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Dimitri Silvansky

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Posts posted by Dimitri Silvansky

  1. @animats

    Happy update! I wired the computer directly to the modem and the issue went away. 

    I then went out and bought a new router and that has resolved the issue. I'm not sure why a Nighthawk R7000 had a issue specifically and seemingly only with Second Life, but, this issue has me so frustrated I will absolutely avoid buying Netgear in the future.

     

    TLDR - Netgear Nighthawk R7000 was the culprit.

    • Thanks 1
  2. @animats

    Update:

    • Dropping the new NIC into the system and disabling the MOBO NIC had no effect, the issue persisted.
    • Even though I had tried it already before, I did a factory reset on the router (R7000), the issue persisted.
    • I am going to try direct connecting to the modem if that fails I plan to try getting a clean HDD and installing Windows and SL and nothing else.

    Finally, I am still seeing that when traveling to new sims, in the top right Firestorm's "lag/connection" meter does show that "Network" goes to red and says "Bad Connection or P2P." I'm not sure what this tells us, if anything.

    I am honestly running out of ideas for troubleshooting. :(

  3. Just now, Ardy Lay said:

    I seem to remember some issues with some drivers for that part accidentally defaulting to no-negotiation.  Depending on what it is connected to via the LAN cable, you could end up with a half-duplex connection resulting in a lot of collisions.  Might verify that it is auto-negotiating properly before getting out the wallet and screwdriver.

    I checked the settings of the NIC itself and made sure it was set to Auto Negotiate. I did a clean reinstall of the drivers using both the MOBO and Intel's driverset to set. (Not at the same time obviously). I'm not sure how else to test for that, or resolve it, to be honest.

  4. 1 hour ago, arabellajones said:

    Speculating a bit, but what is the cache-size set to? The default setting is rather low, only two gigabytes, I think. You can increase it to ten gigabytes. That's several minutes of traffic on your connection, and if you're in a busy place a small cache may not be holding on to textures, and always reloading them.

    There's another setting for caching using the graphics card RAM. Compressed textures in the disk cache, uncompressed when stored in RAM. I doubt that affects network traffic, but the default settings on both are set for machines with way less than what you appear to have.

     

    I appreciate the help. However, in the OP I had mention I have the cache size maxed out. Thank you though!

    1 hour ago, animats said:

    Something is horribly wrong. But what?

    Draw distance? See if turning down draw distance has an effect. That means you load fewer assets.

    "UDP data received" doesn't show most of the traffic. The way SL works currently, there's a small amount of UDP traffic between the viewer and the sim servers it can see. Those are short messages mostly telling the viewer what assets to display, and where. The assets (meshes and textures) take a completely different path. They come in using HTTP, like web pages (they even have URLs) and come from completely separate servers, using Akamai caches and Amazon Web Services file servers. Most of the bandwidth used is on that route, and it doesn't count in "UDP data received".

    Now, when you move to a new sim, or continuously if you're moving fast, lots of assets have to be loaded. This usually causes a big transient load for about 15 seconds, but should not be able to fill a 1Gb/s link. That load usually peaks somewhere below 30Mb/s. (Why it does is an interesting question, but that's another discussion.)

    Can you run something that shows network traffic on a graph and show that? Start with Second Life in a nearly empty space, like a big sandbox, then do a teleport to someplace with lots of detailed objects. Show the network traffic as that happens, please. That may help.

     

    Thank you as well! Again, per the OP, I mentioned I've turned draw distance down to the minimum as well as other graphical settings as well as part of my testing.

    The section of your post regarding UDP data received and how SL loads assets is very compelling though. I can see about getting it graphed, no problem, however anecdotally I can tell you that when traveling to new sims, in the top right Firestorm's "lag" meter does show that "Network" goes red and says something like "network issue or peer to peer." 

    Something perhaps even more interesting, I installed SL on a 2nd and 3rd machine and went to the same sim(s) and saw no network latency whatsoever. This tells me that the issue is something related to the specific system. I am tracking it down but my suspicion at the moment is that something is going on with the specific onboard NIC (Intel I211 Gigabit) of the system. I am going to try to drop a new NIC in the system and if that resolves the issue I will make sure to update this thread with that info as well.

  5. Thank you all for the replies! With regard to concerns about the computer's performance, here are its relevant specs:

    CPU: AMD - Ryzen 7 2700X 3.7 GHz 8-Core Processor
    Motherboard: Asus - ROG Crosshair VII Hero (Wi-Fi) ATX AM4 Motherboard
    Memory: Corsair - Dominator Platinum RGB 32 GB (4 x 8 GB) DDR4-3600 Memory
    Video Card: EVGA - GeForce RTX 2080 Ti 11 GB FTW3 ULTRA HYBRID GAMING Video Card
    Storage: Samsung - 970 Pro 512 GB M.2-2280 Solid State Drive

    I feel as though with those specs, and a 1gbps connection, Second Life nominally shouldn't be able to choke out the computer/internet regardless of what sims I go to, especially with graphics settings turned down as I've tried to do.

    I have absolutely tried power cycled the computer and network setup (modem, router) and the connection is hardwired (ethernet).

    I would be willing to try Netlimiter, but that doesn't seem like a solution in of itself.

    Thank you all for the suggestions!

     

  6. I appreciate the reply! I have run AVAS checks on the system and it is clean. Also, this issue only happens in Second Life and at no other time. I feel like if it were malware it would happen at times when Second Life was not in use.

    I have updated the OP with the following info: 

    Quote

     

    I have tried Second Life viewer as well. 

    I have checked the network settings and set it to 700 kbps.

     

     

  7. Hello everyone! 

    When a computer on my network is using Second Life, it causes all other computers/devices on the network to lag to the point of being unusable. While Second Life is being played, I can run a ping to www.google.com and the moment someone moves to a new sim, etc. in Second Life ping response times increase to 2000-3000ms.

    My internet connection is 1 gbps down, though generally we see around 700-800 Mbps down. 

    I am using the Firestorm viewer. I have tried Second Life viewer as well. 

    I have checked the network settings and set it to 700 kbps.

    The system that is playing Second Life is exceptionally powerful and is used to stream games regularly in 720p/1080p.

    Changing settings to reduce draw distance and graphics seems to have very little to no effect. I have tried increasing cache settings to the maximum.

    To be clear, this happens with Second Life specifically and can be consistently repeated. No other game or application has caused the issue to date.

    I have tried everything I can think of to resolve this issue. 

    If anyone has any ideas of what I might try or how I might contact Linden Labs support (I can't seem to make a ticket about anything close to this kind of issue), I would genuinely appreciate it.

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