DEUTSCHZWEI Posted April 24, 2021 Share Posted April 24, 2021 My computer has all the specs to run SL but I still lag a lot.. my current internet speed is 100 by my internet provider. Is that too slow? Will 400 be enough? Link to comment Share on other sites More sharing options...
Rowan Amore Posted April 24, 2021 Share Posted April 24, 2021 (edited) Turn your draw distance down to 64. LOD down to 2. In preferences/graphics. See if that helps. Edited April 24, 2021 by Rowan Amore 1 Link to comment Share on other sites More sharing options...
CandyJewels Posted April 25, 2021 Share Posted April 25, 2021 I can pretty much guarantee you that 400 will hardly do anything(I went from 100 to 400 and saw little to no difference). SL is very graphics intensive due to it being all user-made content. Not everyone is the best at optimizing their meshes, so this puts a lot of strain on your GPUs and CPUs. Would definitely try what Rowan said, as draw distance can make one of the biggest improvements. Also make sure you don't have shadows on.. those are beast. 1 Link to comment Share on other sites More sharing options...
MarissaOrloff Posted April 26, 2021 Share Posted April 26, 2021 On 4/24/2021 at 3:13 PM, DEUTSCHZWEI said: My computer has all the specs to run SL but I still lag a lot.. my current internet speed is 100 by my internet provider. Is that too slow? Will 400 be enough? Most forms of lag are caused by low powered computers choking when trying to render what you are seeing in Second Life. Even though your computer is at "spec" it doesn't mean its going to run SL well without hiccups. It just means it is able to run the software. Without knowing your hardware its very hard to give you tips on how to improve your experience. However, try changing your graphics settings between low and mid. It's not going to look as nice as high/ultra but it will have a lot less "lag". Link to comment Share on other sites More sharing options...
Odaks Posted April 26, 2021 Share Posted April 26, 2021 (edited) As is so often the case, we're having helpful stabs at what the problem might be, without having even the foggiest idea of what your "specs" actually are. Help us out here by copy/pasting everything from your viewer's Help -> About [viewer name] into a posting here. (If you want to keep your current location secret, go to a Linden water region, e.g. Hatton, to get these stats.) Edited April 26, 2021 by Odaks Link to comment Share on other sites More sharing options...
DEUTSCHZWEI Posted April 28, 2021 Author Share Posted April 28, 2021 On 4/25/2021 at 11:35 AM, CandyJewels said: I can pretty much guarantee you that 400 will hardly do anything(I went from 100 to 400 and saw little to no difference). SL is very graphics intensive due to it being all user-made content. Not everyone is the best at optimizing their meshes, so this puts a lot of strain on your GPUs and CPUs. Would definitely try what Rowan said, as draw distance can make one of the biggest improvements. Also make sure you don't have shadows on.. those are beast. So should i try 1000? Link to comment Share on other sites More sharing options...
DEUTSCHZWEI Posted April 28, 2021 Author Share Posted April 28, 2021 On 4/26/2021 at 2:50 PM, Odaks said: As is so often the case, we're having helpful stabs at what the problem might be, without having even the foggiest idea of what your "specs" actually are. Help us out here by copy/pasting everything from your viewer's Help -> About [viewer name] into a posting here. (If you want to keep your current location secret, go to a Linden water region, e.g. Hatton, to get these stats.) CPU: AMD Ryzen 3 2200G with Radeon Vega Graphics (3493.41 MHz) Memory: 8122 MB OS Version: Microsoft Windows 10 64-bit (Build 19042.928) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GT 730/PCIe/SSE2 Windows Graphics Driver Version: 27.21.14.5671 OpenGL Version: 4.6.0 NVIDIA 456.71 Window size: 1360x705 Font Size Adjustment: 96pt UI Scaling: 1 Draw distance: 96m Bandwidth: 10000kbit/s LOD factor: 1.125 Render quality: 1 Advanced Lighting Model: Disabled Texture memory: 512MB VFS (cache) creation time: May 15 2020 15:48:36 J2C Decoder Version: KDU v7.10.4 Audio Driver Version: FMOD Studio 2.00.11 Dullahan: 1.7.0.202011161603 CEF: 81.3.10+gb223419+chromium-81.0.4044.138 Chromium: 81.0.4044.138 LibVLC Version: 2.2.8 Voice Server Version: Vivox 4.10.0000.32327 Packets Lost: 5/227,513 (0.0%) April 28 2021 07:32:58 Link to comment Share on other sites More sharing options...
Rowan Amore Posted April 28, 2021 Share Posted April 28, 2021 4 minutes ago, DEUTSCHZWEI said: So should i try 1000? https://wiki.firestormviewer.org/fs_lag_troubleshooting?s[]=bandwidth Link to comment Share on other sites More sharing options...
Ardy Lay Posted April 29, 2021 Share Posted April 29, 2021 (edited) 21 hours ago, DEUTSCHZWEI said: So should i try 1000? 1,000 megabits per second Internet download bandwidth will not be better for Second Life than 100 megabits per second. I have access to multiple 10 gigabit per second tier-one Internet peering points due to my current employment and I can assure you that 100 megabits per second is quite plenty for Second Life. I would be suspicious of this: CPU: AMD Ryzen 3 2200G with Radeon Vega Graphics (3493.41 MHz) - Second Life consumes all of the CPU cycles it can in a single render thread and there is only one render thread. This: Memory: 8122 MB - It might be okay if you don't run anything else, oh wait, you don't have that choice with Windows 10! And this: Graphics Card: GeForce GT 730/PCIe/SSE2 - Okay, seems that is.... Is that even supported now? Oh hey! Look at that! NVIDIA is listing a driver dated 2021.04.14 when I input your hardware and operating system. 466.11-desktop-win10-64bit-international-dch-whql.exe Have you tried this driver? Also, do try the advice others have offered along the path to reducing the quantity of object geometry and surface texturing in view. Second Life Viewer has to render that all for every frame. Apparently the only constructs that persist from one frame to the next in the GPU resource pool are Vertex Buffer Objects and textures. Many content creators operate in a vacuum. Edited April 29, 2021 by Ardy Lay 1 Link to comment Share on other sites More sharing options...
MarissaOrloff Posted May 1, 2021 Share Posted May 1, 2021 On 4/28/2021 at 10:35 AM, DEUTSCHZWEI said: CPU: AMD Ryzen 3 2200G with Radeon Vega Graphics (3493.41 MHz) Memory: 8122 MB OS Version: Microsoft Windows 10 64-bit (Build 19042.928) Graphics Card Vendor: NVIDIA Corporation Graphics Card: GeForce GT 730/PCIe/SSE2 Windows Graphics Driver Version: 27.21.14.5671 OpenGL Version: 4.6.0 NVIDIA 456.71 Window size: 1360x705 Font Size Adjustment: 96pt UI Scaling: 1 Draw distance: 96m Bandwidth: 10000kbit/s LOD factor: 1.125 Render quality: 1 Advanced Lighting Model: Disabled Texture memory: 512MB VFS (cache) creation time: May 15 2020 15:48:36 J2C Decoder Version: KDU v7.10.4 Audio Driver Version: FMOD Studio 2.00.11 Dullahan: 1.7.0.202011161603 CEF: 81.3.10+gb223419+chromium-81.0.4044.138 Chromium: 81.0.4044.138 LibVLC Version: 2.2.8 Voice Server Version: Vivox 4.10.0000.32327 Packets Lost: 5/227,513 (0.0%) April 28 2021 07:32:58 This is going to be one of the rare occasions where I would say it is most likely going to be better to use the Vega 8 (internal graphics) of your 2200g AMD APU. Increasing your internet bandwidth will do absolutely nothing for SL performance. Link to comment Share on other sites More sharing options...
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