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Zi Ree

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About Zi Ree

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  1. Thank you Inara for the link, and thank you Linden Lab for the explanation! It makes a huge difference to hear about the reasons behind maintenance, especially such a very extended one. It makes us appreciate the work that your hardware team is doing to keep the grid up and running! Good job!
  2. The DDoS attack is a well known case, targeting UltraDNS, the service provider Linden Lab uses for DNS resolutions: http://threatpost.com/ultradns-dealing-with-ddos-attack/105806 Nothing secret about it, just no information that was important for the blog post.
  3. This is a very welcome statement and an interesting read about the architecture behind the system! We didn't have so much openness from the Lab in quite a while. Please keep it up, people want to know what's wrong when stuff breaks
  4. Sending mails to everyone and putting up a blog post with lots of text was hardly worth the effort to send people L$10 as a Valentine's gift. It seems like a cheap trick to get people to log in at least this once to receive their oh-so-well-announced gift, to make their login statistics look better for whatever reason. But instead of actually offering something nice, a pretty card, a heart-shaped box with a bear in it, whatever, you get a L$10 consolation price and nothing else, not even a message that you were gifted. Poor, poor form. Cheap marketing, not a good way to make your residents feel loved and appreciated, Linden Lab.
  5. This more sounds like an issue with your network connection. Your laptop is probably quite fine.
  6. What's your problem with client-side AOs? The one in Phoenix can now override about all default animations seamlessly, and you could still sell animations plus accompanying notecard to customize the built-in AO. And while a good scripter can make an AO with relatively low sim impact, a client side AO is still better, becuase it uses exactly NO sim resources at all. And the less resources used, the better. Did you take a poll over all of the people in SL to justify your 20% comment, by the way? I surely wasn't asked.
  7. The graphics card in that laptop (if I looked up the correct one) should offer a good SL experience, actually. What kind of problem do you see with your SL exactly?
  8. If you want to improve your viewer performance, the first thing you need to find out is what makes it seem to be slow. If it's your viewer's drawing speed (Viewer FPS), reduce your graphics settings, switch off advanced options like anisotropic filtering or anti alias. Switch off atmospheric shaders, reduce terrain detail to lowest setting, and so on. If you are on a low performance system, like intel graphics chipset, you can't do much but reduce all options to the bare minimum and live with whatever you get. If you're feeling your viewer is reacting slowly, like pressing a key and it takes a long time before your avatar moves, make sure your bandwidth setting is close to what your internet download speed is, better a little higher. If that doesn't help, check your packet loss. If it's high, you have a bad connection to the SL servers at some point. It might be in your home (bad cables, wireless connection, bad ISP connection) or on the way from your ISP to Linden Lab. In the latter case, there is not much you can do.
  9. One thing should be said about max. bandwidth: It will only affect how fast you download data from the servers. It will in no way affect your viewer's drawing speed. Once everything is loaded you can see your bandwidth usage drop to near zero while your viewer still has to draw the world as fast as it can. So please don't expect this setting to make your view of the world smoother or faster. It only helps you downloading things quicker.
  10. What you said is that Sim FPS has to do with graphics on your screen, and this is totally and completely wrong. The sim transfers the object structure and geometry, as well as the texture UUIDs and colors etc. but NOT the actual rendered image. I don't think there is any use in trying to explain it in any more detail, because you are obviously so grossly misinformed and unable to review your information that it is pointless. But please do us a favor and don't spread your false knowledge out to other people. We already have enough of those.
  11. So, where in your list does it say it handles anything with prerendering graphics? All it does is sending the viewer a list of items that are within view (interest list). Downloading the textures and showing them on your screen is entirely a viewer's job, not the server's. FPS means "Frames Per Second". Where do you see the word "Graphics" in there? "Frames" can be pictures on your screen, stills from a movie, but mp3 files also use "frames" to define a certain length of a piece of audio. "Frames" also define a time slice on the Second Life simulator (22 ms), within resources like script time, physics time, network upload and download are shared and allocated. Again, Simulator FPS have NOTHING to do with graphics display or rendering.
  12. I'm sorry, but you're misinformed. There is no graphics created on the server, it just sends you the data you request and the viewer displays it at the FPS your computer can handle. The 45 FPS on the server have nothing to do with graphics on your screen. At all. Nothing. If SimFPS drops, everything that needs data from the server (object updates, avatar position updates, script reaction, physics updates) becomes slower, but you will notice that your own client FPS will *not* suffer at all. You can still have 30 FPS on your viewer while the Sim is crawling at a 2 FPS 0.02 time dilation. All graphics is handled viewer side, nothing of that is generated or rendered on the server. The music stream comes from whatever server URL is set on the parcel, which is almost never a LL server. Voice comes from the Vivox servers which have nothing to do with music.
  13. The Sim FPS (45 FPS) have nothing to do with your screend graphics FPS. The SL sims update their internal data 45 times a second (frame time), which means physics, scripts, agent data, movement etc. If they need to do more than they can fit into one frame, you see time dilation, because the Sim runs slower than the preferred 45 FPS.
  14. I'm pretty sure, setting the bandwidth to the maximum has no effect whatsoever on your packet loss or "lag". Unless the viewer does something really stupid the bandwidth setting only throttles when you go lower than your can take. But if you go above it, you will simply be limited by your own connection. It's like saying that building a 6 lane motorway creates traffic jams with the same amount of cars on it (your connection's max bandwidth) as on a single lane country road. I fail to see where maximum bandwidth could hurt your connection speed at all. I'd appreciate a technical, well researched explanation.
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