It was clear Otis was going to be the annoying younger brother of the household. Luckily, George is a bit bigger and wiser than Otis. The first few days, there was some hissing, some chasing, and quite a bit of roughhousing. Otis was very happy to have a new play buddy George, not so much. The next step was the introduction to Otis…. He is cuddly and sweet and loves head and back pats. When George came to our home, we immediately fell in love. We decided to keep them in separate rooms for the first two days. I wasn’t sure how Otis was going to react to a new cat in his space or how George was going to adapt to our home. With this in mind, we agreed to take George into our little family.Īt first, I was very hesitant. Otis is a very energetic boy and we thought that he would be perfect. We knew George needed a good home and a new friend to play with, so we thought of Otis. Recently, Louis had to be put down and George’s owner couldn’t bear to see one without the other this is where we come in. George grew up with a nice family in Owensboro, Kentucky with a brother named Louis. This “change” goes by the name of George. ![]() Mesh objects quality set to lowest High setting and Shadows turned on.I know this is a blog about Otis, but sometimes things change. ![]() ![]() Since this machine don't have a Retina display, turning off HDPT improved framerates a bit more.Īll the above was tested with a viewer window size of 1680 x 1050. Lowering this to 384 MB improved frame rates a bit, but only became useable with shadows turned off. The texture memory was also as default set to 512 MB. Macbook Pro 2012 with macOS 10.15.7 (Catalina) and 2.3 Ghz Quad-Core Intel i7, 16 GB memory and NVIDIA Geforce GT 650M 512 MB was struggling more but that is to be expected given the rather weak GPU. It also runs under Rosetta2 emulation, and the GPU - while being a significant improvement over previous Mac minis, is not exactly stellar. Struggling a bit more on the M1 Mac mini with the same settings as on the two machines above, but that is to be expected given it is running on macOS 12.0 beta 5 (Monterey) which is full of debugging code. The iMac tested above runs macOS 10.15.7 (Catalina) Running great on the Mac Pro with 3.5 Ghz 6-core Intel Xeon E5, 64 GB memory, AMD Firepro D500 3GB and macOS 11.5.2 (Big Sur). I'll test it on a 2012 MacBook Pro, a 2013 Mac PRO and a 2020 Mac mini M1 and see how it performs. Setting the target higher will produce more deprecation messages during build, but that is just the reality of things to come. At a minimum you should set target to 10.12 and even that is getting old as minimum supported system version from Apple now is 10.14, which will change to 10.15 in a few weeks time. I see from the ist that the deployment target is macOS 10.9, which also the SL viewer is compiled to, but that is just crazy old, and you will get sub-optimal performance because of that. One thing was that it did not seem to retrieve inventory till you clicked on each inventory folder, which would pause/hesitate a bit before the number of items in each folder was displayed. ![]() Noticeably it rezzed the scene within seconds compared to other viewers (including the SL one) which can take minutes to drag down enough textures to make the avatar decloud and the scene to shift from grey to textured. I gave it a quick whirl on an iMac 2017 with Radeon Pro 575 4 GB, 24 GB memory and 3,5 GHz Quad-Core Intel Core i5, and it felt as responsive as, if not faster, than most of the Mac viewers out there, so a very good start.
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