<div dir="ltr">LL viewers use OpenGL 2.x API which is fairly inefficient for "small batch" content such as most of the content in SL/OpenSimulator. Newer OpenGL drivers for newer GPUs probably optimize for OpenGL 3+ or 4+ which has more efficient methods for processing such content but until the LL renderer is updated to use such methods you wont see much of a performance increase with newer GPU hardware. <br></div><div class="gmail_extra"><br><br><div class="gmail_quote">On Sun, Sep 7, 2014 at 9:21 AM, Ai Austin <span dir="ltr"><<a href="mailto:ai.ai.austin@gmail.com" target="_blank">ai.ai.austin@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I have been monitoring my fps rates a bit more closely than usual to test the Oculus Rift DK2 and using a number of viewers... I thought I was seeing significantly higher frame rates on a much less powerful older Nvidia GTX 580 I have on one rig (with onkly 8GB of memory and rotating disks) compared to the system I thought would give best performance with an Nvidia Kepler-based K4000, 32GB memory and SSD drives. But I seemed to only be getting about half the frame rate.<br>
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I tried to set these with seemingly identical tests with 1920x1080 display, identical ultra video, same view distance, shadows, anti-aliasing and everything, and I had my avatar at same time of day facing the same direction on an otherwise unoccupied region.<br>
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Before I set up and test more thoroughly and try to see what the problem might be, I wonder if anyone knows if there is some specific issue between using the consumer level GTX GPUs and seemingly more powerful Nvidia Quadro Kepler GPUs that may be a root cause?<br>
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