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Second Life System Requirement June 11, 2008

Posted by champion in : System Requirement , 1 comment so far

Finally Vista users can drive your Second Life as crazy as you want..

The bottom lifts are system minimum requirements and recommended announced by secondlife.com. If the computer specification is under recommended, it’s hard to play in fact. But let’s open preferences window to adjust it. Here are some suggestions:

1.Set [Disk Cache Size] to highest, if your moving range is fixed(for example while you are building), it works well and beneficial because compare to CPU or RAM or VGA, hard disk is much cheaper.

2. Disable all options in [Shaders]. The first option is [Enable Bumpmapping and Shiny], used to strengthen the surface details of objects and the metal reflection effect. [Enable Ripple Water] is used to describe the surface waves, [Avatar Vertex Program] is used to make your avatar look more detailed and natural. However, the last two options just not support old graphic card, so don’t request too much since our equirements are not good enough.. okay ^^;

3. There are three grades in [Avatar Rendering], it mainly used to adjust your clothes, needless to say, you should selection [Normal]. Second grade is [Bump Mapped], used to wrinkle your clothes, but this function has not allowed yet so jsut forget it. The highest grade is [Bump Mapped Cloth], used to avoid clothes looking like paint on your body, and your clothes will sway in the wind.. and Second Life warned that this option probably might result in a crash, feel well?

4. Two options in [Lighting Detail], [Sun and moon only] means the sun in day and the moon at night, all objects will not shine(like the light at night) except sun and moon. Since I can’t endure such sacrifice so I suggest to sellect [Nearby local lights].

5. [Terrain Detail]: If you select [High], would be more precise, cause the efficiency will decrease, so please select [Low].

6. The following are 4 buttons, default value is in the middle. Lowering [Object Mesh Detail] (pull left) the circle will become approach the polygon and the radian of ball will distort. [Flexible Mesh Detail] makes the river look not affluent. [Tree Mesh Detail] affects the amount that branches and leaves present. [Avatar Mesh Detail] affects the distance that accessories or hand-things present. For the sake of efficiency, pull left as possible as you can accept.

7. If you select [Anisotropic Filtering], it makes objects more quality, especially it’s more apparent if you change the viewpoint, but the exchange condition certainly is that you have to sacrifice your efficiency.

8. Finally there is an option you can select. Not all but most specification can increase efficiency through the option [Enable AGP].

9. If you don’t like going to crowded places but like misty views, the recommended one is okay. For me, I don’t like noisy places, either. But the most I care is the field of vision( “view” or “scenery”). The [Draw Distance] set(default value 128) makes game page look misty, there is no any scenery at all. Because my system is 64 D CPU + 1G RAM + nVidia GeForce 6600, so I tried to turn [Draw Distance] to 256, the page finally accepted. If I higher it, it’s not affluent while running pages. Anyway, if you like drinking coffee and viewing mountains and valley at the same time, you have no choice but to spend money on upgrading your VGA and RAM. If your system is under recommended you better turn to 64, it got another great..

http://blogs.villamood.com/james/2007/03/31/39/

The four pics are seted in different [Draw Distance], the sight from my viewing platform.

Draw Distance 64: Daybreak looks misty.. Draw Distance 128: A kind of misty beauty
 
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Draw Distance 256: My seted value Draw Distance 512: Highest value

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