Highest sim prim bonus multiplier you've ever seen?
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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04-22-2005 04:11
Sure, we know about the 4-block of city sims (Miramare, Barcola, Sistiana, Grigano) that has 2x prim multipliers like some cool icing on a puzzle game, but have you ever seen a higher multiplier factor elsewhere? I wanted to ask this out of curiosity and historical purposes. I recall seeing a 28x (!!!) multipler during the Winter Festival on one of the plots for ice sculptures. That is, if memory serves correctly. I wish I had a screenshot to verify this, but if anyone else does, or if you know of a greater historical multiplier, maybe even 15,000 prims for 512m^2 (doubtful but hey, this is Second Life), then please do post. 
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Rant Clayton
Registered User
Join date: 14 Apr 2005
Posts: 31
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04-22-2005 04:33
Why does some parcel allow more prims then others?
Thats not fair and I want equal situations on every parcel.
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Talen Morgan
Amused
Join date: 2 Apr 2004
Posts: 3,097
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04-22-2005 04:51
During the winter festival...I had a 512 plot if I remember right that had 3000 prims allotted.
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Rant Clayton
Registered User
Join date: 14 Apr 2005
Posts: 31
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04-22-2005 04:56
ah why?
The prim alowment is unbelieve low... I had to pay money for my land... i need to pay monthly fee to use my land and I cant build anything nicely because my 1024 sq only allows.. how much .. 200? prims??
Why not more? Because of database? lol... it only take 5 numbers in the database....
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Hawk Statosky
Camouflage tourist
Join date: 11 Nov 2003
Posts: 175
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04-22-2005 05:15
AFAIK the prim allotment is such because 15000 prims is about the sensible limit that your average client can download and render before things start slowing down overly. Where you see a multiplier on your plot, it's normally because the Lindens have set aside alot of sim land as "fallow" with no prims on or buildable, which means that the number of prims per sim will still stay the same. For the example of the City sims, about half the land is linden-owned, and has very low prim-count so all the land-owners there get more to play with.
The main tradeoff with the prim-multiplier land is the increased want drives the prices up insanely; I remember paying something like 24L$/m^2 in the auctions. *winces*
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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04-22-2005 05:15
My gosh Talen, so it wasn't only me! Friendly greetz Rant.  I am not a land master, there are many of them on here with many reasons. I don't have land 'cuz I'm a Basic account holder. But, I do have my own theories on why this is so. Here are a few: -You'll notice that in the city sims I mentioned, they can be very laggy at times because of the high prim count in close quarters, especially taking into consideration tricky geometry. So if a sim with 2x multipler for prims is going to hobble, then 4x is going to crawl and 8x is going to be like a horror movie monster that creeps along the floor and howls out in pain. -If you want everything to be "equal", then touching off of the aforementioned, this means that your neighbors will all get a lot of prims too. There are already many complaints currently about "prim hogs" and what have you not. True that in time scalable computer power and advanced futuretech in SL will allow for more sophisticated graphics, but there'll always be something that brings a mighty CPU to its knees. -Welcome to Second Life.  You weren't here for the Winter Festival but had you walked around, you would have quickly noticed how pretty, but how intensely slow it was. I crept along at 1-3 FPS most of the time unless I got fortunate. Granted, I was affected by UpdateGeom lag as well, but it was still quite jerky. -What we have in SL is a diversity of situations. If you want land with more prims, you will prolly have to pay more for that too. Similar reasoning can be made for why PG snow land is cheaper, relatively, and why if you want the most control possible, opt for a private island. Philip mentioned at the recent town hall that if Residents are interested in more 2x sims, then well, we can make our voices known. I think in time we will see more of such things... I've noticed Forum discussion about it too. -Another issue, while tangential, would be terraforming limits. Most of the "old world" sims like Aqua and Mocha can be terraformed +/- 40 m! Wowza, eh? That's 10x more than newer sims in general. So if you were to apply parity of prim allocations, then you'd have to do the same for terraforming. Unfortunately, this would make many residents unhappy. Homogeneity of the sort can be, but is not necessarily dangerous. (You may see a similar case arise again regarding those who want "equal performance from sim servers across the gridverse".) So in here, we have old, new, and a lot in between. I like that because I can brush up on my history. I feel your frustration because I like to indulge in a lot of prims myself when I drop stuff in a sandbox, but seeing as how I'm not a landowner, I'm not qualified to speak from that perspective. Hope this helps a lil' bit tho. 
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Rant Clayton
Registered User
Join date: 14 Apr 2005
Posts: 31
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04-22-2005 05:34
The problem is not the prim count, the problem is the messy graphic engine. I work with 3d applications like maya and 3d max and the way SL seems to "render" the prims isnt good programmed. The Software nearly use 0% of graphiccard cpu. Aswell binding the havok engine server side wasnt good. The Streaming content could be programmed better with using own instances of sims. This wouldnt allow a fly throu 10 sims but to be honest, with that lag, pop up and interupted content loading the whole streaming is shaggy.
Aswell the navigation is slobby. The Idea and basics of SL are great. No question, but honestly building a plane and scripting it that it could fly is one thing. Enjoying a lagfree, non disrupted and without bouncing fly is a other. Both are not possible with the current engine.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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04-22-2005 05:41
Luna has a multiplier of five. That's the highest I've ever noticed and remembered.
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Merwan Marker
Booring...
Join date: 28 Jan 2004
Posts: 4,706
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04-22-2005 05:43
From: Rant Clayton --- As well the navigation is slobby. The Idea and basics of SL are great. No question, but honestly building a plane and scripting it that it could fly is one thing. Enjoying a lagfree, non disrupted and without bouncing fly is a other. Both are not possible with the current engine.[/QUOTE Yeah it's amazing what we're willing to call amazing in SL - it's still not-all-that - fun, but far from the promises made by LL. Good points Rant. 
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
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04-22-2005 05:45
Thanks Khamon, I forgot about Luna. Rant, that is a common thing which has been brought up a lot which can't be looked at head-on, but laterally (peripheral vision), because SL is so unique in its realtime, collaborative environment. It would be more fair to look at other online worlds and see what sort of flexibility they allow. If you have some great technical suggestions, and it certainly sounds to me like you have ideas, then you should go ahead and make some more posts, as that sort of feedback is very welcome here. BTW, have you looked at the 2.0 Renders previews? 
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
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04-22-2005 05:50
I should add that we're polling here to find out if people are interested in more double prim sims and what type of arrangement they would support. Y'all go vote now y'hear?
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Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
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04-22-2005 05:52
From: Rant Clayton Enjoying a lagfree, non disrupted and without bouncing fly is a other. Both are not possible with the current engine.
Hence the forthcoming complete replacement of the graphics engine later this year. Also, the reason for the increased prim multiplier for the winter festival was to allow high prim temporary builds on small pieces of land for a festival. There are also four sims that have double prim allotments on land - the way this was accomplished was by part of the sim having prebuilt infrastructure - roads, canals, etc.. and the plots not being terraformable. It was an experiment that has not been repeated. The results were mixed. The land went for a very premium price, and the sims are kind of laggy for a variety of reasons, not to mention, not much interesting has been done in them, even with a cohesive city theme. There are some great builds though. There is nothing that says that all things in life always have to be fair and equal. Special offers and deals come up all the time - not everyone is on the same cell phone plan, even for the same number of minutes, for example. It is part of business and life. The city sims were a special experiment - the land was put up for auction, and went ot the highest bidder. They may again do it in the future - everyone at the time had the opportunity to buy this land, and you periodically find plots for sale even now in the city sims - though many people hold onto the land because it is valuable.
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Rant Clayton
Registered User
Join date: 14 Apr 2005
Posts: 31
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04-22-2005 05:52
From: Torley Torgeson Thanks Khamon, I forgot about Luna. Rant, that is a common thing which has been brought up a lot which can't be looked at head-on, but laterally (peripheral vision), because SL is so unique in its realtime, collaborative environment. It would be more fair to look at other online worlds and see what sort of flexibility they allow. If you have some great technical suggestions, and it certainly sounds to me like you have ideas, then you should go ahead and make some more posts, as that sort of feedback is very welcome here. BTW, have you looked at the 2.0 Renders previews?  Yes iam currently working on some suggestions since I love SL and want to help the devs. I saw the screenshots of the 2.0 render, but, thus are screenshots  Nobody knows how "smooth" or "shaggy" the navigation would be. It only shows us that the draw distance is better. Why didnt they released a small vid? I tried others, there, active worlds and a few who gone allready but SL is on the most promising path currently. I followed a few discussion in the forums but I really dont believe that LL will ever go open source. This would cut their finance stream massivly. They getting MUCH money from the economic systems. Paying for account, Paying of land, Paying for land use.
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