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Aishagain

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Posts posted by Aishagain

  1. 5 hours ago, AmeliaJ08 said:

    Is Firestorm V-Sync just broken?

    I don't think it is broken as such, I suspect that it just operates in a very clunky and unhelpful way in SecondLife.  In games where the complexity of scene to be rendered does not change as much it may well work as intended but others more technically minded can explain its operation better than I. 

    @Beq Janus?

    • Like 1
  2. 1 hour ago, AmeliaJ08 said:

    It isn't a throttling issue, CPU and GPU temperature remains stable and weirdly viewer reported frame rate stays constant despite the framerate actually reducing to maybe 10FPS during the time it is happening.

    What you describe appears to be the action of the V-Sync function as the viewer's FPS falls below the refresh rate of your monitor.  To avoid "tearing" of the video (a phenomenon I barely understand since I have never knowingly seen it) by rendering an incomplete frame, V-Sync reduces the frame rendering rate to a fraction of your monitor's refresh rate, usually 1/2 though on occasions it might be less.  That is an undesirably slow frame-rate for most folk which is why I so forcibly condemn it.

    The stutter seen at other times can be closely correalated with VRAM and system RAM use by the viewer and I assume reflects the lag difference between accessing on-board VRAM on the GPU and accessing system RAM.  Whether that is correct or not it is a real phenomenon and may or maybe not a result of some arcane video memory function.

    That I don't see the stutter when Dynamic Texture Memory management is disabled my be a complete red herring since with it off, the texture thrashing that results is considerably less desirable than the stuttering (for me, YMMV).

    • Like 1
  3. This is an issue that I've been looking into a lot lately.  I beleve that it is caused (partly at least) by the swapping between your GPU's VRAM and system RAM.  Like you I have 32GB DDR4 RAM with an AMD Ryzen 9 3900X CPU, but once the texture loading exceeds the value set (somewhat arbitrarily) for your GPU in Dynamic Texture Management (look in Preferences>Graphics>Hardware settings) which I assume you have activated.  I also assume you are using Firestorm (if not you will grossly underuse the VRAM available on your 3060).  I found disabling DTM and running at the arbitary 2048MB limit imposed for my GPU (GTX1660Ti 6GB) resulted in a smoother run but quite unacceptable levels of texture thrashing.

    I have, as yet,  not found a "sweet spot" between texture thrashing and stuttering and I am thinking that the balance between the two is something you may well need to establish by trial and error yourself.  Given free reign, Firestorm is a real resource-hog when it comes to VRAM use, and I doubt if it is unique in that regard.

    There may well be more accomplished minds able to offer you more effective solutions.  All I can say is that V-Sync is a poor function and results in very poor FPS on occasions.  Avoid it like the plague!  I have tried various frame-rate limiters, both the NVidia one in the GPU's own control Panel and the Firestorm one and while neither are brilliant, the Firestorm one is better.

    ETA : I might add that I was sufficiently irritated by this phenomenon that I raised a support request in the Firestorm JIRA, but to date I have had no useful response.

    • Like 1
  4. Intriguing.  The Grid Status Page announced that the  issues surrounding 2023-05-25.580357 "should be" resolved now. 

    I wonder if that means another rollback? 

    With the absence of anything new in the release notes and no mention of a restart schedule for either SLS or RC channels on the Status Page, what will happen this week?

    All will be revelaed in due course, no doubt.  Or not.

  5. 3 hours ago, Qie Niangao said:

    Coalesced objects can be hard to rez for several reasons, but one common problem that may require special effort is when the coalesced object contains Linden plants. To get around that you need to be on land that permits rezzing Linden plants—which is fine for individually owned land with enough spare Land Impact, but won't work on public sandboxes, for example, and it only works on Group-deeded land for members belonging to Roles having the Ability for "Landscaping using Linden plants".

    Well you live and learn!  I did NOT know that to rez Linden plants required a special ability! Or about the sandbox angle either. The coalesced vs linked aspect had not occurred to me.

    • Like 1
  6. Go to a sandbox region (find in search).

    Rez the item.  Find the parts you want.

    Go to edit on it. Unlink it in edit.  "Take" that item back into your inventory.

    Keep doing that for each item until you have them all.

    You will have to rename each item in edit BEFORE you "take" it.  Call each part something you can remember.

    • Like 1
  7. Secondlife Server (Main Server) Channel was rolled to 2023-05-05.579955  today.

    I can find no information as yet on the plans for tomorrow's RC Channel roll. I imagine LL have been a bit busy sorting out the issue with Secondlife.com today.

     

    ETA:  RC channel will get a new server version: 2023-05-19.580235 

    It is my hope that someone wiser than I can explain those changes listed!

    It is unclear if this will be deployed to all RC channel regions. Thanks to Pantera and Lucia I see that it was only rolled to Bluesteel regions.  I must assume the others were just "bounced".

    • Thanks 3
  8. @axxya Bandalora..yes, the frieds list issue has dragged on a long time but it was a complex issue and LL are testing their final fix on a couple of ex-sandbox regions at the moment.

    The Linden purchase issue was due to some serious probems with Secondlife.com and its related pages and was fixed about 15 minutes ago.  I know because I could not purchase Linden dollars myself or access my account and both are now functioning normally.

    • Thanks 2
  9. @Anthony Marques..Nal's advice is good as regards the viewers and there is nothing to add.

    However

    What is still unclear is the perennial issue of boy/skin/shape.  You say you had to buy a seperate body and skin, yes, but only if it was a mesh body.

    The default body is not visible since you must at all times wear a skin and that skin cannot be taken off, only replaced ( a skin will only offer you one option, to "wear" not "add").  The issue you appear to be having is most likely that your computer is not rezzing (resolving) the mesh body of your friend.  Does anyone else have the same issue when looking at your friend?  If not I would surmise that the issue is with your computer.

    WARNING (the next paragraph may cause your brain to boil)

    Once we get onto the topic of mesh bodies it all gets a liitle more complex.  Mesh Bodies are are in fact not bodies in any real sense; they are simply mesh objects (that happen to be body-shaped!).  I do not want to boggle your mind with more complications like Bakes on Mesh (BoM), whereby scripts in the mesh body show the base skin that your Linden body is wearing.  If at THAT point you wear an alpha (most mesh bodies come with their own full body alpha) it all goes red!  (See what I mean about complications).

    Just for completeness your base default body has four components that MUST be worn in order to rez, one skin, one shape, one brow/bald cap/hair and one lot of default eyes.

    If any of those are not worn you will not resolve and will remain a cloud, or if particles are off, a white egg, in the Linden viewer.

    • Thanks 1
  10. 2 minutes ago, Theresa Tennyson said:

    The only possible way to see an avatar with a cyclops head is if the BoM layers have loaded and the mesh hasn't. If it was the BoM layers not arriving like you're saying the mesh heads would be gray.

    Fairy Nuff. I was repeating something I'd  heard.  Your version makes more sense, though I still wonder what is causing the issue with avatars wearing evoX heads.

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