Well yea what I said was more food for thought really. But just becase what I said about LL not making viewers does not mean I ment for them to step back completely as what you said is right if one viwer see a square and another see a a circle there is a problem. But LL developing client team seems to be working with AMD single core and equivilant Intell processors with mid to mid low range graphic card's as seen from the perspective of looking at the client from a external perspective on a level of programing of old doom style game or something. But I spend the last 3 + hours forcing Sli on with Force Alternate Frame Rendering 2 and setting antialising mode to Override and looking at fps even with seeing the lil Sli indicator light on witch somehow set my mind at ease knowing the second card was tossed in Ironicly enough starign at the same wall my fps did not really go up from were it was before I made the Second Life nvedia Profile to get Sli working So looking @ my cpu usage and gpu ussage as still low just makes Me wish I was a actuall programer and was able to tear appart and look at a server and see what exacly can be optimised to make SL use all the hardware capability to hold a 60 fps untill as you said there are things that will drop any system to 1 fps but when that happens I expect to see CPU Ussage 100% GPU Ussage at 100% then I could see how SL would be lagging Not 1 fps and CPU ussage 5% and GPU ussage @ 10%. But Yes I love SL spend alot of time on it just makes me sadto not be able to use all I have. And even in the end maybe tossing more cores at sl won't make it run faster. But without the code for it there there will always be the what if and the why dosn't it support this aspect. But yea not so much as Sli working but all the CPU Processors as well. As the GPU is just wating for the Info from the CPU to wait for what ever script is running more threads faster scripts get processed or the next core can take on the next script in the area if one script is taking to long so the system is not wating.