Jump to content

Arluelle

Resident
  • Posts

    10
  • Joined

  • Last visited

Everything posted by Arluelle

  1. I'm on a high end system where the graphics card alone was $1500+. The Motown event was a great experience to me. On Firestorm I didn't perceive any server side lag, avatars were loading properly, when camming around everything was super smooth. I think up to 135 people were in the sim during that time. I didn't notice that performance wise at all. The SL20B event was a noticeably worse (not super bad, just worse in comparison) experience to me, both server and client side. On the main sim it was hardly possible for me to move. In general some avatars and textures taking forever to load. I felt the heavy load on my system when camming around. It wasn't bad, but I always felt that this is not 100% smooth. I've uploaded a short clip and you can see occasional stutters. (I never crashed during both events) Also I'm a heavy multi tasker. Often I have shadows disabled, 176m draw distance, LOD setting at 2, max. # of non-impostor set to 16. Months ago I uploaded some clips on max. settings https://www.youtube.com/@arluelle/videos
  2. Hello, I'm looking for paths that integrate well into existing SL default ground, so they need to have alpha at the sides. I'm looking for meshes as well as textures while keeping it simple (the skye path systems are overkill for what I'm looking for.) I'd be grateful for any tips!
  3. Yes, I cammed around the places before the recordings for probably up to a minute each in order to make sure that the downloading of all of the images is done beforehand and isn't going to interfere as much. This was also recorded in maximized windowed mode, on Windows 11, using OBS and the Intel QuickSync H.264 encoding https://en.wikipedia.org/wiki/Intel_Quick_Sync_Video
  4. I haven't been a huge fan of overclocking in the past. What I had done on the 5950X was to use the Curve Optimizer in order to apply per core undervolting. In fact I had spent a lot of time on that in the beginning and I was pretty hyped by it, but eventually just turned it off completely since the tricky part was to get it stable in low load scenarios, which is impossible to just straight forwardly test. So it just kept happening that after some longer time, while the pc was idling, it suddenly just rebooted, and I didn't want to put up with that anymore eventually. But also on that topic I'm loving the Intel (I had the 3950X and the 5950X and I'm completely ideologically unbiased towards either Intel or AMD) since the very basic overclocking/undervolting I've done on it (I'm no expert, this is just from a power user's point of view) is a so much better experience than on the 5950X. I just raise the multiplier and lower the adaptive voltage offset, and according to my experience it either works after a successful cinebench test or it fails. But I don't have the issue of finding out a day or 2 or 3 later that my settings are unstable. Also on a side note, I never come into a usage scenario where the advertised 2-core max frequency would be kicking in. The max frequency would be kicking in if those were the only active cores, and that's just not happening with SL running, or in any other relevant scenario to me.
  5. I've recorded some videos of places from the destination guide so you can see what to expect from a high end system at this day. I'm showing the graphics settings at the beginning of each video. When shadows are enabled the shadow quality is set to 2. The recording was done on a 4K screen. You'll notice some videos running smoother than others, but it's definitely on a decent level.
  6. My recent experiences seemed to show me that SL bottlenecks can be shifting quite a bit depending on your configuration (I mean this sounds like a trivial statement.) For me it's tough to determine what the actual bottleneck at the time is, the only thing I can do is change stuff around and see how it behaves in scenarios that can be reproduced. This is one example. After upgrading my main components I decided to not go with a RAM drive at first since I stayed on a high end M.2 SSD. However, when trying to stress out the system, I couldn't say that I was CPU or GPU bottlenecked while it wasn't running 100% smoothly in the scenario I was testing. So I went for a RAM drive again (on 6400 CL32 memory) and in my tests I went from occasional stuttering to 100% smooth in a very high demanding scenario (now I'm not a scientist and there's always the chance that something unexpected had an influence here but I tried to get to reproduceable results as best as I could. It's always a good idea to take anyone's benchmarks with a bit of a grain of salt.) I can only contribute my specific experience after my upgrade where I went from 5950X + RTX4090 + DDR4 3600 CL16 + RAM drive to 13900KS + RTX4090 + DDR5 6400 CL32 + RAM drive and the performance difference is HUGE (in semi-objective, non scientist terms.)
  7. I'm on the "higher end" side, I've been on AMD for many years and switched to Intel just recently. Talking about recording events, OBS has an encoder setting for "QuickSync" which uses Intel's iGPU for encoding. I hadn't known about this feature at all and when testing this out, IT BLEW ME AWAY. I'm coming from encoding with NVENC on an RTX 4090 where you do notice a small performance impact. With QuickSync there is absolutely none, and you can record 4k 60FPS in great quality without problems. Overall, going from a 5090X+4090 to a 13900KS+4090 has maybe given me the most noticeable performance uplift (subjectively) in recent years. I finally leave shadows on by default. It still starts struggling on 16FPS if you have 60 people in a club, shadows on and no imposters. I call this kinda acceptable (on the edge) but not flawless. With shadows off it's pretty smooth and flawless, though. What I've learned from this, though, is that clock speed can still matter a lot, and unless AMD comes up with an equivalent to QuickSync, there are good reasons for me to stay on Intel in the future.
  8. Thank you for your help. I've managed to create an installer and install it. Before running it I'm deleting the UserSettings folder. I've build different versions. With avx, with avx2 and without. Those were my latest 2: autobuild configure -A 64 -v -c ReleaseFS_open -- --chan FS-Test --package -DLL_TESTS:BOOL=FALSE --fmodstudio --avx2 --clean autobuild configure -A 64 -v -c ReleaseFS_open -- --chan FS-Test --package -DLL_TESTS:BOOL=FALSE --fmodstudio --clean I've confirmed this in Help > About. I hear sound, and my latest release says "Firestorm 6.5.2 (65523) Jan 13 2022 19:47:10 (64bit / SSE2) (Firestorm-FS-Test) with OpenSimulator support" However, I'm running into a weird issue. My FPS seem to go way, way down, compared to the official "Firestorm-Releasex64" release that I had been using daily, (especially) when textures are being loaded. It just stutters slightly as soon as textures load. When there's no textures being loaded at all (they have completed), FPS appear to be fine (but not 100% sure). And it gets weirder, a few times the issue seemed to be gone completely after I had messed around with some graphics settings. However, relogging brought the issue right back. I've made sure that my inventory is fully loaded. I also added Windows Defender exclusions first, then completely disabled it. My computer is very strong, and I see the comparison in front of me. Ultra smooth with the official non OS release, slight constant stuttering with the self build OS release. I've just installed the official OS release, and that one is smooth as well (using the same settings file that my release was using), from the start. So something definitely is off with my version. Any idea what it could be? Could it be the difference in the J2C Decoder Version where the official release uses KDU? Firestorm 6.5.2 (65523) Jan 13 2022 19:47:10 (64bit / SSE2) (Firestorm-FS-Test) with OpenSimulator support Release Notes CPU: AMD Ryzen 9 5950X 16-Core Processor (3400 MHz) Memory: 65450 MB Concurrency: 32 OS Version: Microsoft Windows 10 64-bit (Build 19043.1466) Graphics Card Vendor: NVIDIA Corporation Graphics Card: NVIDIA GeForce RTX 3090/PCIe/SSE2 Graphics Card Memory: 24576 MB Windows Graphics Driver Version: 30.0.14.9649 OpenGL Version: 4.6.0 NVIDIA 496.49 RestrainedLove API: (disabled) libcurl Version: libcurl/7.54.1 OpenSSL/1.1.1l zlib/1.2.11 nghttp2/1.40.0 J2C Decoder Version: OpenJPEG: 2.4.0, Runtime: 2.4.0 Audio Driver Version: FMOD Studio 2.02.05 Dullahan: 1.12.3.202111032221 CEF: 91.1.21+g9dd45fe+chromium-91.0.4472.114 Chromium: 91.0.4472.114 LibVLC Version: 3.0.16 Voice Server Version: Not Connected Settings mode: Firestorm Viewer Skin: Firestorm (Grey) Window size: 3840x2093 px Font Used: Deja Vu (96 dpi) Font Size Adjustment: 0 pt UI Scaling: 1 Draw distance: 128 m Bandwidth: 500 kbit/s LOD factor: 2 Render quality: High-Ultra (6/7) Advanced Lighting Model: Yes Texture memory: 2048 MB (1) Disk cache: Max size 2048.0 MB (26.8% used) Built with MSVC version 1916 Packets Lost: 0/8.851 (0,0%) January 14 2022 01:16:03 SLT
  9. Hi, after some hurdles I made it to successfully compile Firestorm (with the options.. autobuild configure -c ReleaseFS_open -A 64) and I'm able to run it from within Visual Studio 2017, load textures and all that. However, what do I need to do to run it outside of Visual Studio? I cannot run it from "build-vc150-64\newview\Release\" because it complains that it's missing configuration files, and if I copy the files from the release folder into a fresh installation of FirestormOS-Releasex64 then Firestorm crashes right after the loading message with the last log entry being: 2022-01-12T17:45:21Z INFO #THREAD# llcommon/llthread.cpp(145) LLThread::threadRun : Started thread imagedecodethread7 I'd be grateful if someone could point me into the right direction!
×
×
  • Create New...