One Prim Plants - Secret Lag Monsters
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Bhakta Thor
Escape from RL
Join date: 31 Jan 2008
Posts: 291
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04-20-2009 08:28
From: Ting Luminos Bhakta : Hexagon is a great 3D tool and any time spent learning it will not be wasted as the basic skills learnt in Hexagon will easily translate to more fully feature pro 3D applications. and the answer to your questions - what is mesh import ? mesh import is heaven basically it mean you can use external 3D modeling tools to create models/meshes and import/load them in to SL and other virtual worlds which will support mesh import I would say keep developing your SL building skills for the now but also keep improving and learning Hexagon 3D as it will help prepare you if you want to be a content developer for other virtual worlds in the future Thanks. I really only wanted one item for SL. Since I Could not find it, nor could I find anyone to make it for me, I have tried to make it myself. It just turns out that what I wanted (a sculpture) was pretty complicated and caused me to learn a lot about 3d that I never thought I would have any interest in learning. But, because of this I have discovered a thriving ...ummm subculture of artists.. BT
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Tiziana Catteneo
Registered User
Join date: 19 Feb 2007
Posts: 187
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04-20-2009 11:22
So at the end of the story one prim plants lags like a sculpted rock?
So why you don't change the title of the thread in "sculpts secret lag monsters we don't need 3d chats"
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-20-2009 12:16
From: Tiziana Catteneo So at the end of the story one prim plants lags like a sculpted rock? Unless something really oddball is going on, yes.
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Waterstar Eilde
Registered User
Join date: 12 May 2007
Posts: 404
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04-20-2009 14:53
From: Argent Stonecutter Until someone changes the way SL calls OpenGL on the Mac, you can't get them because you're on a Mac.
Apple implements their own OpenGL framework, and passes calls through to the card's OpenGL depending on what the card can perform. On the one hand that means that you can use (albeit at a substantial penalty) features that your card doesn't implement. On the other hand this means that using extensions that Apple's OpenGL doesn't know about is, um, tricky. I was afraid you'd say something like that - but thanks anyway 
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Tiziana Catteneo
Registered User
Join date: 19 Feb 2007
Posts: 187
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04-20-2009 14:54
Well maybe I will able to pay tier to linden lab after a thread like this
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Imaze Rhiano
Registered User
Join date: 27 Dec 2007
Posts: 39
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04-20-2009 15:31
IMHO: Instead of polycount limits for parcel, better idea would be texture and script memory usage limits for parcels and avatars. Modern 3D graphics adapter can easily draw 1-40 Gverts/sec. But most of them still have only 256-512Mb memory.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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04-20-2009 16:49
First off, if sculpties are "creating more lag" than a standard sphere prim, there's a good chance there's a bug in the rendering system. This is likely given the design assumptions of what makes a sculpty a sculpty. This is where we cut the idle complaining and *report it to people who can fix the problem* like Qarl. If there's a JIRA for this, I'd love to look it over. From: Desmond Shang All of this is kind of like saying: let's get rid of iron and use only silicon instead! Silicon's atomic weight is lighter and stuff won't be so heavy! Because at the end of the day, people will still make rich content. There where hideously high polygon count objects and places long before there were sculpties. Try making some of those sculptie shapes out of regular prims ~ you'll get a polygon hit that is out of this world. Watch meshes get used to make polygons, too, if or when they come. That's the whole point of having a mesh: to arrange lots of polygons in more complicated ways than the usual prims. Totally agree. While I've always been a proponent for more choice, including meshes, there's also the question of creating a useful metric for residents to follow. Given the nature of something like Second Life, "abuse" will always occur unless the boundaries are clearly defined. Prim counts and other restrictions give us those boundaries. --- Really though, unless you can clearly define your lag requirements, there's nothing to this thread than idle complaints. This is why it's better to have certain statistics, such as prim counts, avatar rendering cost, and poly count visible for study. My take is if we made these more visible, creators would actively compete on keeping resources low. Until that is the case, "abuse" will continue to happen in the pursuit of art. And that's how things should be.
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Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
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04-20-2009 22:10
perhaps to the chagrin of the OP, my sculpty flowers have 30 -50 prims each.  OH WELL!
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A kilogram of programmable nanobots can lower the certainty of both death AND taxes.
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Ting Luminos
Registered User
Join date: 30 Mar 2009
Posts: 65
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04-22-2009 03:09
From: Tiziana Catteneo So at the end of the story one prim plants lags like a sculpted rock? The point is that a sculpted rock hopefully makes good use of the polygons included in the sculpty. The polygons used should help to define the shape of the rock With the criss-cross one prim plants you essentially have hundreds on polygons doing nothing at all. You do not need 2048 polygons to define 3 planes that make the cross. If we had mesh import it could be done with a total 6 two sided polygons. or if the Lindens added additional prims that would also help. For instance flat planes with very low polycounts. From: Imaze Rhiano IMHO: Instead of polycount limits for parcel, better idea would be texture and script memory usage limits for parcels and avatars. Modern 3D graphics adapter can easily draw 1-40 Gverts/sec. But most of them still have only 256-512Mb memory. yes, yes and yes. It would be very wise if LL introduced tri polycount limits and also added, as you suggest Imaze, texture and script memory usage limits for parcels and avatars. We need boundaries to work within - to borrow Jeffrey's word From: Jeffrey Gomez This is why it's better to have certain statistics, such as prim counts, avatar rendering cost, and poly count visible for study.
My take is if we made these more visible, creators would actively compete on keeping resources low. Until that is the case, "abuse" will continue to happen in the pursuit of art. And that's how things should be.
Couldn't agree more Jeffrey. And i love your economy with words. And I also agree that I am idly complaining but sometimes ' one has to speak to the walls so that ears may hear '. From: Zen Zeddmore perhaps to the chagrin of the OP, my sculpty flowers have 30 -50 prims each.  OH WELL! I really like full sculpty plants and flowers. And Sculpty flowers that have 30-50 prims, for me would come under the heading of digital art or digital sculpture. And the immortal SL phrase - ' primmy but worth it' could be used quite happily. So go for it Zen - no chagrin here. My original post is in regards to redundant, useless, wasteful, lag creating extra polygons that contribute nothing to shape or design and effectively do nothing useful at all except to bloat an already overwhelmed ecosystem.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-22-2009 04:36
From: Ting Luminos The point is that a sculpted rock hopefully makes good use of the polygons included in the sculpty. The polygons used should help to define the shape of the rock
With the criss-cross one prim plants you essentially have hundreds on polygons doing nothing at all. So what? It's the same number of polygons whether it's a plant or a rock, and most of the polys in a rock are wasted, too. I got a build that's got hundreds of sculpty rocks, which would look about the same if they were low-poly ovoids with a custom bump- or normal- map. It should be lag city, by your logic. It isn't.
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Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
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05-11-2009 12:53
Is there a setting in the viewer that allows you to select objects or linksets and report how many polygons make up the selected prims? And what would be an acceptable number of polygons for an average video card for an entire scene such as a sim?
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