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Posted

This is the FS PBR but I tried also the latest official viewer and BD and similar results so this isn't a PBR bad thread. But 31 fps with a i7 10700k and a 4070 ti super. The CPU even on one or 2 cores isn't maxed, the GPU of course is near idle. Viewers are white listed. No FPS limiter on anywhere. It is just strange, like I said, I just don't know
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Posted

actualy U did try the alpha, and used DDU when i installed the latest driver. I don't know , just seems this is more something in Windows, maybe a setting I missed somewhere. Sorry I know this is a dumb post. Just wondering if others might be seeing this too

Posted (edited)

Casual thought:  If the main render loop doesn't have idle time because nothing is deliberately limiting frame rate, then, why can it not "go faster?"  You have 8 cores.  How many cores can the main render loop use simultaneously?  If the answer is 1, then what is 100% of 1 core on an 8 core CPU?  12.5%.  I am ignoring that you have hyperthreading available.  Sure, the viewer can spawn threads to do things like gather textures and decode them and some other things, but does the main render loop ever branch out into multiple cores or is it just getting moved from core to core by the operating system's process scheduler?  If the main loop, the center sprocket, so to speak, must follow a singular execution path and that path is limited to 12.5% of your CPU due to it being an 8 core CPU, then what do you expect to see the CPU utilization settle on once all of those spawned worker threads have finished doing their jobs?

I think someone recently stated that Second Life's rigged mesh calculations are performed by code that runs on the CPU and that the amount of rigged mesh load is still increasing as time passes and rigged mesh content penetration deepens. (Damn that marketing speak!)  MAYBE this is what you are experiencing.  You tend to hang with the "better dressed" crowds.

Edited by Ardy Lay
Posted
19 hours ago, Ardy Lay said:

I think someone recently stated that Second Life's rigged mesh calculations are performed by code that runs on the CPU

I think I read a lot of this has now been offloaded to GPU though in PBR codebase? or maybe it was something else. Either way it was mentioned the higher GPU utilization we see in PBR viewers is a result of them doing more where it belongs.

Posted
On 8/23/2024 at 3:43 PM, Jackson Redstar said:

This is the FS PBR but I tried also the latest official viewer and BD and similar results so this isn't a PBR bad thread. But 31 fps with a i7 10700k and a 4070 ti super. The CPU even on one or 2 cores isn't maxed, the GPU of course is near idle. Viewers are white listed. No FPS limiter on anywhere. It is just strange, like I said, I just don't know
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No great mystery...

That region is showing over 50 avatars, and the map shows your draw distance is "insane".

I also suspect, from your many previous threads that you STILL have your UDP Handshaking Packet Bandwidth set WAY too high, in the mistaken belief that it controls your texture and mesh streaming.

And SL still isn't a true multi core using application, most of the work is on one core, so the CPU utilisation seems about right.

 

Posted

It looks as though your CPU was being utilized quite a bit more, it is hard to get a correct reading from the performance meter for Second Life, putting Second Life in the background will release your resources.  Use your nVidia overlay (Alt+R) while in Second Life.

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Posted
3 hours ago, Zalificent Corvinus said:

No great mystery...

That region is showing over 50 avatars, and the map shows your draw distance is "insane".

I also suspect, from your many previous threads that you STILL have your UDP Handshaking Packet Bandwidth set WAY too high, in the mistaken belief that it controls your texture and mesh streaming.

And SL still isn't a true multi core using application, most of the work is on one core, so the CPU utilisation seems about right.

 

not sure what the 'UDP Handshaking Packet Bandwidth' is - is that the Bandwidth setting?

and yes this is what I do in SL - I video events, often crowded events, so I need everyone rezzed fully and I need view distance  up to make sure everything that needs to be seen can be seen. I mean if I set most all avatars to be imposters FPS rips but that makes a kinda crummy video

Posted
6 minutes ago, Istelathis said:

It looks as though your CPU was being utilized quite a bit more, it is hard to get a correct reading from the performance meter for Second Life, putting Second Life in the background will release your resources.  Use your nVidia overlay (Alt+R) while in Second Life.

I keep the background yeild time setting at zero so the viewer never 'sleeps' if it isn't in focus

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