I wish I knew more about graphics and graphics hardware.
Originally Posted by Metolius
My gut feeling is that this particular problem has to do with loading the particular "image" from your hard-drive into main memory, and then to the graphics card.
"Screen tearing" according to Wikipedia:
"Screen tearing is a visual artifact in video display where a display device shows information from two or more frames in a single screen draw.
The artifact occurs when the video feed to the device isn't in sync with the display's refresh. This can be due to non-matching refresh rates—in which case the tear line moves as the phase difference changes (with speed proportional to difference of frame rates). It can also occur simply from lack of sync between two equal frame rates, in which case the tear line is at a fixed location that corresponds to the phase difference. During video motion, screen tearing creates a torn look as edges of objects (such as a wall or a tree) fail to line up."
"Ways to prevent video tearing depend on the display device and video card technology, software in use, and the nature of the video material. The most common solution is to use multiple buffering."
How accurate that information is, I have no idea.
Any issue with graphics is complicated by Apple -- you are at the mercy of their implementation of the Vendor's Graphics chips (there is no discrete graphics card), and of the Vendor's control software (Apple traditionally provides zero "tweaking" capability.)
In heavily populated areas (like the Moors and Raids) the classic solution is to turn off "floaty names." This cuts down on two things -- the actual amount of data which needs to be displayed on-screen AND the amount of data which needs to be shipped back and forth between client and server.
The "other" issue is the change in graphics "quality" which was implemented with Riders of Rohan. I have no idea what that really means either, but many have commented on that being the case. That technology was then "ported" back to Bree with Update 11.2 (I think it was). Does that changer mean "finer textures," "more polygons", "less taste " .... I have no idea.
And on top of all this we have the issues of OpenGL vs DX. We "know" that there is a memory leak in LOTRO's OpenGL code. But since Turbine refuses to comment on "technical" problems, we have no idea how many of those issues are truly problems that Turbine simply is unable to find and fix and so therefor claims "user error" or how many truly are "user error" i.e. related to the users Hardware/Software configurations.
Bill Magill - Mac Player - Old Timers Guild- Gladden:
Valamar: Dwarf Hunter - Level 100
Valdicta: Dwarf Rune-keeper - Level 100
Valanne: Beorning - Level 80