Second life phoenix firestorm viewer1/18/2024 ![]() The other is the tiny images of people's profile pictures used in chat. My Slink body HUD and GAEG head HUD both use a large number of textures. Firestorm warns you about HUDs using lots of textures. Avoid wearing HUDs that use a lot of textures when you aren't using them. Two things contribute to the majority of the problem in SL. Look at the more recent results for fixes. You can Google for Texture Thrashing and blurry textures. I wrote Second Life Texture Thrashing in 2013. Then as the card makes the rounds of refreshing rendered things textures get reloaded and others discarded so you see the clear, blurry, clear cycles sweeping across the scene. The item who's texture is discarded goes fuzzy. As it moves from item to item to render it runs out of texture memory, discards a texture to load another. Your video card loads and renders a texture. What you are seeing is called texture thrashing. Pick stuff up, especially stuff that is very detailed. Simplify your avatar by removing attachments. If you can't do this, then you can do other things to reduce the amount of demand on what VRAM you do have. In Firestorm, open prefs and search for "memory", you will see a slider called "Viewer Texture Memory Buffer (MB)", if you can increase this slider. There is unlikely to be a singular object at fault, it's death by a thousand cuts.ĭepending on your graphics card you may be able to get the viewer to ask to use more. īottom line, you have too much stuff in one place and your computer can't keep it all in the amount of VRAM it's been allocated at the same time. and oh look, there's a missing texture, so lets throw one out and. It throws out a texture and loads one of the pending ones. The viewer has used up all of the VRAM it's been allocated yet there are still textures to be loaded. The textures are decoded into your computers VRAM. So they start off small and fuzzy and slowly load more information and get sharper. Textures are decoded as a series of images at ever increasing resolutions. When the viewer starts up, it asks to be given an amount of VRAM and it uses it to store textures and meshes while they are being rendered. Your viewer has a set amount of Video Ram (VRAM) available to it. I have the latest Firestorm I have ALM off, I have object LOD at 2 Other textures will stay fine but certain others just get crazy, no matter the distance of the camera to the object. It happens constantly and I can't even take a picture without random textures going from sharp to fuzzy to sharp again several times a minute. I am having an ongoing issue with textures going in and out of focus (see pics). I have a really good graphics card, btw altho its two years old.Īny help would be gratefully appreciated. I go to my Linden house, and it shoots up to the 50s. Related or not, I'm not sure, but my FPS goes down to the 20s when I'm on my land. ![]() In a particular building I have which has many objects on the same land in other houses, I don't have this problem.Ģ. I've reduced scripts on my land, I've cleared my cache, I've gotten rid of heavily scripted items, I rebake textures with no real results. ![]() I have the latest Firestorm I have ALM off, I have object LOD at 2 I don't have Malewarebytes as others suggested in similar post.
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