set SupportViewerObjectsCache true by default
parent
b7c1d6e7f5
commit
a25e18587c
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@ -685,23 +685,6 @@
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[ClientStack.LindenUDP]
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; The client socket receive buffer size determines how many
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; incoming requests we can process; the default on .NET is 8192
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; which is about 2 4k-sized UDP datagrams. On mono this is
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; whatever the underlying operating system has as default; for
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; example, ubuntu 8.04 or SLES11 have about 111k, which is about
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; 27 4k-sized UDP datagrams (on linux platforms you can [as root]
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; do "sysctl net.core.rmem_default" to find out what your system
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; uses a default socket receive buffer size.
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;
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; client_socket_rcvbuf_size allows you to specify the receive
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; buffer size LLUDPServer should use. NOTE: this will be limited
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; by the system's settings for the maximum client receive buffer
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; size (on linux systems you can set that with "sysctl -w
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; net.core.rmem_max=X")
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;
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;client_socket_rcvbuf_size = 8388608
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; Maximum outbound bytes per second for a single scene. This can be used to
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; throttle total outbound UDP traffic for a simulator. The default value is
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; 0, meaning no throttling at the scene level. The example given here is
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@ -726,8 +709,8 @@
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; Adaptive throttling attempts to limit network overload when multiple
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; clients login by starting each connection more slowly. Disabled by
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; default
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;
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enable_adaptive_throttles = false
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; currently disabled
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;enable_adaptive_throttles = false
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; Per-client bytes per second rates for the various throttle categories.
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; These are default values that will be overridden by clients. These
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@ -743,7 +726,7 @@
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;asset_default = 10500
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; TextureSendLimit determines how many packets will be put on
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; the outgoing queue each cycle. Like the settings above, this
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; the lludp outgoing queue each cycle. Like the settings above, this
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; is a balance between responsiveness to priority updates and
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; total throughput. Higher numbers will give a better
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; throughput at the cost of reduced responsiveness to client
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@ -771,8 +754,10 @@
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;
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;PausedAckTimeout = 300
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; experimental feature, things may still go very wrong
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; SupportViewerObjectsCache = false
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; Support viewers object cache, default true
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; users may need to reduce viewer bandwitdh if some prims or terrain parts fail to rez.
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;
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; SupportViewerObjectsCache = true
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[ClientStack.LindenCaps]
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;; Long list of capabilities taken from
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