SL Settings on both systems:
Network:
Max Bandwidth: 300
Disk Cache: 500
Graphics:
Performance:
- Anisotropic Filtering: on
- Local Lighting: on
- Shadows: off
- Disable Far Clip: off
- Shiny Objects: on
Avatar Rendering : Bump Mapped & Cloth
Terrain Detail: Some
Advanced Graphics:
Cache: Large
Memory: 256MB
Object Detail: MID
Tree Detail: MID
Avatar Detail: FULL
Avatar Vertex: On
Draw Distance: 128
Fog Distance: 2.0
Drop Draw Distance: 10
Bump Draw Distance: 1
Max Particles: 1024
Outfit Composite: 5
---------------Test Systems--------------------------------------
Test system 1:
Client: Mac 1.7.4
OS:10.4
CPU: Dual 2.5Ghz G5
Memory: 2GB
Video: ATI RADEON 9800XT 256MB
Connection: Cable 4MB ds / 768k us (rough avg 2MB ds)
Test system 2:
Client: Windows 1.7.4
OS: Windows XP Pro SP2
CPU: AMD Athlon 64 FX FX-57 2.8Ghz
Memory: 2GB
Video: ATI RADEON X800 XT 256MB
Connection: DSL 1.5MB ds / 256k us
---------------Tests & Results--------------------------------------
The results were nearly identical on both systems, even with a graphics card rated at nearly 4 times as powerful on the Windows machine.
Using the above settings the average client FPS from a dead sim to a busy sim was roughly 3.3fps, 0.2 being the low, and 6.4 being the high. At 6.4fps, SL is barely usable, at 0.2, I had to relog to a quiet sim to recover.
Lowering draw distance to 64m would increase fps to roughly 8 to 9 in a dead sim, but had no effect in the busy sim.
Keeping the lowered draw distance and disabling local lighting caused the fps to jump as high as 25fps to 40fps! over 4 times the frame rate!
Increasing draw distance back up to 128 only brought the client fps down by a few points, nothing noticable.
---------------Notes--------------------------------------
With all that out of the way, I would say that local lighting is still a broken feature. Or are these systems below minimum spec...
Fox
