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MasterEddie Nemeth

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  1. So turned out the issue persists. That fix only helped in the individual tile I was in at that time. Other tiles with more load are similarly laggy, and still without any reasonable load on the system resources... Whats the issue here? Is this application litterally just so outdated that it can use more than 1 thread and a modern iGP's worth of GPU power?... I can run any modern AAA title at 4K but can get a solid and consistent 30FPS in SL? I dont even want 60. I just want 30 solid without frame dips.... Is it not possible?
  2. From the looks of the testing I have done otnight it seems ot be the advanced lighting function. I can set ultra setttings and tur that off and get a solid 45 which seems to the what the game engine is running at on my system according to statistics viewer. Doesnt matter what settings combination I use in terms of the advanced ones under the advanced lighting system, I can disable all of them *but* the advanaced lighting checkmark. What I dont get is why the advanced lighting is an issue... Its not pushing the GPu anywhere near max, in fact rarely into even mid power states... Without it its even less load on the GPU... Whats going on?
  3. To avoid a new topic I figured I would bump an old one... You mention it will get better when they move to an updated viewer and 64 bit support... Its been 4 years, and sadly looks like nothing had changed... I just recently powered up SL for the first time since 2012, I have the following build: Ryzen 9 3900x 32GB 3600 CL16 Vega 64 4K screen SL Installed onto a PCIe 4.0 NVMe Firecudda 520 100mbps down 10mbps up on the net Cache and bandwidth limits maxed in the viewer. Litteraly little that could be better, aside from a bit of a GPU upgrade. I am still seeing just 2 cores used by SL, and am seeing my GPU sit idle in a low power state. Decent VRAM usage but still 3 GB free, and of the 5 in use 3 is by the system. system memory is free... FPS sits at 10-35 with dips into the single digits. What gives?... How has this game survived all this time without at least getting a *touch* of optimization?... Is there a non-official viewer that actually uses a modern programming API with proper multicore and high end GPU acceleration support? Can I force the client to load *all* assets for a tile on spawn before drop in? And can I use a local dedicated server in the states to grab the files from the SL network? I have 100mbps down, and would rather wait 3-5 minutes to "load" the entire world in at 60-80mbps from a dedicated SL server and then spawn with all assest cached to the SSD propper. Any advice?...
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