Innula Zenovka Posted March 30, 2012 Share Posted March 30, 2012 Unlike adjusting RenderVolumeLOD for sculpties, which corrects a problem with the sculpties, adjusting MeshMaxConcurrentRequests corrects a problem with the viewer, which is seeing more mesh than it was expecting to. The other option is to pull your draw distance down. Link to comment Share on other sites More sharing options...
WolfBaginski Bearsfoot Posted March 30, 2012 Share Posted March 30, 2012 I'm always wary of that sort of advice, though it's worth a try. Since the OP uses Firestorm, I'd just remind all that Firestorm has a Refresh Texture option in the right-click menu, and that seems to clear up more than just no-texture grey. (I find my system works better with a reduced maximum number of concurrent HTTP requests, for instance. It slows texture loading slightly, but seems to free up a lot of CPU time.) I just had a pop-up from my AV software, which has reminded me that security scanning of incoming internet traffic could be affecting SL performance. Link to comment Share on other sites More sharing options...
Scout Schwager Posted March 30, 2012 Author Share Posted March 30, 2012 I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser gate. Link to comment Share on other sites More sharing options...
Senkiya Zsun Posted March 31, 2012 Share Posted March 31, 2012 Camera controls can be very useful in build mode as an alternative means of adjusting your view. I always have them on display when building. For the majority of situations the mouse+key method is of course a lot quicker and more convenient so I put the camera control widget to rest. Link to comment Share on other sites More sharing options...
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