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limit textures

Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
01-04-2005 05:40
we need a cap on the number of textures we can display in a sim. most of our current problems are asset & bandwidth related. it makes no sense at all to limit the number of avs and prims that a sim can support (i realize that avs are just prims) and not limit the number of textures that can be made visible in the sim.

tie the limit to the amount of land owned. actually, it would be more "fair" to consider the size of the files involved, but i'd settle for a non-laggy world now with a simple count limit.
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Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
01-04-2005 05:44
I predict texture retailers will disagree with you :p
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
01-04-2005 05:50
Personally, I'd be happy if texture retailers learned the meaning of 'No Timers' and 'No Lights' ... When you have a dozen texture vendors switching their textures every couple of seconds it's a real pain...
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Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
01-04-2005 05:55
From: Siobhan Taylor
Personally, I'd be happy if texture retailers learned the meaning of 'No Timers' and 'No Lights' ... When you have a dozen texture vendors switching their textures every couple of seconds it's a real pain...


Any true texture retailer worth their salt will of course not only have their vendor set to light, and their display changing every couple of seconds, but they will have the 'gradual fade in and out' type of display screen incrementing by 1% so that every client in viewing distance will get a full 200 updates for each cycle. :p
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
01-04-2005 05:57
I've noticed.
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
01-04-2005 06:07
Personally, I like texture vendors that switch so rapidly that the new texture doesn't have a chance to load before the next one fuzzes in. :D

If anyone would like a calm, good, efficient texture changer, let me know.
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
01-04-2005 06:14
haha, yes Malachi... even one that switches on a click instead of all the time would help.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
01-04-2005 07:49
actually, ll should limit everything. every hosting service i've every used has placed a limit on the amount of disk space i can occupy and the amount of bandwidth my site can demand.

not only must rezzed prim and visible texture limits be tied to land ownership, or occupancy in the case of rentals et al, inventory storage must be limited to a defined block of disk space.

basic accounts are a good move toward free accounts when a sim is the basic land unit and professional features are available. sl can become the metaverse then wahoo. but this idea that i can pay $10 and store 100,000GB of data on the asset server is not working at all.

it ranks right up there with owning 512sm and being able to force 100,000GB of texture load on passing avs.
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
01-04-2005 08:01
it's fine to me ^_^
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Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
01-04-2005 14:42
retailers/mall owners are currently forming a band with many many torches. You should be afraid :), very very afraid.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-04-2005 14:43
I think it's certainly important to inform and educate our fellow avatars about texture efficiency. Why go for a clunky solution when a more streamlined, elegant one can be found? And once that awareness is spread, there cannot be an excuse for ignorance. :)
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Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
01-04-2005 15:10
From: Rickard Roentgen
retailers/mall owners are currently forming a band with many many torches.


And pitchforks, don't forget them... they're the fun bit after all.
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Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
01-04-2005 15:12
and torches are old hat now. people are using Flamebringers for a good mob roasting these days.
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
01-04-2005 15:15
From: Kris Ritter
and torches are old hat now. people are using Flamebringers for a good mob roasting these days.


Are you stalking me again?
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Buck Weaver
Unsolicited Onterator
Join date: 18 May 2003
Posts: 251
01-04-2005 15:34
From: Khamon Fate
actually, ll should limit everything.




I don't like limits. I didn't like it when I had to take down my house for 1.2 and I don't like limits tied to land ownership - never did, never will.

Some of my favorite things in SL are the textures and I'm willing to endure some occasional lag in order to bask in them.

Just my opinion.....
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
01-04-2005 16:08
It'd be nice to be able to turn off texture downloading.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-04-2005 16:13
From: blaze Spinnaker
It'd be nice to be able to turn off texture downloading.


Oh, something I've done to limit loading textures is to go to Video Card Memory and set it to the smallest size, 16MB. It looks like crap and sometimes the ground will jiggle like jello, but eh... :)
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Kris Ritter
paradoxical embolism
Join date: 31 Oct 2003
Posts: 6,627
01-04-2005 17:41
From: Siobhan Taylor
Are you stalking me again?


yes. what of it?
Siobhan Taylor
Nemesis
Join date: 13 Aug 2003
Posts: 5,476
01-04-2005 18:20
From: Kris Ritter
yes. what of it?


Just making sure :)
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
01-04-2005 18:25
Yes, for the love of god, somebody search this forum and post links to all the different proposals people have made WRT limiting textures. This is badly needed.
Off the top of my head, I have proposed:

a) charging more for the upload of larger textures
b) using a system of texture-prims whereby you would tie textures to land.

A 1024x1024 should always be 4 times as many lindens or texture-prims as a 512x512 texture and so on and so forth. Or even better, charge lindens / "texture-prims" commensurate with the actual post-compression byte load so that textures can be optimized to compress better while retaining most detail - something at which i excel.
Rickard Roentgen
Renaissance Punk
Join date: 4 Apr 2004
Posts: 1,869
01-04-2005 18:44
From: Eggy Lippmann
A 1024x1024 should always be 4 times as many lindens or texture-prims as a 512x512 texture and so on and so forth.


max texture size is 1024x512, anything larger is downsized.
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