![]() But we deduct the GPU reserve to ensure that there is room for the working space that we wanted. So we take the larger of the two values (min requested by user, max_available) to determine the amount of texture memory we want. Ideally you should avoid this it cause delays as the card has to swap stuff in and out when you have mutliple things competing for VRAM. If the user has asked for more than the total the GPU is saying it has available, then that is fine, the driver will try to expunge other things based on our demands (remember what I said about hints. This basically tells us how much RAM the driver has available given all other usage at that moment in time. We then do a little juggling where we work out the maximum total texture memory available (by asking opengl what is free and adding the amount we are already using to that number). We limit that to the total VRAM that the system drivers tell us that you have, if you've been overly greedy □ Using this number we then have to work out what is actually viable, ensuring we have at least enough room to work and do not exceed the total available and so froth. This gives us a total for how much the user would like us to use at a minimum. We then add the two reserve amounts to that to get the minimum requested. Minimum Viewer Texture Buffer is used as our "minimum ask". What we want to do is get a number that represents the maximum VRAM ask, based upon the user settings. Here is a very explicit explanation of what those numbers get used for (I realise that this may not be helpful to you but it hopefully builds on the help text a little) That value minus cache reserve is the texture memory available for textures actually It will allow using all currently available VRAM, or at least the value specified in minimum viewer texture memory capped at physical VRAM, minus VRAM reserve for allocating textures. Dynamic Texture Memory only works on 64-bit viewers with at least 512MB VRAM and GPUs supporting and reporting either GL_ATI_meminfo (AMD) or GL_NVX_gpu_memory_info (NVIDIA) vendor-specific OpenGL extensions. You can sign up here to be notified when it is released.Enable Dynamic Texture Memory: Allows the viewer to use more than 2GB of texture memory. ![]() The company is also pursuing an iOS version of the app. OnLive plans to expand the service to other locales in the future, so if you are interested in having SL Go in your region, sign up here. įor the time being, SL Go is available to users logging in from the US, Canada and the UK. To learn more, register, and get started with a free trial now, visit. You’ll need an OnLive account to launch the app, and then you’ll log into Second Life with the same credentials you’ve always used. SL Go gives you access to edit menus, inventory, preference settings and chat management just like the Second Life Viewer on your home computer. With SL Go, OnLive has brought touchscreen interaction to the Second Life experience, but if you prefer keyboard and mouse, you can opt to connect these devices and interact with your friends in the same way you always have. OnLive has clocked the SL Go viewer at upwards of 200 fps set to Ultra with Maximum Render Distance, allowing people to participate in events, engage in combat games, and generally enjoy immersion in Second Life at a level never before possible on a mobile device. Thanks to super-fast gigabit connections with OnLive’s high-performance gaming servers, objects and textures rez quickly when logging in and teleporting. Not only can you get high-quality graphics on a low-powered device, but you also don’t have to sacrifice frame rate or draw distance for high fidelity inworld explorations. With SL Go, you can experience Second Life from anywhere you have Wi-Fi or 4G connectivity, with ultra high-quality graphics, full shaders, shadows, and the Advanced Lightning Model on Android devices. SL Go, now in open beta, is a mobile Second Life viewer for Android that delivers a fully immersive desktop-like experience on tablets. OnLive, the leader in cloud gaming, today released an exciting new service for Second Life users.
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