. The graphic memory of GTX1080Ti, which has 11GB, is not used up at all. Because of this, GPU load can not exert 100% power. I can only say that it is stupid. Firestorm's designers are designed specifically for low-end spec computer users who are using a 10-year-old PC. They don't think about high-end users who use modern PCs.


On my 4K resolution display, only 2GB of memory is useless. Please make software for high-end users using the latest PC. It is high-end users who make beautiful graphics. Please do not design based on the users who are satisfied with old PCs.

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Read. The. Thread. And. Get. An. Education.

The Texture Memory Buffer has no bearing whatsoever on how much of your VRAM is used in total. This has been repeatedly stated in several different threads on the matter and quite frankly ... it is not that hard a concept to understand.

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