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Flame Swenholt

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About Flame Swenholt

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  1. Hate to be the bearer of bad news, but I've been using an Oculus on SL for awhile, and unless LL has some massive graphics engine overhaul that actually makes use of the hardware, bring the sick bag if you plan to jump in with the headset. The framerate is the issue. I didn't think it would be a big deal, but due to how inconsistant it is, it does get dizzying quickly, and since LL wants Advanced Lighting Mode turned on, good luck. I have a GTX980Ti Lightning Edition from MSI and unless I nerf my settings, getting anything above 45 frames a second is not doable, let alone letting the viewer render things TWICE for the Oculus.
  2. Disclaimer: Please no "This is Second Life, what do you expect" responses. They have plagued all other topics in relation to this and has more or less just not resolved the issue. Considering the advent of Virtual Reality technology, this is a fairly important subject. So, here we are again, the dreaded "Why does Second Life only use xx% of my GPU?" question, but this time with a good reason. I've been on Second Life for awhile now, and I can say this when I tried it with my Oculus Rift (via CtrlAltStudio): it changes everything. Clubs are more interesting, walking around houses are a whole new treat, and just overal attention to detail changes. I pretty much now actively log in with my Rift (DK2) and wonder around Second Life. The problem is that the frame rate is just horrid. My system is rocking a newly aquired MSI GTX980Ti Lightning Edition, given a gentle overclock. My CPU is an Intel i5-3570K overclocked to 3.6Ghz (I used to do 4.4 but my water cooler pump died so...), and I have 16GB of ram. I also have Second Life on my SSD raid array along with its cache. Despite all of this, I have to run on medium settings for even a simple 60 frames a second in a general area. "Oh, you wouldn't even know your frame rate unless you looked at it." I start to hear some keyboards type out. In a normal desktop envirnment, I'd hold an agreement with to a degree. However, the moment you jump into Virtual Reality, where the only thing in view IS the Second Life environment, that frame rate is VERY noticable. Anything lower than 30 FPS pretty much results in motion sickness after a long exposure to moving objects, at least in my experience. While I do get I am now asking the viewer to render things twice, the thing is that due to Second Life's age and overall lack of hardware usage, this is hardly an acceptable thing! I have already tried the "Have nVidia handle it" trick that most people link. I have tried setting Second Life's prioity to Very High, which nothing running in the background. No matter the case, Second Life refuses to use the hardware I give it, and with the VR craze happening right now, Second Life is missing out on a MAJOR chunk of this! While doing research on how to improve my overall Second Life experience, I have gone and optimized my own avatar, lowering its render weight while keeping my overall look. I now look at how well things are made and buy optimized goods and clothing. No matter my own actions, nothing will resolve the overall looming issue: Second Life is not truely using the hardware of the systems it runs on. So, my question is this: Why the heck have we put up with this for so long and not just dived in to fix this? While the quick settings thing is interesting, it's a bandaid over the REAL gushing issue.
  3. Just throwing my two cents in, but on a FRESH reinstall of Windows 7 Pro 64-bit, with latest drivers, simular specs (minus the 500G SSD, only have a 240GB on RAID 0 (4x55GB OCZ RevoDrive), and I get about 45 FPS with dips at 30-25 in crowded areas. I know that the GPU topic comes up time and time again, but I will say after upgrading from my GTX 680 Lightning to my GTX980Ti Lightning, just getting 15 more frames per second is... really disappointing. That being said, if you're ONLY frame rate is 15 FPS, there is something very wrong that I don't think is entirely on Second Life's part. if you have Afterburner or some kind of GPU monitor, check the GPU usages without Second Life running. If you see some kinds of usages with it off and nothing else running, there's something else happening.
  4. I am going to be logging in and checking it out, but so far from what I've read, you are giving avatar makers just another migraine to now deal with. I still remember the older ARC system and if that is anything to go by, I'm fearful as to how this will work. Rendering Complexity being a threshold for avatars to be seen can be detrimental to some communities, even if it is made as a toggable feature. If the client was smart about this and did proper calculations, then maybe. I'll know more when I actually try it. As for rendering settings, I think it's cool, but let's be honest and address the elephant in the room: the client needs the rendering engine to be fixed. We have AAA games being made rendering more complex things at higher framerates, some even multiplatform and cross-operating system, and yet Second Life is chugging behind. OpenGL can be very powerful, and while I don't know what is making the client so under powered, it should seriously be looked into. Quick Graphics is just a reenactment of the Black Knight scene from The Holy Grail.
  5. Title speaks for itself. Welp, does mean that my future ideas of streaming avatar developements is 100% not happening anymore. Somehow Second Life ranks with that of Sakura Spirit and Hatred, the later being an obvious reaction to why Twitch has pulled out the Adult Games ban. So if you do Twitch and you do SL, don't do the two at the same time within the stream's viewing, unless someone can talk some sense into Twitch. Source: http://help.twitch.tv/customer/portal/articles/1992676-list-of-prohibited-games
  6. Just throwing my two cents into the mix, but I actually liked SLGo for the convience that I could do my work on Second Life without having to carry my bulky, underpowered laptop. I could use the OTG support of my tablet to plug in a keyboard (which was part of the case) and I was able to effectively do even scripting work remotely with no issue. Heck, SLGo ran GREAT on my JXD S3400B since I was able to map the controls to the two analog sticks, mimicking the flight camera controls when I use it from time to time. To me, this is a real pain since my PC can handle SL just fine... but my laptop can barely keep up, and 'gaming' laptops are very pricy and are just inefficient in general. Back before my JXD came in, I was using a $50 Nobis NB09 tablet. The fact a cheap android tablet could run SLGo was a big deal and really made me continue using the service. The lack of SLGo won't exactly hinder my normal experiences, but it does ruin some future plans I had (For example, using SLGo as a 'controlled' benchmark for a typical SL Experience and wondering SL while traveling). I hope that LL can find another provider, since honestly SLGo was apperently good enough to offer In-World purchases, which was implented not too long ago if I recall.
  7. Is it me or am I the only one bugged by the transactions in Process Credit History being sorted in Ascending order? When I visit the page, I am typically looking for the most recent transactions, not my first ones from 2008. I haven't complained before but now it's really irratating me and I cannot be the only one with the same complaint. Is there any way to get the date order reversed or at least have the option to review the data in Descending order?
  8. How can you all be so blind? Linden Lab DIDN'T want to perform such a change, they were FORCED to. http://fincen.gov/statutes_regs/guidance/html/FIN-2013-G001.html This is why there was no grace period. The rising popularity of BitCoin has caused that bill to come into play, and like as the Linden Dollar is a virtual currancy with a cash out option, it gets hit by the bill. I agree that LindeX's times are rediculous, as seen by the performances of the third party exchanges. I have mentioned in a post on another thread that Linden Lab should seriously consider making instant cash outs at the very least a feature to premium users. Let's all face it, most business owners own at least one estate (sim) at which minimally we pay $295 (lower if you are lucky and have a grandfathered sim). To pay $72 a year, or $6 a month, on top of the larger amount we pay wouldn't be that much of a big deal if we already have enough income to support the teir costs. I am not bashing down the 'trust' system, since I do agree that is also very good (we could also try applying that to other things like mesh uploads to really slow down game ripper activity as well without hurting the real creators), and I think we all agree that the speed of LindeX is the problem, in which I strongly hope Linden Lab comes up with some fix to this soon, or I see a grim future for Second Life.
  9. After checking, yeah.... was confusing RISK and llTransferLindenDollars. My bad.
  10. Now that the RISK API is gone (thanks, Linden Lab), what are we supposed to use now to check transactions?
  11. I rely on cash outs from Second Life to pay a good majority of my bills and to help with other every day expenses. LindeX's unreliability in timing is something I cannot, and will not, tolerate under any given circumstance. I have been using Virwox for several years now when I need the money immediately and with this update to the TOS, I am not pleased at all. Many companies do business outside of the main Second Life grid. This is a fact, much like many other real world companies doing business outside of their home countries. Virwox is a standing point between a good few grids that enabled simple conversions between the various currencies. While I have not used Virwox for cross grid commerce, I have used it for the one thing that is the topic of the post: Instant cash out. I find it hard for Linden Lab to not include this as a feature, even if it was made as a premium feature, which would mean more users being premium, and more money in their own pockets (which hey, since when does a company not want more money in their pockets?). I have, at times, been held back a solid month in a withdraw, and Virwox was there to help. So, to Linden Lab, I have to say this: If you want your users, be it residents who add to the money pool or to the creators who give reason for the money pool to exist, I'd suggest revising your Terms of Service and/or revising your own LindeX systems to be better beneficial to your users. The very users you are effecting may still use other services, despite being against the Terms of Service, due to the problems still in your own system. Instant cash out is a priority to many business owners, and if it was added as a premium feature, the number of premium accounts would rise and the positive feedback should rise accordingly. Until then, only expect the worse, because that is all the change will do.
  12. When I heard about an update to the interface, I was rather interested. Upon trying out the beta for CHUI, I actually found it interesting. I could bring up IMs, manage group chats better, and things seemed to flow a bit better. It was also fairly stable. But the public release with 'bug fixes' is the complete polar opposite. As a developer, crashing every 5 minutes is a harsh reminder that new things are followed by new bugs, but almost random crashes with trying to develop new things is beyond unacceptable. Why do I have stronger stability in the beta version of the publicly released viewer with bug fixes. Builders may relax with the knowledge that their goods will be where they last left it. Scriptors will just have to be in shame or learn to use external editors unless they enjoy retyping the same parts over and over again. Dealing with customers is now dancing with a crash that doesn't even leave behind a report (or even attempt to send it to the crash report servers, but then again that hasn't worked for over 2 years anyway). My question is this: Why is it that the beta viewer for CHUI was more stable than this public release? Above that, what on earth do we have to do to prevent these crashes? PC Specs: http://valid.canardpc.com/2770158 Notes: No, my system is not running SLI. All monitors are plugged into just one card. The second is just a PhysX purposed card (when not doing PhysX, it will do Folding@Home work).
  13. We use our blacklist carefully and selectively. We are aware it doesn't fully stop copybotting and we never state it is the perfect fix, but for what it does, it proves a point and does slow things down. This also applies with our group manager system that acts as a 'banlist' for groups, which is also not a perfect solution (and even with the one LL is implementing, it also holds the same issues and flaws), but it does help keep things more organized and reduces problems. You seem to be inclining that we just fire off the blacklist/ban cannon like fireworks. We know the difference between honest individuals and problematic ones, and that is why we make use of such services to help keep our group chat without spam bots, greifers, and over whelming drama so that the honest individuals can further enjoy the services we provide ourselves. It's been working for us for over a year, and we do not intend to look back. I've only just heard about the 'must be over 30 days old' from this forum and I agree it isn't practical at all. For our group, we thought about blocking accounts that were not 7 days old minimally but at the very least presenting the reasons why. We haven't pushed forward with it, but we also provide alternative ways of announcing things such as websites and the use of Twitter, which has worked almost flawlessly.
  14. I was wondering if a blacklist feature is hidden away in the merchant home area or somewhere in the My Marketplace menu, since we have some individuals we prefer to blacklist ourselves given past experiences with copybotting and other issues where we'd rather not do business with the individuals. We are looking towards the marketplace due to the API extensions for our vendor system (before the comment is made, we are not changing from our current vendor system. Period.), and while we don't expect interaction with our currently installed blacklist system (that's asking for too much), just having the option of adding/removing people much like how we add and remove access in regions and parcels is all we are looking for if this exists or is even being considered. I know a JIRA was made roughly 2 years ago, but considering that JIRA is no longer in use and because some older JIRAs (namely the group ban list feature) have seemingly been given notice, we would like to expand to the marketplace but will have to reconsider if we cannot block certain users from our store.
  15. When I am on my network, I can log two clients on at the same time with voice active with two machines. At my friends' place, however only one person can use voice. If more than one instance is active on the network, it wil cause voice to cut out on everyone's end. When I am at my own place and they both have voice active, I can hear them perfectly fine and they report cut outs on their own ends (so I assume outgoing signals aren't the problem). The routers we both have are the same, with the service providers being different. Is there any idea what is going on here?
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