Atomic Pixel
Registered User
Join date: 6 Feb 2006
Posts: 5
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06-03-2006 21:10
This is NOT to sound sarcastic, but can you please post configurations that DO work well? There are plenty of threads that show non-functional configurations, and when it does work for someone there's usually no corresponding information. I've so far tried SuSE 10.1, Zenwalk (Slackware based), and AMD64 on a Dell Precision 470, and none work, though all used to work well with older releases. (In the past, nVidia cards worked much better than ATi, and I'm an nVidia convert, but I'm stuck with a FireGL V3100 for now.)
Examples of information that may be useful:
Modifications to the settings.ini file Modifications to the preferences Hardware configuration (In the case of Wine users) Which DLL's are native and which are built-in Newly compiled software, kernel If using x86_64, do you get better output by running linux32 /home/user/Secondlife/secondlife? Run a 32-bit distro? If you use an ATi card, then does the 'radeon' driver from the DRI project work better than the fglrx driver?
Thank you for the info. I have some room to change my configuration to one that's known to work, and I'm sure some others are, too...especially the more tech-savvy Linux users.
"SecondLife: The Wikipedia of chatrooms"
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Merrick Moose
Registered User
Join date: 20 Oct 2005
Posts: 191
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06-03-2006 22:22
Ubuntu 6.06 x84_64 Athlon 64X2 4400+ GeForce 7900GT/Top (dual nonSLi - two screen) 2GB Ram 5GB Swap Gnome 2.14 Xorg 7.0
Known good settings:
DebugPermissions TRUE (prevents some crashes apparently) RenderAnisotropic TRUE (appears to be hardware enabled for nVidia folks) RenderFarClip 64 (prevents looking into other sims, bandwidth threading issue) ShowStartLocation TRUE (helpful if crashes on login - choose a different sim - Taco) UseDebugMenus TRUE (touch lots of settings, good for testing) ThrottleBandwidth 250000 (This seems to prevent a threading problem with octree)
Others found not to matter:
UseOcclusion FALSE RenderUseAGP FALSE
Anyone tested out the avitar vertex rendering?
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Hello Toonie
Registered User
Join date: 25 Jul 2005
Posts: 212
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06-05-2006 03:22
I can wander around the Sugar sim forever without crashing. A friend and I have spent all morning trying to work out what's so special about it. We failed!
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Merrick Moose
Registered User
Join date: 20 Oct 2005
Posts: 191
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06-05-2006 04:25
From: Hello Toonie I can wander around the Sugar sim forever without crashing. A friend and I have spent all morning trying to work out what's so special about it. We failed! It's and island. Islands are far apart and won't cause a connection to any other sim at the same time. It's changing sims that causes the crash. The program is multi threaded, it has four threads, one handling networking and another handing objects perhaps rendering. When changing sims one thread does not update the other, causing out of date or missing data (pointers to memory locations with nothing) which makes the client segfault. This so far is just an idea, but should be fixed in the next update as it was bug reported.
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Artemis Keen
Linux Furry
Join date: 19 Apr 2006
Posts: 23
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06-05-2006 04:27
I've been walking without problem in Devils Moon for a while without problem.. over 2 hours.. then I fell and it freaked out when I flied into things. "Normal" flying wasnt a problem.
However when I go to some other sims, I cant stay on for 10 seconds without crashing, even when I dont move.
And I would say, its not objects or scripts, as Devils Moon has a LOT of obejcts and stuff.
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Merrick Moose
Registered User
Join date: 20 Oct 2005
Posts: 191
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06-05-2006 04:51
That's correct, it is not objects that crash it nor is it scripts. Though, the object I speak of is what is passed in C++ from one function to another. It appears that out of date data is referenced from one thread to another resulting in a pointer refrencing memory that no longer holds the correct data resulting in a segmentation fault. The thread that handles networking does not communicate flawlessly with the threads that handle rendering. One approach to this is lowering the bandwith in the network tab, seems 250 to 300 kbps works best, though nothing fixes teleporting to the mainland or crossing the sim boundary. Moving at greater speed can cause the referenced data to lose alignment as well.
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Hello Toonie
Registered User
Join date: 25 Jul 2005
Posts: 212
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06-05-2006 06:11
The island tip was helpful. I'd already tried moving between islands, but clearly now the secret is that you have to start the client at the sim you want to visit, AND it has to be an island (or at least you mustn't tickle multiple sim connections).
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Atomic Pixel
Registered User
Join date: 6 Feb 2006
Posts: 5
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RenderUseAGP
06-06-2006 05:49
I have an odd behavior regarding this setting.
In Windows XP x64, it doesn't make any difference, and no configuration gives me more than a couple frames per second. Same for Windows XP (32-bit). 2D performance (i.e., the fading buttons at the first screen) is fine no matter what.
In Windows 2000, RenderUseAGP makes all the difference, and I get get super fast performance and good stability. 2D performance is fine no matter what. (Oddly, I've tried all the same drivers in Win2K and WinXP.)
In SuSE Linux 10.1 (32 and 64), the option makes a very small but documentable change, going from about 1 frame every 5 seconds to about 1 frame every 3 seconds. However, my 2D performance is also just as bad.
I think I will try Ubuntu and see what happens. I've read more success stories with Ubuntu than SuSE.
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