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| | #26 (permalink) | |
| Moo. ![]() ![]() ![]() ![]() Join Date: Dec 2007 Location: Here and there. Kinda inbetween places now.
Posts: 3,765
My Mood: SL Join Date: 11/30/2005
Business: Happy Bivouac/Milk&Cream | Quote:
__________________ The Digital Pasture - SL from a cow's point of view. When the cow is also a designer. | |
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| 2 Users Agreed: |
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| | #27 (permalink) | |
| Fuzzlebugs Finkmelon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]()
haz dem bodacious ta-tas
| Quote:
But ultimately, I am realising that the more spinning, whirring, sparkling, pretty effects I use in my show sets, the more I am likely to lag the crap out of my sim. Although it hasn't actually been an issue until very recently, so I will also factor in possible functions at other places on the sim and SL being juddery. It's just going to be a case of learning to be more careful and efficient in how I make stuff. | |
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| | #28 (permalink) | |
| Fuzzlebugs Finkmelon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]()
haz dem bodacious ta-tas
| Quote:
Framerate is the speed at which graphics develop and refresh on my screen. What I consider 'lag' is when there is actual 'freezing' in-world, ie, my avi can't move, or walks with a jerky stop/start action; there is delay in actions happening etc. Excusing the very simplified terminology, would this be correct? | |
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| | #29 (permalink) |
| gone ![]() ![]() ![]() Join Date: Sep 2007 Location: in the home I haven't built yet
Posts: 2,401
My Mood: | I am often guilty of one common cause of viewer/texture lag, overly diverse landscaping. I lurve to put together a diverse landscape of many plants from different makers, but lol, it creates a lagerific experience for folks who drop by for a quick visit. A little more discipline and you can landscape a sim beautifully with simple lowprim vegetation, artfully banked and arranged, and very few unique plants/trees. |
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