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Flame Swenholt

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  1. Auction has ended. Final bid: 610,000 L$ Contacting highest bidder now.
  2. Current bid is now at 465,000 L$ plus transfer fees.
  3. Current bid is now at 460,000 L$ plus transfer fees.
  4. Grandfathered 30k prim sim for sale! $209 tier is due on September 13th (can cover until October 13th should bids take longer). Bids must be within Second Life only. Bids must be in increments of 5,000 L$, and bids will be placed in priority of earliest delivery should bids match. Bidding ends after September 13th at 0200 PDT or 24 hours from last received bid, which ever is later. Send notecards and IM to Flame Swenholt (again, prices must be in L$). Sim has been cleared and is ready for its next owner. Buyer pays for transfer fees, which is $300 for Grandfathered sims. Bid value does not include transfer fees. Bid starts at 330,000 L$. Current bid will be updated over time.
  5. Okay, I have a even bigger problem: the numbers do not match up. On January 2019, the form claims ~$235, but the amount on the site says $225 (the amount needed for the sim payment). This trend seems to follow for all the months on the forms and in relationship to the receipts I can pull up (very well summarized at that) on the account summary. Is Linden Lab writing on the form based on L$ value BEFORE processing fees?! How the heck does that make sense?
  6. Agreed, and in essence, that does make sense. However, last I checked, it was Linden Lab that did the charges for sim payments, so why there is no receipt of that at all if done internally within their system is a grave error on their part. It also makes running my sim, which is just for hanging out and not for profit, now even more questionable if I now have to operate as a mini company just to effectively own it (again, all earnings go to paying the sim and nothing else). EDIT: Found the solution: go to Account Summary, and you will be able to see all transactions involved, including sim payments. I will have to generate 12 PDFs, but I can get the results and thus a total of expenses.
  7. And that, right there, may be the culprit. I do fall in one of those states, and the amount earned is slightly above the state threshold. However, this still doesn't help with expense reporting, since Linden Lab doesn't notify me on sim payments last I checked, and thus I have no receipt except in their own system.
  8. That is where things are going to get drastically difficult to follow: sim prices changed this year, and in my case, I paid strictly using the USD balance on my SL account, not via cash out and then repay that way (yes, some people do this). So my issue is... where are my receipts of the payments then for payments in their own system to report expenses against the gross amount of payment? On top of that, if I never cashed it out then why is it being reported? I only wish I could have cash out as much that Linden Lab/Tilia claims I did.
  9. Seriously? Then why isn't the number of payment transactions documented on the 1099-K? If that's the case, I'll have to seriously rethink our splitpay systems which operate on a daily function and even then, that's very misleading to not reflect that on the form. EDIT: And still, I haven't done a process of credits in a long while because the amount I earn isn't enough to pay for a sim and that's it. So i'm being taxed for imaginary money that hasn't even become USD?
  10. My issue is that I got one... but I shouldn't have based on the following: Even if I combine my Tilia and Linden Research ones... I never hit $20,000 nor 200 transactions (not even a quarter of that). So now my issue is if I have the form... even though it NEVER hit enough to matter, does this even count? I just pay for my sims directly within LL/Tilia's system using the L$ proceeds from friends who contribute to the payment. If this is going to involve tax tangoing, I'll just take my services elsewhere (and in this day and age, there are plenty of other places now).
  11. 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.
  12. 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.
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