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BartPitcher

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  1. 3D modelling n00b warning Maybe, repetitiveness versus variance is also a factor of quality. Is it possible to re-use model 'snip-its' that have high level of detail? I'm not sure if you re-use a branch with leaves a couple of times in a tree model would reduce the amount of poly's. To define the tree in the model app I assume re-use the same sub structure could be efficient, but at the end all these re-used parts need to be rendered individually because each re-used part has different positions, angles, etc.?
  2. Yes, I already had several 'aha erlebnis' and 'oops erlebnis' moments today thanks to your reply!
  3. Thanks again. Was trying this with low LI mesh trees I had, but they did completely disappear at longer view distances. But they are not the cross panel type, will try these. And yes, I already use very big sculpt Heart oak trees. Mesh can't do that Edit: oops the tris of this are beyond the scale of class A ... 😳
  4. Thank you! Some of your recommendations I haven't seen yet. Will check them out. I now use Kriss Lehmann's Botanical trees. Looking for fir / cone shaped trees ... But I also assume the disappearing of the shadows is the general consequence of LOD reduction or fallback to 2D forms.
  5. Good day! I'm trying to landscape an entire homestead sim with an alpine nature theme. The aim is to create a mountain landscape with open views. I have a very cool sim surround and would like the sim to blend in with that. Most nature sims I looked at are split-up into smaller area's so that you never have a view across the entire sim. Which is a fall-back scenario, but first want to try the open view. My current challenge is to find trees that do not disappear if you move away half a sim distance. With the client LOD setting maxed out, I found some that still have reasonable LI, like 4 to 5 for the bigger trees, 1 for the small. However, at a certain distance the LOD reduces in such a way that the shadows disappear, which is almost as ugly as disappearing objects. My wish is to not use too many different vendors, the one I use now has a nice seasonal HUD that I would like to use on as many objects as possible. As the sim fills up, long views will be reduced regardless of my aim, decreasing the problem intrinsically I guess. Anyway, I could use some advice ... Cheers, Bart.
  6. I use Firestorm PBR Alpha, which in general loads textures faster. But I wanted to check the AV exclusions, looked up the dir and found that some settings were still in the Alpha default. After setting caches to max and some other unrelated settings nothing changed, only after caches clearing and a couple of FS and PC restarts it is now faster. Coincidence? At sims with 90 users (Peak Lounge) a portion of 10 to 20 % avatars never get properly loaded. Edit: after typing this post now most avatars at Peak are loaded. With 50 users it looks faster now, but still 2+ minutes. Normal Firestorm release has similar end result but slower, however not checked recently. AV exclusion for C:\Users\...\AppData\Local\Firestorm_x64, no sub dirs. No main memory, vRam nor GPU bottleneck, 2 processor cores run almost 100%. Very fast fiber internet connection. There is also another network issue that seems a factor. With VPN it is generally faster than without, maybe the provider throttles certain SL or cloud endpoints ...
  7. Yes, very true, for competitive sailing I reduce graphic quality to about 10 years back in time anyway .... indeed an example of tech not matching to be expected state-of-the-art experience. But still I stay for the experience that is offered. LL should not be lazy because of that. Sim crossing and related behavior was improved, hence not all is doom and gloom.
  8. Even 16GB is not enough if you want to visit busy places. For busy clubs ( > 20 to 30 AV's) you need 32. Looks like data that define AV's is intrinsically (or just stored?) very inefficient? And even then, loading of this data takes ages so that the first 10 minutes you see a bunch of naked people with grim faces on the back of their heads. Here the network bandwidth is not the limitation. So even with a reasonable high-end system, the experience is .... suboptimal. Looks like this level of experience cannot be compensated with client hardware upgrades, not even in a technical, but especially not in an economical viable way. LL made huge improvement steps, true, especially for sailing and other inter-sim activities, but still could be better. I hope the focus on (texture) loading capacity will persist and not degrade with time after more users adopt PBR.
  9. Hi, Obvious question, but could not find the answer. For a navigation tool the RLV option has to be enabled to allow to put a direction marker on the screen. Very convenient but also works without I think. Is it possible to get a "virus" unwillingly by accepting scripted items from others? Or will I be notified when this is about to happen? RLV can do a lot of things to my avi I would not like to happen. I'm not into the things RLV seems to be developped for. Do I need to worry or do I need to safeguard my inventory with tags as mentioned in the firestorm article as precaution? Are there other issues to be aware of? Urm ... or am I getting paranoia? 🙂 Thanks, Bart!
  10. Thanks for your feed-back! Re heat: after using the eGpu the vents of the macBook are mostly not on. But this is probably not an issue that is unique to Apple, right? All high performance notebooks have to deal with this. @Alyona Su, what is the problem with the 2017 macBook? Some more testing: it seems that it is NOT entirely a Gpu limiting issue after I started using the eGpu. Screen resolution does not affect FPS at all. 4K, resized or native display, it is all the same. Native being somewhat worse. I noticed, FS is using old openGl version, OpenGL Version: 2.1 ATI-2.8.38, not 4.1. Apple is stopping openGl support, but 2.1 is realy ancient and using that is not an Apple problem I guess ... Is it someting I can influence or is it a decision of FS developers? Kind regards, Bart.
  11. Hi all, First of all, thanks for second life, it is great! Below questions are both relevant for the SL viewer as well for firestorm. On my MacBook pro, 2017, i5 2.3 GHz, 8 GB Ram, AMD Radeon Pro 580 OpenGL Engine (eGpu, temporarily borrowed), i have bad frame rate. Typical fr is below 10 with settings reset to default. Apperently, the openGl implementation on the mac is sub-optimal, so maybe there is a fundamental cause that is difficult to solve. The eGpu works, MacBook air cooling is almost always off now and fr is independent of screen size, even 4K works with the same fr as VGA. So something is right. However, if I use reasonable graphics quality setting, fr is below par. If I go to Iow graphics I maybe get 20 to 40 fps outside crowds, but rendering is bad, my own av looks very flaky then. In all settings, if I am in a ‘crowd’ of > 5 av’s, fr drastically reduces to very low levels. In default (mid / high) to 3 or 4, in low to below 10 fps. Strange is that reducing the max complexity does not help, looks like jellies take up as much time as fully rendered av’s. Sometimes, in low settings, I get 10 fps, but the av’s only update once a second (which may be a local problem at the PC of this av). Which brings me to my network. I think network is OK, I have a fiberglass connection and also tested the bandwidth. But I did not look into this deeper, the firestorm lag meter is almost always green for network, although in crowds I sometimes get a warning about large ping times. I need a new desktop for linux, so I’m thinking to get a more high-end config with also windows and use that for SL. But that will set me back a couple of bucks extra and I would like to know if that is worth the money. So first, I would like to further trouble-shoot my MacBook, but I’m clueless at the moment on how to proceed. Would it be possible to use Mac steam? I saw something about SL also being released for steam, but if not for the Mac it would not help. Sorry for the long post, tried to keep it as short as possible. Thanks! Bart.
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