We want bigger prims! :P
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Dallas Flimflam
Registered User
Join date: 20 Jan 2006
Posts: 7
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09-11-2006 14:09
From: Kyrah Abattoir cut the crap out mr "i know everything"
actually a noob builder in sl is the kind of person that use 750 prims for making a single object, wanking on his all ungodly perfection of building and whine because he can't link it fully or because he can't get more prims.]
Wow, I bet you think your cool dont you Mr. "Mr. I know everything" go back to teen grid.
It's called just for the hell of it.....and if you've ever had nothing to do for 2 hrs straight its fun to make something that detailed. Also, you dont know what your talking about if you think that a game team would target a pos comp as their target comp stats.
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Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
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09-11-2006 15:01
From: Argent Stonecutter What "shaders" idea got thrown out? I had to upgrade my video card for 1.10 because of all the new shader code... and my video card was *new* three years ago.
You meen to tell me your not familier with the shaders that would have been added in 1.9? I suggest you start using the preview grid more often. :/ Michi could tell you about it, i'm sure she saved screenshots. it was very wonderful and made things look much more real. But the lindens jerked it out at the last minute cuz they couldnt fix it before they wanted to release it... Shaders would have been client side too, but the problem was because of people using geezer computers...
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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09-11-2006 15:23
From: Dallas Flimflam Also, you dont know what your talking about if you think that a game team would target a pos comp as their target comp stats. Yup, guess the Blizzard team knew fuck all what they're doing when they made WoW able to scale down and run smooth all way to the ancient crap-- oh wait.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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09-11-2006 16:06
From: Yiffy Yaffle You meen to tell me your not familier with the shaders that would have been added in 1.9? Yes. They added them between 1.9.1.13 and 1.9.1.16, to be precise. 1.9.1.13, with O-O occlusion and the original shader code was the fastest SL had ever been. Between 1.9.1.13 and 1.9.1.16 the preview became completely unusable for me both on my old PC and on my new Mac, and while they cut back on what they did with the new shaders before the (renumbered) 1.10 release the new shader code is still in there, it's just not as aggressive as you apparently want. For example, body shading is much more defined in 1.10 than it was in 1.9 pre-shader, for example, and I actually prefer the older style. The new one makes fur look like a rubber suit. And... I still had to upgrade my PC to make SL playable again after the 1.10 upgrade, and it wasn't "10 years old" or a "geezer". And, yes, of course it's client side. All the graphics is client side... sims don't know about graphics at all, like the client doesn't know about physics because that's all done on the sim.
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Dallas Flimflam
Registered User
Join date: 20 Jan 2006
Posts: 7
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Haha
09-11-2006 17:04
From: Joannah Cramer Yup, guess the Blizzard team knew fuck all what they're doing when they made WoW able to scale down and run smooth all way to the ancient crap--
oh wait. HAHAHAHAHA, you think your on the blizzard team?
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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09-11-2006 17:28
From: Dallas Flimflam HAHAHAHAHA, you think your on the blizzard team? Ehh? You said that no game development team would target outdated machines in their development. I gave the example of one which actually did, and it paid them off in spades. What it'd have to do with me personally when i said nothing about myself in my reply, i have no idea. Think next time before you post, please. With such displays of lack of reading comprehension and this kind of replies, you're only making yourself appear juvenile enough to fit that teen grid you seem to like to send others to...
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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09-11-2006 19:30
System: Dallas Flimflam has been pwned.
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Eirinn Overdrive
Woodland Guide
Join date: 27 Jul 2005
Posts: 19
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09-11-2006 22:25
System error, going back to lates working version: Syste: Dallas Fliflam has been pwned
system: cut back because of repetitive behavior
btw. before miles learned how to use textures correctly one if his 255 prims swords crashed sims when dropped under heavy server load. Learn how to do realistic textures with 3d shading and let SL do the rest. Don't punish us for having to laod unnescscary huge textures and crappeh loads of prims hehe. ________________________________________
Anyway, good suggestion Argent!
I personally would like to see bigger prims, but only if they don't destabilise anything.
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Yiffy Yaffle
Purple SpiritWolf Mystic
Join date: 22 Oct 2004
Posts: 2,802
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09-11-2006 22:28
From: Eirinn Overdrive System error, going back to lates working version: Syste: Dallas Fliflam has been pwned system: cut back because of repetitive behavior btw. before miles learned how to use textures correctly one if his 255 prims swords crashed sims when dropped under heavy server load. Learn how to do realistic textures with 3d shading and let SL do the rest. Don't punish us for having to laod unnescscary huge textures and crappeh loads of prims hehe. ________________________________________ Anyway, good suggestion Argent! I personally would like to see bigger prims, but only if they don't destabilise anything. Yea i would prefer 1 large prim aposed to 500 small ones. Same with X-Mas presents... ;p
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bbot Dmytryk
Autonomous Device
Join date: 21 Oct 2005
Posts: 12
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09-11-2006 22:38
For a while I was thinking about buying a sim to do a very large scale instalation. (A 10,000:1 scale Ringworld fits in a full sim pretty well.)
But then I learned about the ugly, ugly hacks needed to assemble primatives above the size limit.
Large prims would be easy to implement. Just make it impossible to cross a border with one. Done.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
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09-12-2006 04:55
i think LL has also a financial interest of not allowing them...
some time ago a friand of me was fidling with his own 3D engine and he basically said me that laaarge surfaces made of very few polygons are almost as undesirable as too many polygons, i don'r remember exactly why, it has something to do with the visibility calculation i think
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Joannah Cramer
Registered User
Join date: 12 Apr 2006
Posts: 1,539
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09-12-2006 06:10
From: Kyrah Abattoir some time ago a friand of me was fidling with his own 3D engine and he basically said me that laaarge surfaces made of very few polygons are almost as undesirable as too many polygons, i don'r remember exactly why, it has something to do with the visibility calculation i think Visibility and lighting... unless you're doing per-pixel lighting calculations with shaders, anything large that uses native per-vertex lighting calculation from openGL tend to look like ass >.<;;
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