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Old 07-25-2012, 10:33 PM   #26 (permalink)
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Originally Posted by Darien Caldwell View Post
Problem is, what causes lag for one person may not for another. So it's kind of hard to be definitive. Most of what people call 'lag' is viewer side graphics slowdowns. And it's very closely tied to the person's hardware, their viewer settings, the speed of their connection, what viewer they use and even what they set their Viewer bandwidth to.
This is why I consider it very important to distinguish between "framerates" and "lag". Lumping the two together as if one had anything to do with the other just creates a lot of confusion and misinformation in SL.
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Old 07-26-2012, 04:58 AM   #27 (permalink)
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Quote:
Originally Posted by Darien Caldwell View Post
Problem is, what causes lag for one person may not for another. So it's kind of hard to be definitive. Most of what people call 'lag' is viewer side graphics slowdowns. And it's very closely tied to the person's hardware, their viewer settings, the speed of their connection, what viewer they use and even what they set their Viewer bandwidth to.
Yes - this is something I am always conscious of. My first thought is to assume it's just me (although I do have a fairly powerful, high graphicy machine), then ask visitors if they are also experiencing the same problems. I think that to add to the mix, SL has been going through a rather sticky period lately as well, which hasn't helped. Seems like half the grid was going through re-starts last night, if my constant booting to social hubs and inability to TP to any other sim was anything to go by.

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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Old 07-26-2012, 05:03 AM   #28 (permalink)
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Originally Posted by Penny Patton View Post
This is why I consider it very important to distinguish between "framerates" and "lag". Lumping the two together as if one had anything to do with the other just creates a lot of confusion and misinformation in SL.
To my understanding (and please forgive my layman's descriptions) -

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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Old 07-26-2012, 03:41 PM   #29 (permalink)
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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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