Best Second Life® NVIDIA Graphics Settings for Firestorm: PBR, Reflections, and Performance – 2026

High-Quality Firestorm Settings

Move the Quality and Speed slider toward Ultra, then set the individual controls manually. The following is a strong everyday high-quality baseline for a capable dedicated GPU. It is not a promise that every region will maintain high FPS: scene complexity, PBR content, avatar count, scripts, network conditions, and server performance still matter. But you can adjust quality and performance for your specific hardware.

(image Preferences)

Firestorm settingHigh-quality recommendationWhy it matters
Transparent WaterEnabledImproves water appearance, especially in waterfront and underwater scenes.
Ambient OcclusionEnabledAdds contact shading around furniture, feet, folds, and intersecting objects.
Screen Space ReflectionsEnabled for quiet regions and photographyEnhances reflections but can be costly where many reflective surfaces are visible.
MirrorsOff by default; enable when neededPlanar mirrors are among the most expensive effects and only matter when a mirror is actually visible.
ShadowsSun/Moon + ProjectorsProduces the richest depth and lighting, but is a major GPU cost.
Reflection DetailStatic & DynamicAllows more complete reflected visual information.
Reflection CoverageFull scene for high qualityBroadens where dynamic reflections apply; reduce first when performance is poor.
Point LightingFullPreserves local-light quality in detailed interior scenes.
Draw Distance128–192 m for everyday use128 m is usually rich enough. 192 m is excellent for scenery, homes, and open regions. More is not automatically better.
Max. particle count4,096 if your GPU handles itUseful in effects-heavy scenes, but particles can become expensive very quickly.
Post-process qualityHighMaintains the quality of shader and post-processing effects.
Max. nearby lightsUse a high value only where necessaryLarge values are useful in elaborate lighting, but can add GPU work in heavily decorated interiors.
Objects & Sculpts LODAbout 2.0–2.5A good balance of mesh detail and cost. Use 3.0 temporarily for close photography or content inspection.
Avatar LODAbout 2.0–3.0Helps preserve mesh body, hair, and attachment detail at useful distances.
Terrain LODHighImproves terrain definition, especially outdoors.
Sky LODHighUseful for visual quality, though less critical than object, avatar, and terrain LOD.
Mirror Resolution1024 for ordinary high qualityGood quality without treating every visible mirror as a photographic render.
Mirror Update RateMediumGood compromise between animation responsiveness and continuing render cost.

You can enlarge these by clicking. You’ll see the difference in my case is minor. But, I can see it and like my daily use settings. I think worth my time.

PBR, Reflections, and Mirrors

PBR changes the way materials interact with light. Metal, painted surfaces, wood, fabric, glass, and other materials can look substantially more convincing, but the result depends on both the material and its environment. A PBR material may look too dark, too bright, overly glossy, or dull if the EEP environment and region lighting do not suit it.

For best visual quality, begin with Ambient Occlusion, Screen Space Reflections, and high-quality shadows enabled. Then judge the scene. Reflections are especially dependent on what is actually visible in the frame, so their cost can change dramatically as the camera turns toward a reflective shop interior, a water scene, a mirrored room, or a densely decorated PBR home.

SituationRecommended reflection and mirror settings
Ordinary exploring, shopping, socializingSSR on if performance permits; Mirrors off; Mirror Resolution 1024 retained for later use.
Detailed home, studio, or showroomSSR on; Reflection Detail Static & Dynamic; Reflection Coverage Full scene if stable; enable mirrors only if a working mirror is relevant to the scene.
Still photographySSR on; shadows at the best practical level; mirror resolution 2048 only for a significant close mirror; set mirror update rate High only if motion is part of the image sequence.
MachinimaUse high reflections and shadows for controlled shots, but test frame pacing. A stable lower setting is usually better than a visually richer setting that produces uneven motion.
Crowded eventTurn Mirrors off first. Reduce Reflection Coverage and Detail, then disable SSR if required.

Screen-space ambient occlusion should not be confused with occlusion information that may be part of a PBR material. Turning the screen-space effect off removes that particular viewer effect; it does not mean all material-level occlusion information disappears.

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