Jump to content

Nofunawo

Resident
  • Posts

    68
  • Joined

  • Last visited

Posts posted by Nofunawo

  1. The maximum bandwith is only related to UDP traffic. Most (99%) of the traffic in SL is no more UPD traffic these days.

    Textures, inventory and and are handled via HTTP connections to the AWS servers.

    The old information, that can still be found on many sites, about not going over 500 or hell will freeze over, no longer fits in with today's Internet speeds.

    The maximum setting in FS is 3000Kbps, which is equivalent to 3Mbps - so basically nothing. In other viewers it is higher (Alchemy 6000 - AFAIK).

    Nevertheless everything actually runs via HTTP I still see a difference rezzing big events (lot of AVAs - lot of stuff). For me it rezzes faster with maximum bandwidth.

    My guess that more requests, which apparently still be processed in connection with UPD, can be handled. I see a difference in the amount of HTTP traffic been handled.

    So unless the internet connection is completely s*** or a Wifi connection on the edge is used, I would always go with the maximum values.

     

     

  2. My assumption was that you either use one or the other.

    But where should the discussion lead now? All I really wanted to say was: it's an OPTION.

    You don't have to use it. Personally, though, I like having options.

    For me, the FS AO has 2 great advantages. I don't have an AO HUD that takes up space on my interface and I can turn it off and on via script.

    (Yes, with my own ZHAO-II I can also script it. But not with most of the supplied AO HUDs.)

    So everyone should do it as they want, but this is only possible if you have the option at all. You don't have it in the LL Viewer.

     

    • Like 1
  3. 15 hours ago, Qie Niangao said:

    I'm pretty sure that's not the AO functionality meant by "switch to 'ground sit' now, no matter what I am doing", which I think rather refers to what ZHAO-II called "SitAnywhere" which simply forces the current groundsit animation (and turns off "stand" animations) when activated, without the avatar actually sitting on the ground.

    ...

    The original ZHAO-II has no "SitAnywhere" Option. I think you're talking about the ZHAO-II-MB or other extensions based on the zhao-II.

    Yes, the CTRL-ALT-S brings the Ava to Sit. But using the Stand button is one-click. Stopping the "SitAnywhere" also.

  4. 15 hours ago, Qie Niangao said:

    Yes. For example, I consider viewer-side AOs to be useless because they cannot be included in outfits, so you have to remember to futz with them whenever you wear an outfit for which a specific AO is appropriate. (Also, viewer-side AOs were rendered obsolete in December 2013 when llSetAnimationOverride was introduced, before which they could claim a modest reduction in script usage, now completely gone.)

    Just because the OP thinks a feature of some TPV is desirable, doesn't mean it actually is.

    You know that the viewer-side AO is an option? Why is an option useless? Cause you don't like it? 

  5. The current FS Beta 7.1.10.75843 is not based on the DeltaFPS viewer. It is based on the Atlasaurus release. 

    Just read the Beta NC:

     
    This beta aligns us with the LL release known as "Atlasaurus". It has a number of performance improvements to support lower end hardware, though I would note that this is not the final set of updates that we are expecting. A further viewer update dubbed "DeltaFPS" is currnetly being worked upon and we will of course incorporate those changes as they become stable and mature.

     

    FPS limit: There is also an option to limit FPS depending on the app in the NVIDIA settings - it will probably also be available for AMD...or Intel...

  6. AFAIK only Win is affected. Linux doesn't seem to have the issue.  And it is only with 2048x1024 - as I stated before 2048x2048 is OK.

    And yes, I don't understand why someone puts a 2048 Texture in this tiny group pic field.  I could give my opinion, but it would not be covered by nettiquete.

    But of course a black K on a white background needs 2048 pixels...

     

     

    • Like 2
  7. Don't know. I didn't open one. I'm running fine with 7.1.9 and am not affected by the problem. my very selfish thoughts: Let one of the PBR refusers do it.

    But the FS team has already been informed about this and they have already mentioned it in the FS chat.

    I'm curious to see if 6.6.17 will be fixed after all or if they will stick to their word.

    • Like 1
  8. Yes, it is only for UDP and yes, UDP has nothing to do with textures and meshes. AND UDP is nowadays only a "side note" using SL...as most traffic (99,xx%) is not UDP anymore...

    BUT 🙂 (there is always a but) if your internet connection is very slow and/or you are using WIFI it still can be an issue.

    I personally run with 3000 since years, without any issues and it will also work fine for the most users - but saying it is irrelevant is not correct.

    • Like 1
  9. Yeah, one "problem" is the integrated GPU. You can try to set this option (see picture) to lower the VRAM usage (only 1GB available)

    But the real problem is that you use a 32bit Version of the viewer: Firestorm 6.6.17 (70368) Dec 10 2023 18:34:00 (32bit / SSE2) 

    Which limits your memory usage. 12GB are available but can't be used with a 32bit version running.

    You Texture limit, for the "GPU" is set to 512MB´: Texture memory: 512 MB (1)

    which should be fine for the crappy Intel "GPU".

    You can try 768 but I don't think that will change much.

    One more not related to your problem.Your Disk cache: Max size 2048.0 MB (78.2% used) 

    Viewer allows 10GB Disk Cache - if the space on your disk is not limited set the cache to 10GB. 

     

     

    Screenshot 2024-08-05 143747.png

    • Thanks 1
×
×
  • Create New...