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can you recommend a graphics card

Walg Prunes
Registered User
Join date: 6 Jan 2006
Posts: 6
03-17-2006 12:50
sorry if this has been requested a million times before.


im looking to buy a graphics card so i can use secondlife at home too.

i have a pentium4 1800mhz i think.

i need an agp graphics card.

what do you recommend?

thanks in advance!

walg prunes
nudist
Ketra Saarinen
Whitelock 'Yena-gal
Join date: 1 Feb 2006
Posts: 676
03-17-2006 17:23
From: Walg Prunes
sorry if this has been requested a million times before.


im looking to buy a graphics card so i can use secondlife at home too.

i have a pentium4 1800mhz i think.

i need an agp graphics card.

what do you recommend?

thanks in advance!

walg prunes
nudist


What's your budget?

Not knowing that, I could reccomend a 7800GS as the best to get, or the 6800GS as a 'good' choice.
Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
03-17-2006 17:36
From: Ketra Saarinen
What's your budget?

Not knowing that, I could reccomend a 7800GS as the best to get, or the 6800GS as a 'good' choice.


Or a 6600GT on a budget.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-17-2006 17:42
I second the GeForce 6600GT for that spec, the introduction of cards like the 6800GS have put the 6600GT in a sweeter price spot. Also, I don't think a much faster card would be that effective (bottlenecks?).
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
03-17-2006 17:49
From: Torley Linden
I second the GeForce 6600GT for that spec, the introduction of cards like the 6800GS have put the 6600GT in a sweeter price spot. Also, I don't think a much faster card would be that effective (bottlenecks?).


Well Torley, if all they play is SL then anything higher the a 6600GT is a waste of money until we finally get the 2nd gen rendering engine thats been in developement for god knows how long. If they do play other games and have the money for it, then I'd recomend a 6800GS/GT or a 7600GT/7800GS.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-17-2006 18:05
True enough--and I most certainly hope that SL gets more eyecandy that makes good use of your GPU. :)
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
03-17-2006 18:15
From: Torley Linden
True enough--and I most certainly hope that SL gets more eyecandy that makes good use of your GPU. :)


No offence Torley.. screw the eye candy just offload the work that should be on the GPU to the GPU. Do that and 99.9% of SL would cheer.
Striker Wolfe
.
Join date: 11 Dec 2004
Posts: 355
03-17-2006 18:31
From: Ron Overdrive
No offence Torley.. screw the eye candy just offload the work that should be on the GPU to the GPU. Do that and 99.9% of SL would cheer.


I second this motion.
Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
03-17-2006 20:45
From: Ron Overdrive
just offload the work that should be on the GPU to the GPU. Do that and 99.9% of SL would cheer.


Which part of the work that should be on the GPU, isn't on the GPU?
Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
03-18-2006 04:27
From: Cottonteil Muromachi
Which part of the work that should be on the GPU, isn't on the GPU?


Local Lighting
Shadows
half the rendering calculations

SL is pretty much 90 - 95% CPU bound. Only thing the GPU does is final rendering with OpenGL unless you have Ansitropic Filtering, Anti-Alizing (spelling evades me this early in the morning), and/or ripple water enabled.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-18-2006 04:31
From: Ron Overdrive
Local Lighting
Shadows


These are both inclusive as "eye candy"--

From: Steve Linden
Rather than dwell on the inadequacies of the existing local lighting model, I will simply say that we are right now in the process of replacing the existing local lighting with something that actually works. Stay tuned for more info in an upcoming release (sometime with in the next few months we hope).

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Yes, this will include more usage of the GPU.

It doesn't end there either.

From: Ron Overdrive
Anti-Alizing


Anti-aliasing, but this made me fondly think of Alizee. :)
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Ron Overdrive
Registered User
Join date: 10 Jul 2005
Posts: 1,002
03-18-2006 18:14
From: someone
True enough--and I most certainly hope that SL gets more eyecandy that makes good use of your GPU.


From: someone

Quote:
Originally Posted by Ron Overdrive
Local Lighting
Shadows


These are both inclusive as "eye candy"--


Eccept you're implying you'd like to see NEW "eye candy," we've had local lighting and shadows for how long now? Quite a while, these are OLD "eye candy" and I meant we don't need any new "eye candy" till we recieve a much needed performance boost. The more eye candy you add the harder it gets to improve on speed wich is what SL really needs right now.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-19-2006 12:40
From: Ron Overdrive
Eccept you're implying you'd like to see NEW "eye candy," we've had local lighting and shadows for how long now? Quite a while, these are OLD "eye candy" and I meant we don't need any new "eye candy" till we recieve a much needed performance boost. The more eye candy you add the harder it gets to improve on speed wich is what SL really needs right now.


O, to absolutely be clear on this, Ron: what I mean is BOTH NEW and OLD. I'm more of an AND person than an OR person. There's no need to be exclusive--as I wrote earlier, it's inclusive. Steve Linden earlier wrote of a better lighting model:

From: Steve Linden
Rather than dwell on the inadequacies of the existing local lighting model, I will simply say that we are right now in the process of replacing the existing local lighting with something that actually works. Stay tuned for more info in an upcoming release (sometime with in the next few months we hope).

Source

It wouldn't be Local Lighting as we know it in the way a Ford Model-T is a car, but not a contemporary of today's automobiles. Another good analogy is: if you're familiar with virtual analog synthesizers with simulated detuning--there you go!

I'm certainly for more FPS gains too--I'm a YUGE fan of the silkysmooth kinetics! :)
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Striker Wolfe
.
Join date: 11 Dec 2004
Posts: 355
04-04-2006 12:25
From: Ron Overdrive
Local Lighting
Shadows
half the rendering calculations

SL is pretty much 90 - 95% CPU bound. Only thing the GPU does is final rendering with OpenGL unless you have Ansitropic Filtering, Anti-Alizing (spelling evades me this early in the morning), and/or ripple water enabled.



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