The Sun, The Dust & HTTP Texture Settings in Second Life
I followed Ricco↑ to a biker sim called The Sideroads Blues↑ this morning. I’ve got great memories of towns like this, and could both feel the heat and taste the dust.
They have a blues club I added to my list and the rules are basic. They include no nudity, or loaded weapons, and no littering, unless it’s beer bottles. :)
I want to talk about HTTP Textures for a moment. I’ve never been able to get them to work for me and I’ve done a lot of searching to try and figure out why. At one point it seemed my router’s fault but I couldn’t find the tweaks needed to fix it. Then, yesterday, Pussycat Catnap posted this explanation↑ of some debug settings. You really need to read it to take advantage of what I’m about to say.
I do play with settings but there are a LOT of them and, it turns out, the one called TextureFetchConcurrency is sort of important. It also defaults to 0, which makes no sense since it means “Maximum number of HTTP connections used for texture fetches = 0”. WTF?
There’s a trade-off between this one and MeshMaxConcurrency so I’m playing with the two levels, but I now actually get stuff rezzing at a much higher rate even with HTTP turned on. I’m still sputtering about the default, however I’m very grateful to Pussycat. I took these images without screaming “Rez Dammit” at the screen. :)
Posted by honourmcmillan on October 18, 2013