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Do I have a bad PC?

say Moo
.......
Join date: 14 Mar 2007
Posts: 284
01-13-2009 10:08
Some true background information, that mass marketing won't tell you!

Let's make one thing very clear:

CPU's are NOT vital in speed terms towards multimedia apps like games and 3d content (like SL, which is not a game)..

High speed cpu's are ONLY really needed, for big calculating programs, like 3d modeling, video editing (live previews etc) kind of apps. I hear your thinking: but a game is 3d rendering too!
true, but it's mostly pre rendered already, and not high def rendering like 3d animation rendering. it's low polygon based.
Furthermore, it's rendered 80% on the GPU and it's memory.
THat's how games work.

what is vital is the speed of the harddrive, memory and GPU.

A fast gpu, huge mem, and speedy drive, makes the 3d app run smooth even on a let's say, 2000Mhz CPU. Don't believe me, try it out! No need for dual, quad etc cpu installments. It's only marketing, hyping... mostly.

heck, i've ran many games, that have way higher minimum specs then my system has (cpu wise).. but it run flawlesly because of my memory, speedy harddrive and superfast gpu. (settings maxed out).

I'm talking purely graphical smoothness (thus fluid anims etc).
for multiplayer situations (client <-> server) like SL.. one other mayor part comes to play: internet speed, and good routing.
bad internet connection/routes gives the client slow streams from the server, and to the server. Meaning LAG, slow rendering (if streamed live from the server, like SL mostly does), hickups etc.

so, your computer is excellent for Secondlife, so the problem should be inside the settings (local) in combination with internet settings/speed/routes. Combination, because the data transfers are to be translated into something.. and the weakest point breaks things down. (slow internet, but high local settings, means sl keeps waiting or demands something it won't get, thus problems. The otherway arround applies too)

good luck.
Dante Tucker
Purple
Join date: 8 Aug 2006
Posts: 806
01-13-2009 10:23
A few things.

Peggy: What you said would be true... if the client waited for particular updates before rendering a frame. It doesn't though. It WILL check for new packets every frame, but in the event there is none, the thread continues on.

SL continues to render even in the event of you loosing network connectivity infact.

EDIT: I must have accidently skiped over some of peggy's post. I see what you are assuming is that in the event of no new updates being recieved the viewer renders the same frame untill it recieves an update. Again this is slightly flawed.

I invite you to this test. Log in SL, promptly unplug your network cable. You will see that new frames are infact rendered, you may not get chat updates, agent and object location changes etc. But you will see that motions like flexy prims, particles and the like still function, you can still move your camera around etc.

Sometimes people are thrown off by the concept of SIM FPS. Please note that this mearly refers to the number of iterations per second of the servers main thread, and is not related to graphics.
Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
01-14-2009 15:33
From: AWM Mars
Unicasting is primarily used in the SL platform for direct messaging, IM's, group notices, account information etc. Multicasting is used for the collective events that happen on a sim such as someone letting off a poofer, moving from one place to another, leaving and entering the sim. The sim software knows who is connected to that sim and broadcasts to every person the same packet of information. The same is true to and from adjoining sims.


That's not the same as multicasting. That's several unicasts in parallel.
Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
01-14-2009 15:35
From: Dante Tucker
Peggy: What you said would be true... if the client waited for particular updates before rendering a frame. It doesn't though. It WILL check for new packets every frame, but in the event there is none, the thread continues on.


That's just rendering the same frame from different angles, though. You're not actually getting new frames.
AWM Mars
Scarey Dude :¬)
Join date: 10 Apr 2004
Posts: 3,398
01-15-2009 04:52
One thing I have noticed Baloo, you make quite a few posts on threads, actually add nothing to the topic or solution, but spend your time making multiple entries in some feeble attempt to correct other peoples statements. Clearly you need to research a lot more before you do this, as many of your statements are incorrect and only try and derail the topic.

Hardly useful.
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Dante Tucker
Purple
Join date: 8 Aug 2006
Posts: 806
01-15-2009 09:23
From: Baloo Uriza
That's just rendering the same frame from different angles, though. You're not actually getting new frames.


Thats pure opinion i guess then. Becuase as far as I am concerned as long as what is being pushed into the framebuffer by the renderer is diferent then the last pass, thats a new frame.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
01-15-2009 09:56
I think there's a clash of terminology going on here. In the best tradition of Linden Lab, we appear to have people using one word to refer to several different things. So it's really no wonder people are getting confused by each other, and starting to argue a bit. Let's try to clear this up right now, if we can.

If we reword Baloo's latest statement, for example, to use a distinct term for each item he's talking about, instead of just "frame" for everything, it seems to makes a lot more sense. Here's how I'd put it:

"That's just rendering the same existing scene from different angles, though. You're not actually getting new data."

That makes perfect sense, and I'm pretty sure it's what Baloo meant to get across.

I think the disconnect stems from discussion we were having earlier, regarding sim FPS vs. local FPS. "Sim FPS", like many labels in the SL viewer, really is a misnomer.

The traditional definition of a "frame" is a still image, from a sequence of still images meant to be displayed in rapid succession to create a motion picture. In computer terms, that would mean exactly what Dante said, an image rendered from the video card. And in SL terms, that's what we'd call a "local frame".

A "sim frame", however, if that's what we must call it, wouldn't fit that definition. It would be better described as the data set that imparts the content of a scene at any given time.

If I'm reading Baloo right, he was talking about a "sim frame", not a "local frame".

Perhaps it would be prudent for each of is to use "sim frame" and "local frame" distinctively from this point on, rather than just "frame". That way, hopefully we can cut down on confusion.

Ideally, I'd to do away with "sim frame" altogether, and use some more accurate descriptor, but that might cause more problems than it solves, since the obvious reference to "sim FPS" would no longer be in place. "Sim FPS" itself should be renamed, but obviously we can't do that.

For what it's worth, I've been hounding the Lindens for years to rename a whole bunch of things. But they don't seem to agree with me that it should be a priority. It's unfortunate.
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Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
01-15-2009 12:47
From: AWM Mars
One thing I have noticed Baloo, you make quite a few posts on threads, actually add nothing to the topic or solution, but spend your time making multiple entries in some feeble attempt to correct other peoples statements. Clearly you need to research a lot more before you do this, as many of your statements are incorrect and only try and derail the topic.


I've done the research, I've cited my sources. If you disagree with 'em, you're welcome to cite your own sources. Resorting to ad homenim attacks isn't likely to win you any hearts or minds, whether you're right or wrong.
AWM Mars
Scarey Dude :¬)
Join date: 10 Apr 2004
Posts: 3,398
01-15-2009 14:58
From: Baloo Uriza
I've done the research, I've cited my sources. If you disagree with 'em, you're welcome to cite your own sources. Resorting to ad homenim attacks isn't likely to win you any hearts or minds, whether you're right or wrong.

Just another example of your posts, nothing useful to add to the assistance of the OP.. you looking to increase your post ratings? None of you posts on other threads are different.
As for winning hearts and minds.. those 1,000's that I have helped, know what I am good for, I've nothing to prove to you.
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Leence Viper
Registered User
Join date: 17 Jan 2009
Posts: 2
What a difference ...
01-17-2009 20:20
From: SuezanneC Baskerville
What draw distance do you use?

Are you noting your FPS in a crowded sim, one with lots of sculpties, flexies, twisted tori, etc.?

What settings do you have your video card set to in your nVidia Control Panel? Possibly you have them set too high there.


If the engine is made by professionalists like those who created the exaggerated Site, then I wouldn't fall under textures and the engine wouldn't allow to lag. Even on Blue Station this game would fail ...

it sucks, on all computers the same. Even when it's 1.7Ghz one core, two core, 512MB Acc or Vista or XP. I don't envy Mac users ...

when it comes for an idea, it's not bad, but the preparing is worse than I thought.
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