Load Textures On Demand

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It's very common, and it has to do with the textures and your computer and your graphics settings. Some people (designers, not you) have the mistaken idea that images are better if they cram a lot of pixels in them than if they go for as low a pixel density as they can, without compromising clarity. They'll load 1024 x 1024 pixel images, which take an age to load and use up a lot of your graphics card cache memory. That makes them, and a lot of other textures around you, look gray for a long time.Then, if your graphics card is not really designed for the heavy demand environment of SL (or if you don't even have a graphics card but are using an integrated chip on your mother board), you simply can't handle image loading very fast, and you may not have enough cache memory to save images temporarily. That means again that they will be slow to load and that your poor graphics card has to keep loading them fresh each time you see them ( as in, when you leave the area, or even when you turn around and look the other way).Them, on top of everything else, if you have your draw distance set high enough that your viewer is trying to show you every blessed texture in the entire region, you're asking way too much.

Textures, especially at a distance, will take a looooong time to load. The same thing will happen if you have set preferences to show avatars with high complexity (or lots of non-imposter avatars) or have your graphics quality slider set higher than your graphics card can handle comfortably.Edited March 27, 2017 by Rolig Loon. As I said in my reply earlier, your region may easily have way too many high-res images for your graphics card to handle comfortably. That happens a lot in regions that have shopping malls, for example. Clothing stores, in particular, display hundreds of images on their walls, and some owners insist on using an insane number of 1024 x 1024 textures when they could do with ones that use a quarter of that resolution or less.

Shops can be incredibly laggy, dragging down the entire region with them. So can places that use a lot of mesh or sculpty grass, or buildings with overly detailed textures.Or, it's possible that the servers themselves need attention.

What Does Load Textures On Demand Mean

You could submit a support case to ask Linden Lab to investigate if you have some specific detailed observations for them to examine. It's just that as everyone has explained, your graphics cache is so small that it can't hold all of the downloaded textures that you are seeing. As a result, when you look in a new direction the system has to remove older textures from your cache to make room for new ones. Until a new texture is downloaded, it's gray.

You have been able to ease the problem a bit, but 2 Gb of memory on that graphics card is just not enough to prevent all of the texture thrashing when you are in an area that has a lot of complicated textures.Read. Well you did a great job testing and that was certainly the thing to do.I have a GeForce GTX 980/PCIe/SSE2 with 4 Gb of ram and I have issues with BLACK areas (not pink or gray but they are on mesh so maybe that is the difference) just on a VERY FEW things. One of them was something I made and so I made the texture lower resolution as a test and that didn't help a thing. It still often loads black while everything else in the room on a good running sim is fine.So you know it is your sim and I hope that gets resolved. My issue is still a mystery but I am guessing it is only MY issue as both my products and the house I am in that someone else made but that I see parts of as black have sold very well:D.Still, a pain.PS. Unfortunately the 'clean install' advice rarely works.

It's a bit like tech support telling you it is YOUR modem and not them.wink. That it only happens inside the house suggests you are dealing with an 'Interest List' issue. Often scenery is on huge prims that some part of remains in camera view, so they remain rendered.The viewer maintains an 'Interest List', things the viewer is interested in rendering. The stuff in front of your avatar, the stuff your camera sees. The process is not a simple one. A year or two ago the Lab did a lot of work on the Interest List.

The effort was to get nearby things in your view to render first. To speed things up they ignored the things behind you, those things the camera couldn't see.

Access database engine 2010 build list. Dec 16, 2010  Publisher's Description. From Microsoft: Microsoft Access Database Engine 2010 Redistributable (64-bit) enables the transfer of data between existing Microsoft Office files such as Microsoft Office Access 2010 (.mdb and.accdb) files and Microsoft Office Excel 2010 (.xls,.xlsx, and.xlsb) files to other data sources such as Microsoft SQL. Jan 29, 2015  The workaround is that you use 32-bit version of Access Database Engine 2010 and force your.NET app to run in 32-bit mode (e.g. By selecting x86 platform in Configuration Manager); or better you replace MS Access with a better alternative. – Massood Khaari Sep 25 '13 at 5:18. Jul 01, 2016  This download will install a set of components that facilitate the transfer of data between existing Microsoft Office files such as Microsoft Office Access 2010 (.mdb and.accdb) files and Microsoft Office Excel 2010 (.xls,.xlsx, and.xlsb) files to other data. Jun 15, 2019  Add Microsoft Access Database Engine 2010 as prerequisites in Setup project - C#. Download Microsoft Access Database Engine 2010 Redistributable Package from this official link of Microsoft. There are 2 files and you've to download both and the following steps you have to do. Create a folder and name it MSAccessDBEng2010. Copy those files you downloaded into this folder. In the list of currently installed programs, select “Microsoft Access database engine 2010” and then click Remove or Add/Remove. If a dialog box appears, follow the instructions to remove the program. Click Yes or OK to confirm that you want to remove the program.

War band load textures on demand

If you are turning 360 degrees, you force the system to load everything around you. When you start walking or spend time looking in one direction the system will start dropping the things behind you.Inside a structure figuring out what can be seen and what is behind something else gets complex. So, we see odd things happen during the render process.AFAIK, there are no settings to change the Interest List behavior. The Draw Distance affects it by controlling how much stuff can be in the list.

Mount And Blade Load Textures On Demand

Long ago it was common to turn draw distance down to 64m in shopping malls to reduce the amount of stuff the viewer had to deal with. Now good builders build areas with small areas/rooms inside the stores. That accomplishes the same thing as the viewer recognizes when something is hidden by something else (usually).What you are seeing may be normal behavior. That you have machines that behave differently reveals how the viewer deals with different video cards. Newer cards may drop more textures sooner as they think they are more efficient at loading and unloading textures.

Old cards may try to hold on to textures until forced to drop them. It is hard to know what is happening.When it takes a long time to get those textures back (turn 180 and it takes for ever to render what was previously rendered) it is hard to pin down the problem. Textures and mesh should be in your cache.

So, they should render quickly. But, from time to time I do see it fail.