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Nofunawo

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Posts posted by Nofunawo

  1. The bandwidth is only for UDP - BUT UDP  tells your viewer what is there - so the info: Here is a mesh located at ...rotataion xyz... is done via UDP. The request by the viewer is then done via TCP (http protocol) and the  server sends the data about the mesh via TCP also. Normally it doesn't make a difference if it is set to 1000, 1500 or 3000...

    BUT...

    If you go to an event, for example, and you internet connection is fine, a higher UDP bandwidth can speed up the rezzing as more "what is there" requests are handled.

    I have done several tests with different UDP bandwith settings and different big events (uber, fameshed...) and measured the entire data stream of the FS client.

    There was a definite difference between 1000 and 3000. With 3000 the traffic (including TCP) went up to 23 megabytes, with 1000 "only" up to 17MB.

    Of course, other factors can also play a role. As I have no issues with 3000 (which is only 3Mps !!!) I go with 3000.
     

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  2. The mirror related TP crash was solved in the 7.1.10 release. 

    What exactly does crash mean to you? - With FS, a crash report is sent to FS via Bugsplat and normally you get an "automatic" response with details and possible solutions to the crash.

    Or is there a disconnect? or a blue screen (if you are using Windows?)

    Give us more information (e.g. the output from Help -> About Firestorm).

    Since you are crashing with the LL, FS and Alchemy, it sounds to me more like a problem with your computer.

    Update ALL drivers to the latest version and check CPU and memory (e.g. with Prime95)
     

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  3. 57 minutes ago, BillFletcher said:

    Can other people see it? I have had this happen where I see the item still attached but my partner doesn’t. As suggested above I relogged to fix it.

    As I said: you can still see them because they are in the cache, but others can no longer see them.

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  4. Attachments got lost after a TP and you can still see them because they are in the cache, but others can no longer see them.

    This also leads to "ghost" attachments. These are then grey or red in the inventory and can no longer be detached.

    Workaround: ALT-SHIFT-R (Refrech attachments) if this is not helping: Relog.

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  5. 4 minutes ago, Linas4032 said:

    Since the latest PBR update I have frequently experienced this problem. Some attachments randomly get stuck and fail to detach whilst not appearing visible to others. ...

    It's a server issue and not related to any viewer or version.

    Issue: https://feedback.secondlife.com/server-bugs/p/attachment-loss-on-rc-channel-2024-08-2910619830788
    Status: "A fix for at least some of the attachment dropping / loss / ghosting issues (see: Attachment loss on RC channel 2024-08-29.10619830788) which can be experienced during region crossing (TP or physical) is being deployed and tested." 
    Source: https://modemworld.me/2024/10/01/2024-sl-sug-meetings-week-40-summary/

    But at the moment only on the Beta Grid.

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  6. Because the CPU and board come from different manufacturers and why should a board manufacturer install expensive VRAM on the board so that a CPU manufacturer can sell its cheap GPUs? An internal GPU is always only a minimal solution, nothing more.

    SL is bound (at the moment) to OpenGL, that is the only limitation. So DLSS and all of the same with different names can't be used.  But SL behaves, at least since PBR, like any other game. The big difference is that all textures and objects come on the fly via the internet connection and everything has to be calculated on the fly. Therefore, you can't compare it with other "games" that work with defined structures and preload them. 

    If you want 3D power you need a dedicated GPU - SL can do a lot but can't do magic.

    So what is so meaning of badly on anything?  For me with a good Intel CPU and a good NVIDIA GPU it runs fine.

    No lag, no grey/blurry texutres. 

    AND of course you need a good connection. Slow internet connection and/or bad WIFI is a show stopper. 

  7. On 9/23/2024 at 2:32 AM, Andred Darwin said:

    This review at Toms Hardware, more specifically page 9, shows a chart with an average power usage by "resolution" for several cards, may be helpful to add more context when you choose a card... https://www.tomshardware.com/reviews/nvidia-geforce-rtx-4060-ti-16gb-review/9 . Maybe also consider the other components on your machine... specially if they can push a more powerful graphics card... 

     

    This comparison has a big mistake. Of course, a much faster graphics card consumes unlimited more power, but it also delivers more FPS.

    But most likely you will limit the FPS. It makes little sense to let a 4090 run unlimited to  achieve > 1000 FPS in SL.

    This diagramm is from a german website and shows the performance per watt with a 144 FPS limit in a mix of different games:

    Screenshot2024-09-28173824.png.5417a05982bfdd3099808927ae7d4c34.png

    The following diagrams show which graphics card's power costs are incurred per hour of gaming with a 144 FPS limit (assumption 37,37 Euro Cent per kWh)

    Screenshot2024-09-28174345.png.a31cb581857ba6e6f17066a328a866f7.png

    Of course, this is only a comparison of power consumption and does not take into account the purchase price of a card. For the price of a 4090, which is completely over-dimensioned for SL, you can use a lot of power with a cheaper card.

    What is clear is that the 4xxx series is far superior to the 3xxx series in terms of efficiency. This also applies to AMD and especially Intel cards.

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