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Torus?

Sensual Casanova
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Join date: 28 Feb 2004
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11-05-2005 11:38
Is there still a problem with Torus's? I know at one point too many torus's in a build would cause alot of lag and even crash a sim... does this still happen or has it been fixed?
Kyrah Abattoir
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Join date: 4 Jun 2004
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11-05-2005 13:11
i dont think it can be fixed, its just the way torus are, too detailed prim
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Zapoteth Zaius
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11-05-2005 13:13
Too high a polygon count I would guess.. I suppose its not really the amount of prims in a sim, its the amount of polygons, so if you fill a sim with cubes you'll get less lag than if you fill it with spheres.. or thats how I understand it to be...
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Beatfox Xevious
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11-05-2005 13:22
Are you talking about static torii or physics-enabled torii? I've never heard of static torii in a build causing problems, but I do know you can bring a sim to its knees by creating a linked chain of physical torii.
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Zapoteth Zaius
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11-05-2005 13:40
From: Beatfox Xevious
Are you talking about static torii or physics-enabled torii? I've never heard of static torii in a build causing problems, but I do know you can bring a sim to its knees by creating a linked chain of physical torii.


What about hoochi hair? They're static and cause massive lag..

Plus a chain link of anything hollow will bring a sim to its knees surely..
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Torley Linden
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Join date: 15 Sep 2004
Posts: 16,530
11-05-2005 13:43
From: Zapoteth Zaius

Plus a chain link of anything hollow will bring a sim to its knees surely..


Which is funny in an odd way because of all those gangsta rappas with gold chainlinks gettin' down on their knees in music videos.
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11-05-2005 13:59
From: Torley Torgeson
Which is funny in an odd way because of all those gangsta rappas with gold chainlinks gettin' down on their knees in music videos.


lol.. Physics on attachments would be cool if it wouldn't kill a sim..
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Torley Linden
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11-05-2005 14:03
From: Zapoteth Zaius
lol.. Physics on attachments would be cool if it wouldn't kill a sim..


Yeah... I imagine...

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Sean Gorham
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Join date: 5 Mar 2005
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11-05-2005 15:47
From: Zapoteth Zaius
What about hoochi hair? They're static and cause massive lag..
I thought that just caused video lag on everybody's client.
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Beatfox Xevious
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Join date: 1 Jun 2004
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11-05-2005 16:04
Indeed, Sensual mentioned sim crashing in the OP. I don't think she was talking about client-side lag.
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Forseti Svarog
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Join date: 2 Nov 2004
Posts: 1,730
11-05-2005 16:21
client-side, even non-physical, non-tortured toroii can cause problems for less-than-optimum computers...

as I sadly discovered in one store build where we had lovely banisters which had to go because the torii (highly untortured, but nevertheless) were causing customers with less powerful PCs bad lag problems
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Sensual Casanova
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Join date: 28 Feb 2004
Posts: 4,807
11-05-2005 18:46
ok So I am seeing different answers here, If I made a prim hair with 100 torus would it be more harmful then 100 squares?

Someone please let me know, cus I made my first prim hair and its all with torus lol but it looks awesome!
Beatfox Xevious
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11-05-2005 20:26
Regarding client-side FPS lag, that many torii could possibly cause less-capable PCs to suffer. However, I notice you expressed concern over sim crashes. As far as I am aware, this type of thing should not have any significant impact on the sim itself.

Edit: I assumed in my original post that you were only wanting to know about server-side effects due to your "crash a sim" comment. Others were pointing out the client-side effects. That may be where part of the confusion lay. :)
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Ben Bacon
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Join date: 14 Jul 2005
Posts: 809
11-05-2005 23:41
I think the confusion is that term "lag". Lag consists mostly of:
  1. Low SIM physics FPS - AKA sim lag
  2. Network latency - AKA internet lag
  3. Low Client-side graphics FPS - aka client lag
Without getting into too many details - physics-enabled stuff (including avatars themselves) contribute to sim lag - bad internet connections (many hops. high packet loss, etc) give you network lag, but so do large textures, too many prims, and something called "full-updates" when prim information needs to be re-sent - complex prims (like to torus) take a lot of work you _your_ machine to draw; a couple of these, or just many many simpler prims, bogs down your graphics card reducing your fps.

sooooooo..... most hoochi hair has a hit on client fps, but not much else.
physics chains of any prim will have a marked effect on the sim
and tons of prims with big textures is gonna nail your latency

1000 physics-enabled tori? don't try that :D