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Showing results for tags 'framerates'.
My goal was to find out which CPU is better for SL (without paying a 500 bucks worthy CPU like the i9-9900k) I'm aware SL doesn't use multi-cores, but single-core: so in theory it benefits from the highest clocked frequency. I finished my CPU performance comparison FPS-wise in SL with same hardware/settings/viewpoints/avs/etc. for: Ryzen 5 3600 vs. Ryzen 7 1700x [stock + overclocked] check it out here: https://youtu.be/VDpN-w-0sts Intel i3-9350kf vs. i5-9600k [stock + overclocked] check it out here: https://youtu.be/my-J89BM6Nk Conclusion below the vids.
A few people have asked about this in the "A Conversation with Linden Lab CEO Ebbe Altberg" thread so rather than derailing there, I'm making a new thread here to give people some insight into this issue. To get a higher and more stable framerate in SL would require LL to really discourage poorly optimized content in SL while also providing tools to encourage better optimized content, and make it easier for content creators to optimize their work. As well as tools for consumers to make more educated purchasing decisions, and disincentives for purchasing content that uses excessive amounts of resources. For example, excessive texture use is far and away the biggest framerate killer in Second Life right now. Based on months of observation using a viewer used to demonstrate some VRAM management tools, I'd say that your average avatar is walking around with over 200MB worth of textures. Avatars exceeding 500MB of textures are not as uncommon as you'd think. I've regularly seen avatars pushing 800MB to a GB of textures.That's one full gigabyte of data that you have to download and hold in your graphics memory, for one single avatar. There are sims out there using over 10GB of memory just on textures alone. Why do people do this? Because there's absolutely nothing to discourage them from doing it except the performance hit, and too few people know how this issue affects them so they blame it on bad viewer code or some other strawman. How much VRAM does your videocard have? Even if you have an expensive, high end gaming card you probably only have 8GB of memory. Chances are, most of us have much less than that. Also, VRAM isn't just for textures. Shadows, DoF effects, light effects and more all need VRAM. This makes the "just buy a better videocard" argument unhelpful, to put it politely. And there are people who will argue "but SL doesn't load all those textures at full resolution all at once!" ignoring that as you move and cam around SL you're hardware is constantly sifting textures in and out of data. Constantly moving that much data in and out of memory is a huge burden on both your videocard and your bandwidth. Go to a sim built by someone who understands VRAM issues and you could easily find yourself experiencing double or triple the FPS you typically experience in Second Life. At least until one of those 1GB avatars wanders into view. In some cases, after optimizing an environment I've found myself enjoying FIVE TIMES the fps compared to what I saw before optimizing texture use. That fact alone should be enough to prove the point. You want higher and more stable FPS? LL needs to step up and start discouraging excessive resource use in content. Giving users a tool to derender avatars with excessive VRAM use. Tools that let users see the VRAM use of all of their attachments and rezzed objects. LL needs to start including texture use in Land Impact calculations, so that objects with excessive VRAM use cost far too much LI for anyone to want to use. LL needs to add texture memory to the information marketplace sellers can display in their listings, so people can make informed choices and start avoiding content with high memory use, or content which fails to list memory use (just like people tend to avoid products that fail to list land impact cost). Give people tools and all of this can be super easy, for both content creators and the people who buy that content. There's good, easy to learn tricks to reducing memory use but LL doesn't make it available through any official channels. There's no official SL building tutorials, and the tutorials out there are made by other residents, typically those who do not have any experience or education regarding game design. LL needs to improve the "jelly doll" feature so the resources used by avatars get released when they're jelly-dolled. Right now their textures, at least those that loaded before the avatar gets derendered, remain in VRAM. And that's just textures. Avatar attachments, not limited by LI costs, tend to be far too high-poly. Some of the mesh bodies out there are absolutely ridiculous. There's tricks people use to get around reasonable LI and draw weight costs (avoid any content where the creator recommends you increase your LOD threshold), LL needs to close those loopholes and rework LI and draw weight to be more useful. To better encourage good content creation habits, and better discourage the bad habits. It's very important to note that discouraging bad habits does not mean reigning in creative freedom, or making content creation more difficult. A lot of people hear what I've posted above and are terrified that if LL did these things it would drive them out of SL. That's simply not the case. Optimizing is easy! It's just a matter of learning where you need extra texture detail, where you can get away with less, and learning not to create textures that are filled with unused space. Tell people new limits are coming, give them the tools to work within those limits, the time to learn to use those tools, and it will not be a problem. According to LL some of these tools are coming! That's a very good sign that in the future we may very well experience a Second Life where higher framerates are the norm. If LL handles this right they could even increase the maximum texture resolution cap in SL.