


Your point about badly-optimised regions bears out my experience, I can get around loads of places Ok, some of them cause a Graphics card driver crash which to some extent I can stop by reducing this "texture memory" setting to half the suggested value, plus turning off ALM. So, somebody like me who's stuck with an oldish Dell that can't have more then 4GB onboard RAM is stuck, even if I get a GPU with as much or more RAM than the board. Not to mention the HUDs some people wear that will fill your measly 1GB instantly. Most people's own avatar already fills a quarter to half of that alone. I can guarantee you though that 512MB (~1GB) is not enough for almost everything in Second Life. Not sure why that is but that's just how it works. The texture memory setting is just a value that tells the Viewer how much memory it is allowed to allocate for textures although its not an exact number as i've already mentioned in my previous post. This is a very common issue and you as user can't do anything about it other than raising your texture memory setting and hoping it wont require more than you've set which is the case, most of the time. If you can't give SL enough texture memory it will start throwing out textures it thinks aren't needed, in a place where everything around you is the cause for your texture memory overflowing you'll see textures start going blurry before loading once again, followed by going blurry again, this cycle may continue forever and even worse will basically put a dent into the Viewer possibly "breaking" texture loading until you relog, the moment you start "texture trashing" once, the Viewer may stop loading textures fully and will require a relog to fix. In some extreme cases, especially bad regions with a lot of badly optimized textures and avatars this number may even exceed 3GB and go all the way up to 4GB or possibly more. SL in addition requires texture memory too from your graphics card, starting at 100-200MB for the Viewer itself and going up to 2-3GB on average on a lot of regions which aren't empty and have a handful of avatars. In busy places you'll easily see it go up to 2GB or more. This number will raise with more information being stored, meshes, textures, data for the UI and so on.

SL generally requires 300-1000MB system memory to startup and run, independent of anything else. VRAM is your graphics card memory which is primarily used for rendering and is filled with textures, which is why most people call it texture memory. RAM is your system memory and used by your OS and all applications to save and load information from temporarily while they are running.
