how much do ban lines affect sl performance ?
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Maelstrom Janus
Ban Ban Lines !!!
Join date: 4 Jul 2007
Posts: 1,220
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12-03-2007 18:10
Its funny you can suggest quite freely that megaprims cause lag, that lots of people in place cause lag, that flashing lights and glowing particles cause lag - but when it comes to ban lines some people cherish the ruddy useless things so much its heresy to even begin to think that masses of text repeated again and again over great surface areas dont have any affect.
And of course pigs have just taken off from abbots aerodrome....
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RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
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12-03-2007 18:48
My personal suspicion is that ban lines are implemented simply as an axis-aligned bounding box. If that is the case, then the intersection tests necessary to keep an avatar out are trivial, and the broad-phase collision stage would trivially reject every case except where an avatar is very close to or in collision with the banline, so overall they probably create (as mentioned above) 0% lag on average. [EDIT] : For non-rectangular parcels banlines could still be implemented as more than one axis-aligned bounding box. Testing an axis-aligned bounding box against an avatar's oriented bounding box is still a very efficient and fast test, and several thousand such tests can be performed per second without noticeable slowdown.
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Ricardo Harris
Registered User
Join date: 1 Apr 2006
Posts: 1,944
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12-03-2007 20:53
From: Sling Trebuchet Ban lines are visible from about 7 metres. They are an eyesore. For some residents, 7 metres is half the width of their property. If there are ban lines on both sides, there is no escape from them, without being forced to build screens. I'd say that the reasons that some people within 7 metres of, or right up to, the boundaries of their own properties could include: a) Lag, and they overshot b) because they can c) exercise d) they don't know about "Disable Camera Constraints" and stand at their boundary in order to cam further into their neighbours property  ------------------------------------------------------------------------------------------- One of the main gripes here is that lag is a problem. That in itself is alot of baloney. Oh, yes. I can understand, they use super binoculars for glasses. or people leave their homes and walk right up to the ban lines just so they can be annoyed, right? And most homes are 7 meters away from ban lines, yes I know. You're absolutely right. So ban lines cause lag, right? Hmmm..what else? I think they forgot to add the one about ban lines also causing earthquakes on the sims. Yeah, that's right. Imagine that, earthquakes, I mean according to some of you guys they cause everything known to sl, why not earthquakes? This is as ridiculous as many of the other comments made about ban lines. Incredible! What's next? Where's the proof? There is none, nil, nada, nothing. Get over it already. Self analysis? That doesn't count, real facts do.
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Sling Trebuchet
Deleted User
Join date: 20 Jan 2007
Posts: 4,548
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12-04-2007 01:00
From: Ricardo Harris Oh, yes. I can understand, they use super binoculars for glasses. or people leave their homes and walk right up to the ban lines just so they can be annoyed, right?
And most homes are 7 meters away from ban lines, yes I know. You're absolutely right.
So ban lines cause lag, right? Hmmm..what else? I think they forgot to add the one about ban lines also causing earthquakes on the sims. Yeah, that's right. Imagine that, earthquakes, I mean according to some of you guys they cause everything known to sl, why not earthquakes? This is as ridiculous as many of the other comments made about ban lines.
Incredible! What's next? Where's the proof? There is none, nil, nada, nothing. Get over it already. Self analysis? That doesn't count, real facts do. Ricardo, I do wish that you would not quote me, and then respond to someone else's post - particularly when you do it in that unhelpful ranting manner. It can give others the impression that your post is in response to something that I said. Within your rant, you do appear to be making reference to one part of my post (the 7m visibility), but I don't understand your point there. For the record, I have made absolutely no comment about ban lines related to lag. My post was in response to your comment that "Unless you walk right up to the ban lines themselves you won't see them." Standing 7 metres inside the boundary of your own plot is *not* 'walking right up' to the boundary.
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Maggie: We give our residents a lot of tools, to build, create, and manage their lands and objects. That flexibility also requires people to exercise judgment about when things should be used. http://www.ace-exchange.com/home/story/BDVR/589
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Oryx Tempel
Registered User
Join date: 8 Nov 2006
Posts: 7,663
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12-04-2007 01:04
From: Hiro Queso Gotcha. A nice addition might then be to be able to turn off the rendering of ban lines in the client - would be great for those who feel neighbours' ban lines are an eyesore, not such a great idea when flying around new territory! That is, unless you 're rping as a moth  I want to be a moth! Not a butterfly, but a moth!
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Oryx Tempel
Registered User
Join date: 8 Nov 2006
Posts: 7,663
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12-04-2007 01:07
From: Mjolnir Uriza all of which are taken care of by other means without appearing rude trying to hide something
i guess i'm just a where there is smoke there is fire kinda of girl only becouse more times then not it has preoven that it is a viable way to deduce things. you get alot of coincidencees lined up and you realise there is nothing coininidental about it Punctuation, spelling, and capitalization are your friends.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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12-04-2007 02:34
From: RobbyRacoon Olmstead My personal suspicion is that ban lines are implemented simply as an axis-aligned bounding box. If that is the case, then the intersection tests necessary to keep an avatar out are trivial, and the broad-phase collision stage would trivially reject every case except where an avatar is very close to or in collision with the banline, so overall they probably create (as mentioned above) 0% lag on average. [EDIT] : For non-rectangular parcels banlines could still be implemented as more than one axis-aligned bounding box. Testing an axis-aligned bounding box against an avatar's oriented bounding box is still a very efficient and fast test, and several thousand such tests can be performed per second without noticeable slowdown. I agree that getting the envelope collision could be very cheap--and indeed that happens every time an agent crosses a parcel border anyway. My hang-up is about what happens *then*: banlines are just one of a whole bunch of "special case" logic that has to be applied to test whether this particular avatar / object / script can "be" or "do" on that parcel. So I don't think they create zero lag; rather, I think they add to that growing pile of steaming logic that has to be executed every time something crosses a parcel boundary.
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