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Old 03-07-2012, 02:45 AM   #26 (permalink)
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Your ATI is definetly not lower class , but might not yet be set in the GPU table in this case SL will automatically set it to a level 0 card
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Old 03-07-2012, 08:30 AM   #27 (permalink)
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I'll have to accept that my 2GB ATI 6970 card is lower class.
Like Niran said, the AMD 6970 (ATI was bought out like 2 years ago) is actually on the same level as the GTX570. Except for the 2GB bonus which should in theory be highly beneficial for such a texture intense environment such as SL, so it should actually be superior.

If you don't get the same performance, though, I strongly suggest playing with your settings, both in the viewer and in the driver control panel. Especially toying with the anti aliasing settings will lead to differences.
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Old 03-07-2012, 03:02 PM   #28 (permalink)
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SL is hardcapīd at 512 and even those it doesnt use fully nor right , so everything higher than 7xx mb (512 or SL and 2xx for everything else) is way more than enough
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Old 03-07-2012, 05:01 PM   #29 (permalink)
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Since the expert is in, it's a perfect chance to abuse this opportunity

What about running multiple viewers at once, say 3 instances for example?
Would they share the 512 limit, so each one would have some odd 170 MB, or would you face 3 x 512 MB?
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Old 03-07-2012, 09:22 PM   #30 (permalink)
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I have an nvidia card with 1GB...which usually fills up to the brim after a while of running either Cool VL viewer or Firestorm on my computer. If only 512MB of all that data is textures, then what else is using the remaining 512MB? When I am on the Windows desktop, only about 60MB is in use on the graphics card.

I also seem to recall, (though I might be mistaken) that the texture memory slider in SL is not indicative of the actual memory used, but that the amount is multiplied by a certain factor according to LL. I do not recall by how much, though:/
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Old 03-07-2012, 10:27 PM   #31 (permalink)
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the multiplier is set to 1 and doesnt work as far as iīve tested it , SLīs Video Memory is simply hardcapīd at 512 because it were allowed to be set higher long ago which caused LOOOOTS of problems , instability and crashes/freezes, what else is using your Video memory? idk , but i dont think SL is doing that otherwise SL would be ignoring your settings AND SLīs internal max but i might have an idea what it could be , remember the Private Memory Pool? that might fill additional Video Memory and cache the rest into RAM (probably) im not sure about this Private Memory Project...its just enabled for me , set to 4GB and Failure Prevention is off to prevent it screwing my Second Life by telling me it will shutdown in 30 seconds to "prevent" a crash.... for me thats nearly the same as a timed crash
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Old 03-08-2012, 07:48 PM   #32 (permalink)
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Quote:
Originally Posted by Dolly View Post
I have an nvidia card with 1GB...which usually fills up to the brim after a while of running either Cool VL viewer or Firestorm on my computer. If only 512MB of all that data is textures, then what else is using the remaining 512MB? When I am on the Windows desktop, only about 60MB is in use on the graphics card.

I also seem to recall, (though I might be mistaken) that the texture memory slider in SL is not indicative of the actual memory used, but that the amount is multiplied by a certain factor according to LL. I do not recall by how much, though:/
Since it's relatively slow as hell to copy stuff across the PCIe bus, that extra memory is being used by shader programs, deferred frames, pre-rendered frames for certain kinds of antialiasing, triple-buffering, frame buffer, etc. Like you noticed, textures are just a small portion of it.
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