Bekks Heartsong Posted July 12, 2019 Share Posted July 12, 2019 (edited) Hello, I'm newish at sim decorating. My multi level sim is nearing completion, but I'm worried about lag. I'd like to invite anyone (that wants to) have a wander around, or point me to a tutorial as I need to learn how to find things that may cause my lag other than too much prim use. A friend gets booted when in the Old Town area, but not on other areas. I have read about settings on Firestorm and/or my computer, I'm hoping to help the experience of the visitor as much as possible. The sim has teleport balls to get around, and here are two slurls. Old Town Areahttp://maps.secondlife.com/secondlife/Adagio Breeze/163/121/2891 Winterland Areahttp://maps.secondlife.com/secondlife/Adagio Breeze/165/99/1202 Thank you Edited July 12, 2019 by Jks Beck Link to comment Share on other sites More sharing options...
Fritigern Gothly Posted July 12, 2019 Share Posted July 12, 2019 Textures are often an important and often overlooked cause of lag. When there are too many textures, especially high resolution (1024x1024) textures, the viewer has to render tr and present your graphics card with all these textures, but if that exceeds your graphics memory, the viewer tries to swap out textures one after another, causing delays in the rendering which we experience as lag. So lower the number of textures used and that will be a first step. Also, high-polygon mesh can be hard on the viewer, so make sure that you don't have a 2000 LI flower somewhere (just picking a number out of thin air here) 1 1 Link to comment Share on other sites More sharing options...
Ardy Lay Posted July 13, 2019 Share Posted July 13, 2019 1 2 Link to comment Share on other sites More sharing options...
Penny Patton Posted July 13, 2019 Share Posted July 13, 2019 Here's another article I wrote that I hope is helpful for sim builders: https://pennycow.blogspot.com/2018/08/simple-performance-tricks-anyone-can-do.html 1 1 Link to comment Share on other sites More sharing options...
Chic Aeon Posted July 13, 2019 Share Posted July 13, 2019 And here is an article on how to identify heavy mesh and big textures (Firestorm). https://chicatphilsplace.blogspot.com/2018/02/the-new-firestorm-building-and-shopping.html 1 1 Link to comment Share on other sites More sharing options...
Bekks Heartsong Posted July 14, 2019 Author Share Posted July 14, 2019 5 hours ago, Penny Patton said: Here's another article I wrote that I hope is helpful for sim builders: https://pennycow.blogspot.com/2018/08/simple-performance-tricks-anyone-can-do.html How is it that this helps, I'm giving it a shot, but what does it do exactly, change how it loads in the computer's video? Sorry I'm a bit ignorant to this. Link to comment Share on other sites More sharing options...
Wulfie Reanimator Posted July 14, 2019 Share Posted July 14, 2019 (edited) 36 minutes ago, Jks Beck said: How is it that this helps, I'm giving it a shot, but what does it do exactly, change how it loads in the computer's video? Sorry I'm a bit ignorant to this. If you're asking about the alpha blending/masking thing (there's 3 things in the article), the difference between them is pretty literal. Alpha blending literally combines the colors of any transparent surfaces to calculate the final color of the pixel. This is a relatively slow process. Alpha masking literally covers anything behind it. Textures set to masking can have both fully transparent or fully solid pixels, but nothing in-between. This is much faster than blending. Edited July 14, 2019 by Wulfie Reanimator 3 Link to comment Share on other sites More sharing options...
Recommended Posts
Please take a moment to consider if this thread is worth bumping.
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now