This has gotten a bit out of hand... We are absolutely not going to
automate draw distance.
This got started as a speculative discussion that forked off of the draw
distance slider in which I asked whether or not it might be possible to
create a system that _if_explicitly_requested_, some smar
On 2011-06-18 16:43, Lee ponzu wrote:
> Extra symptom. So, there I am, and the avatars are all rendered as
> expected, when --blink-- one of them turns gray, like the texture got
> lost. No, she didn't change to an all gray skin and outfit. 8-)
This is, unfortunately, not new behavior. I've
Draw distance never makes a significant difference for me.
Strange actually, cause I think it should... But it's not
a very important factor it seems :/
Something that seems to correlate a lot with a low FPS
is the number of avatars that have to be rendered.
On Sun, 19 Jun 2011 06:49:19 -0400
"Oz
Am Sonntag, 19. Juni 2011 schrieb Carlo Wood:
> Something that seems to correlate a lot with a low FPS
> is the number of avatars that have to be rendered.
for me a big factor on FPS is the number of textures that the client
is still waiting for... the more grey, the more lag.
bye,
LC
__
On 2011-06-17, at 11:41, Hitomi Tiponi wrote:
> Please no automatic DD - there are two many variables and differing
> circumstances for it ever to work. Much better to work on other ways of
> improving fps e.g. selective updating of avatar movement.
Me too.
At the very least, make it a non-def
On 2011-06-18, at 13:00, Robert Martin wrote:
>
> one thing that i don't understand is why you can be at 4000 meters in
> an untextured skybox and still within seconds get GROUND TEXTURES and
> other objects on the sim before the contents of the skybox or
> attachments on the client avatar (this
Sorry for the late response, I've just gotten the chance to test this as well.
Looks and works great, seems intuitive. I love the popup notification (as well
as the ability to choose not to see it again next time). I also experienced a
short delay on the Mac client, though the delay was only