From: Hussayn Salomon
Sure. I won't replace my 8800-GTX. In fact i am setting up a new computer.
Ah. That makes more sense now.

From: Hussayn Salomon
In general i am satisfied with the fps. I once had severe problems when i was taking a machinima footage on a crowded sim (60++ avatars) I had to turn every advanced features off before i got back to acceptable fps (using fraps). But that seems normal according to what you say. I don't think, i have a hardware problem, the card runs just fine under normal circumstances (Windows-XP sp2, nvidia driver version 175.19) and i would decide to just buy another one, if there weren't the new GC's around (GTX-280 and HD4870)
Sounds like everything's working as it should. With 60 avatars, FPS is going to be low, no matter what (unfortunately).
Machinamists I've worked with in the past have worked around the problem by speeding up the footage in post. It's a pain to set up and execute, but if you use slow animations, and you're very careful with your camera movements, you can make it work.
From: Hussayn Salomon
I refer to Quicktime. I saw stuttering when running a high definition movie (width ~ 1900 pix) from a local SATA-disk. And i was just testing with "Big Buck bunny". In the original resolution it runs smooth. But when i use full screen mode (2500*1600), stuttering comes back. I could not see this effect with my old ATI-firegl-5200 (which astonishes me, since the overall performance of firegl-5200 compared to 8800 gtx is extremaly low) Interestingly i have no problems with .wmv files of that size (using winamp).
That is interesting. I've never tried to play an MP4 that big before, so I have no basis for comparison. I'll give it a try when I get a chance, and let you know what happens.
From: Kasuga Hax
Second life must be the worst GPU friendly application ever to have reached the market.
The engine it flawed.
Yes, the engine does need improvements, and LL would be the first to admit that. But that's not why SL doesn't perform the same way games do. Comparing frame rates with the likes of Crysis is simply not fair. It's not apples to apples. SL, by its very nature, operates on some different principles than games.
First, no game in the world has to stream geometry and textures in real time the way SL does. In something like Crysis, every single aspect of the world is stored on your local hard drive. So you've got instant access to the whole thing. But in SL, the world exists on remote servers, and since it's all user-created, it's always changing. Everything has to be dynamically streamed all the time. There's no instant access at all.
Second, the biggest reason for low frame rates in SL is lack of optimization. In games, all the geometry, textures, and visual effects are created by professionals who go to great pains to make every asset as CPU/GPU-friendly as possible. Textures are kept to minimum sizes, geometry is as low-poly as possible, particles and other visual effects are used relatively sparingly, etc. But since all content in SL is user-created, and since most users are pretty clueless about how this stuff works under the hood, at least 99% of what gets made for SL is not optimized at all. People do ridiculously abusive things like slap a hundred 1024x1024 textures on a wall full of little 2-foot signs, or build a million-polygon tree out of 500 sculpties, and then they blame the system when their frame rate drops.
If you're gonna blame SL's engine for stuff like that, you might as well blame your car when you drive it down a residential street at 200 miles per hour and then you crash. Just because you CAN do a thing doesn't ever mean you SHOULD. The fact that your car might be ABLE to hit 200 MPH doesn't mean you should EVER drive it that fast, and just because SL allows for large textures, excessive poly counts, particle abuse, etc., doesn't mean you should use them. Users must take responsibility for their own actions, regardless of what any system does or doesn't allow.
Trust me, if content for Crysis were built with the same lack of optimization as most people apply to their SL content, the Cry Engine would choke too. In fact, it would probably perform considerably worse than SL does.
From: Lindal Kidd
When you run multiple monitors, non-SLI, what performance do you get?
Check my earlier post. I stated the numbers.

From: Lindal Kidd
Does one graphics card drive each monitor?
Yes. But it works well with one card driving both, as well. Really, the only reason I do one card per monitor is because I've got the two cards, and I don't want to feel like either one isn't being put to use.
It had always been my intention to use at least three monitors on this machine, in which case obviously one card would drive two, and the other would drive one. I just never got around to getting the third screen.
From: Lindal Kidd
And do you stretch the SL interface across both of them?
Sometimes. My monitors are wide enough that I don't often need to do that, though. Back before I had wide-screens, I used to do it all the time. FPS does drop when the viewer spans more than one screen, by the way (whether its one card driving both screens or not), in case you were wondering. The amount tends to vary from viewer version to viewer version.
Typically, I'll have SL on one monitor, and Maya and/or Photoshop on the other. The reason I want three monitors is so I can see all three programs at once. As it is now, I have to swap back and forth with Maya and PS if I've got all three programs running.