If you do that those with 'poor' network connection but 'excellent' video
cards might 'suffer' as now there would be a lot of network traffic
retrieving all that information even if their draw distance is set to a
short distance. Also if you base it on the amount of memory then someone
like me that has a video card with 1GB of onboard vid mem and 4GB of system
mem might end up pulling information for an area covering from anywhere to a
few sims to a few hundred depending on their complexity.

 

From: opensource-dev-boun...@lists.secondlife.com
[mailto:opensource-dev-boun...@lists.secondlife.com] On Behalf Of Nexii
Malthus
Sent: Saturday, June 18, 2011 7:52 AM
To: Lillian Yiyuan
Cc: Hitomi Tiponi; Opensource_dev
Subject: Re: [opensource-dev] DD Philosophy

 

Here's another suggestion,

 

Take away the network portion of Draw Distance and make it Network Distance.
That is, the value that is sent to the sim and that affects how many objects
are tracked by the client must be a separate setting and nothing to do with
actual rendering. Draw Distance should really only have to do with rendering
and LOD.

 

People in a combat sim would choose to have high network distance but a low
render distance. Actually being able to control the actual render distance
would help control FPS more precisely. (Network distance could then be
adjusted to the amount of RAM available)

 

- Nexii

 

On Fri, Jun 17, 2011 at 11:08 PM, Lillian Yiyuan <lillie.yiy...@gmail.com>
wrote:

Suggestion, have a version of the current advanced graphics settings,
with "min" and "max" levels for each of the current options, and a fps
target, as well as having a drop down for the priority of each. So for
example, I might set DD to min 64m max of 256m, and a priority of
"low," meaning that the viewer should reduce DD to keep fps. I might
have particle settings, and set that with a priority of low, as well
as min and max number of avatars to render and so on.



On 6/17/11, Hitomi Tiponi <hitomi.tip...@yahoo.co.uk> 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.
>

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