Changes to upload fees in our future?
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Shirley Marquez
Ethical SLut
Join date: 28 Oct 2005
Posts: 788
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04-30-2009 09:37
From the release notes for 1.23.0 RC:
Changed: Make asset upload fees variable at the viewer
Sure sounds like they're preparing for changes to the price of uploading, but what will the changes be? Different prices based on size of texture, perhaps? Higher charges for animations? Bueller?
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Briana Dawson
Attach to Mouth
Join date: 23 Sep 2003
Posts: 5,855
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04-30-2009 09:38
I hope not.
jesus, what the hell.
LL you can't keep squeezing us!!!
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Cristalle Karami
Lady of the House
Join date: 4 Dec 2006
Posts: 6,222
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04-30-2009 09:42
I think this is one of the carrots to making people go premium, lower upload fees.
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Oryx Tempel
Registered User
Join date: 8 Nov 2006
Posts: 7,663
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04-30-2009 09:54
From: Cristalle Karami I think this is one of the carrots to making people go premium, lower upload fees. Oh that'd be nice. 
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
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04-30-2009 09:57
From: Cristalle Karami I think this is one of the carrots to making people go premium, lower upload fees. If it's to do with premium accounts, it's more likely to be that premiums will keep the same upload fee while the fee for non-premiums is higher.
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Jahar Aabye
Registered User
Join date: 14 Mar 2007
Posts: 58
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04-30-2009 09:59
Different upload fees based on texture size does make sense, if you think about it.
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Briana Dawson
Attach to Mouth
Join date: 23 Sep 2003
Posts: 5,855
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04-30-2009 10:01
From: Jahar Aabye Different upload fees based on texture size does make sense, if you think about it. Yes.
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Five Denver
Registered User
Join date: 21 Apr 2009
Posts: 101
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04-30-2009 10:07
Mesh support may be added soon. They're big!
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bigmoe Whitfield
I>3 Foxes
Join date: 29 Jul 2007
Posts: 459
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04-30-2009 10:33
From: Phil Deakins If it's to do with premium accounts, it's more likely to be that premiums will keep the same upload fee while the fee for non-premiums is higher. then expect others like me who have no need for perm to start in lol 
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Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
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04-30-2009 10:49
The actual upload fees were already variable and provided by the server.
The real change is that there is a new environment variable LL_FAKE_UPLOAD_PRICE you can set in the viewer to make a custom price appear in the menus. It's probably a testing and documentation hook for the upcoming behind-the-firewall product.
(ETA: if anyone wants to play with this, it's only enabled on Linux, you would need to tweak llinventory/lleconomy.cpp to make it do anything on other platforms.
There are still old hooks in there for energy use and teleport fees and other old things, so maybe there is some end-of-the-world rumor material that can be generated from those.)
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Oryx Tempel
Registered User
Join date: 8 Nov 2006
Posts: 7,663
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04-30-2009 13:04
From: Viktoria Dovgal There are still old hooks in there for energy use and teleport fees and other old things, so maybe there is some end-of-the-world rumor material that can be generated from those.)
OMG if we had to pay to teleport... *shudder*
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Blot Brickworks
The end of days
Join date: 28 Oct 2006
Posts: 1,076
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04-30-2009 13:23
If that happens my prices go up too.
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Briana Dawson
Attach to Mouth
Join date: 23 Sep 2003
Posts: 5,855
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04-30-2009 13:23
From: Oryx Tempel OMG if we had to pay to teleport... *shudder* We used to. My daily bill was around $700-1000L. But, we could also fly across the grid if we were really feeling lazy. Good luck doing that today.
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Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
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04-30-2009 14:30
From: Five Denver Mesh support may be added soon. They're big! Now this would be awesome! do you have any additional info on what makes you bring this up? I know there is a Jira on it. http://jira.secondlife.com/browse/MISC-1494 The first time I looked (perhaps it was a different one) I didnt remember seeing it being a choice of mesh import or improvement of existing modeling tools. The advantage of meshes is that you can take them with you. That is you create them offline so they are already yours. As opposed to prims which mostly stay in SL. In addition you will be able to create exactly accurate shapes you need. There are ways to "create" prims in blender and then import them into SL but it is a non trivial process. Plus meshes can be easily converted to other object formats one could use in other programs, worlds etc. I think it would be a great idea for LL to bring in mesh support especially with the coming of Blue Mars. Ideally we could get mesh support And improved prim modeling tools. One thing of note is that mesh support will make sculpties obsolete. But in most cases they are sim resource hogs anyhow.
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Five Denver
Registered User
Join date: 21 Apr 2009
Posts: 101
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04-30-2009 14:34
From: Infiniview Merit <Hopes, wishes and dreams> Sorry, Infiniview. I was just guessing. I know nothing. I think Viktoria's explanation for the variable upload fee is more likely.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
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04-30-2009 15:52
From: Jahar Aabye Different upload fees based on texture size does make sense, if you think about it. only if a 1024^2 image costs 4 times what a 512^2 image does
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Vittorio Beerbaum
Sexy.Builder Hot.Scripter
Join date: 16 May 2007
Posts: 516
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04-30-2009 15:58
Please.... stop give em new ideas.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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04-30-2009 16:04
From: Void Singer only if a 1024^2 image costs 4 times what a 512^2 image does Actually, I'd rather see a sliding scale, to encourage texture sheeting. If a 1024 with 4 embedded 512's in it were to cost a little less than 4 separate 1024's, people would be more likely to combine textures. Needless to say, this would cut down dramatically on asset requests, network traffic, and load times. Of course, there would be a downside as well, which might negate the benefits. People could end up combining textures that have no business being combined. The concept only works for textures that are all going onto the same build. If any of those 512's are to be individually placed on separate builds, then having them all mounted on the same 1024 would be a serious detriment. So there's no real way to win. The only really workable solution remains education. For better or worse, you can't successfully implement a purely technological answer to what is ultimately a human behavioral issue. Plug the current holes, and people will just find newer ways to be equally stupid.
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Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
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04-30-2009 16:21
From: Five Denver Sorry, Infiniview. I was just guessing. I know nothing.
I think Viktoria's explanation for the variable upload fee is more likely. Haha, no that was just me taking off on the mesh possibility. Wasnt trying to accurately guess the reason for the detail change.
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Ephraim Kappler
Reprobate
Join date: 9 Jul 2007
Posts: 1,946
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04-30-2009 16:24
From: Five Denver Mesh support may be added soon. They're big! Does it matter? I thought 64x64 or any permutation matching that size was the limit with sculpt meshes? From: Chosen Few The only really workable solution remains education. For better or worse, you can't successfully implement a purely technological answer to what is ultimately a human behavioral issue. Plug the current holes, and people will just find newer ways to be equally stupid. Wouldn't creators be inclined to think twice, if only for a moment, about uploading excessively heavy textures? Perhaps some creators might be forced to learn from this?
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Five Denver
Registered User
Join date: 21 Apr 2009
Posts: 101
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04-30-2009 16:34
From: Ephraim Kappler Does it matter? I thought 64x64 or any permutation matching that size was the limit with sculpt meshes? 33x33 is the limit on a sculpty's polygons. The actual sculptmap texture is under the same restrictions as regular textures - 1024x1024?. This is assuming you don't use the lossless upload option, which has a greater restriction. If Linden Lab adds proper mesh support then we'll be uploading model files and not textures. The file sizes will be quite large in comparison to compressed textures.
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Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
Posts: 4,107
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04-30-2009 16:47
LOL! If you think its laggy NOW.... if they add Mesh Support, wait till someone uploads a badly constructed Mesh. Cant wait till someone tries uploading a 100000 face count mesh of a chair or something  They'd have to limit the poly count on meshes or the Grid would grind to a halt.
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
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04-30-2009 17:01
From: Five Denver 33x33 is the limit on a sculpty's polygons. The actual sculptmap texture is under the same restrictions as regular textures - 1024x1024?. This is assuming you don't use the lossless upload option, which has a greater restriction. If Linden Lab adds proper mesh support then we'll be uploading model files and not textures. The file sizes will be quite large in comparison to compressed textures. It's 33x33 vertices. That is 32x32 = 1024 quads (2048 triangles) at the highest level-of-detail. Oblongs are the same number of quads. Using 33x33 vertices requires a 64x64 map texture. Nothing is gained by using larger maps now that lossless upload is available - the extra pixels are just ignored, and compression of larger maps may cause distortions. Viewer 1.23 will (supposedly) introduce smaller maps with less triagles. Sculpties are essentially a very restricted subset of possible meshes, stored rather ineffficiently. The resource consumption of meshes with similar numbers of triangles will be very similar to that of sculpties. They will be more versatile, but will have to be limited just as sculpties are to avoid lag. Handling LOD changes and collisions will, if anything, be more complex. Meshes will make it much easier to make a greater range of shapes (for those who can use 3D software) but they will not dramatically increase rendered detail without cost. If anything, they will tempt builders into even more excessive triangle counts and increased lag.
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Drongle McMahon
Older than he looks
Join date: 22 Jun 2007
Posts: 494
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04-30-2009 17:07
From: Tod69 Talamasca LOL! If you think its laggy NOW.... if they add Mesh Support, wait till someone uploads a badly constructed Mesh. I don't think we'll have to wait that long for hyperlag .... flexi sculpty forests are coming first.
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Five Denver
Registered User
Join date: 21 Apr 2009
Posts: 101
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04-30-2009 17:24
From: Drongle McMahon It's 33x33 vertices. That is 32x32 = 1024 quads (2048 triangles) at the highest level-of-detail. Yeah, I knew this. I was just describing them loosely for the sake of getting to the point. I should've known somebody would correct me.  From: Drongle McMahon Nothing is gained by using larger maps now that lossless upload is available - the extra pixels are just ignored, and compression of larger maps may cause distortions. Viewer 1.23 will (supposedly) introduce smaller maps with less triagles. Larger maps are still necessary because the lossless sculptmaps can take too long to rez. and the extra "ignored" pixels help the relevant pixels to withstand the compression on upload. Try comparing how long it takes to rez a 128x128 lossy sculptmap with a 64x64 lossless sculptmap. You'll be surprised!. Obviously you do lose some quality with a lossy sculptmap. But if you're working with organic forms then it's barely noticable. Now if you're making a sharp edged object then I would recommend continuing to use lossless 64x64 sculptmaps. ps - I've worked a long time with sculpties. I'm not making this stuff up 
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