http://lslwiki.net/lslwiki/wakka.php?wakka=lagOnce downloaded, the amount of data can slow down the client if the computer it's running on doesn't have a lot of system or video RAM. Low video RAM can also result in textures being dropped, leading to blurry or missing textures on objects and avatars. Rendering speeds can also be affected by having to draw avatars or large numbers of prims, particularly when textured with alpha textures, can also impact rendering speeds, especially on slower computers.
The problem is with FP, not your system. I have an ATI 5870 with 1Gb of graphics memory and FP manages to defeat it now and again. Essentially what is happening is that when you exit your game, the memory in your video card is not being cleared for re-use. When you restart your table, FP asks for another section of memory and this process repeats until your graphics card waves the white flag and is unable to load any further textures. I am not entirely certain where this bug raises its head, as sometimes it doesn't seem to occur. If you want to recreate it on a regular basis, open up a new table in the same FP process, switch back to your own table and I can almost guarantee you'll be missing textures. This is called a 'memory leak'.
At this point you should save your table, exit, and re-start because, if your experience is similar to mine, you're only a couple of steps away from a complete crash of FP and loss of work.
To minimise the problem, use low resolution textures for your playfield, plastics and other images until you are ready for a full release. I.e., avoid 2048x2048 (or higher) textures whilst you're working on it.
As an aside, I'm not convinced that deselecting v-synch will improve the physics calculations which are CPU-based, but I'm willing to be proven wrong!
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i'm not suggesting it is, altho i can't see a GTX 560ti getting many FPS @ 1080P with full MSAA on.