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Limits to using a rezbox?

Slim McGinnis
Registered User
Join date: 19 Oct 2007
Posts: 53
01-15-2008 07:27
I am thinking about using a rezbox to reduce my prim count, but someone told me that there's a limit to how many temporary prims are allowed in SL. Does anyone know about this or can point me to some information about it?

Thanks
Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
01-15-2008 07:34
I'd suggest reading through a recent thread for the problems temp-rezzers can cause for other people on the sim: /327/21/232939/1.html
Jessica Elytis
Goddess
Join date: 7 Oct 2005
Posts: 1,783
01-15-2008 07:39
Limit=Common Sense.

The old limit used to be half your normal prim count for your land. I think a bug screwed that up (at least I HOPE it's a bug and they're fixing that, or have fixed that).

Watch FPS, Script Time, and Time Dilation. Watch them VERY close on the REZ cycle of the temp rez. If you get major spikes, you need to remove a bit.

Talking to your neighbors to let them know you're going to try this is also a good idea. Let them know that they can IM you if they start to get lagged. Work with them now to avoid problems in the future.

And for heaven's sake, don't temprez scipted items or high rez textures.

~Jessy
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Min Fairweather
Registered User
Join date: 21 Feb 2007
Posts: 202
01-15-2008 07:56
My golden rule for this is to only use a rezzing system for objects that you need to appear temporarily. Never for objects that you want to be permanently inworld.

As above, check out that thread for the reasons why.

Prim count is the bane of everyone's SL, but it's there and it's not going away. Learning to live within your prim count is a skill. I'm rubbish at it and hence I've got loads of land ;) I'm afraid there's no quick fix.
Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
01-15-2008 08:46
On the whole, temp rezzers are a boon. Yes, they can be a problem when a sim's hard prim limit is close, but I've never had any difficulty with them, and I've used them for many months.

The limit is half the parcel's normal prims + 20, or 500, whichever is the lower number.

Jessica. Do you know that that limit is broken? If so, how do you know?
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Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
01-15-2008 10:42
From: Min Fairweather
My golden rule for this is to only use a rezzing system for objects that you need to appear temporarily. Never for objects that you want to be permanently inworld.


An excellent rule of thumb. :) There's a reason they are called Temp On Rez prims. They are meant to be temporary! Gaming the system to get a few more prims to play with only hurts the sims performance and is bad for everyone in the long run.

Temp prims also count against a sim's total prim count. If your sim is near full, then a 'rezbox' could be stealing prims from someone else - someone who paid for the right to rez their objects.
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Yosef Okelly
Mostly Harmless
Join date: 26 Aug 2007
Posts: 2,692
01-15-2008 11:05
The last I have heard about this -- and verified through pragmatic use -- is that temp prims eat up resources. Yes, you can go over your prim limit for your parcel, but those temp prims come from somewhere. You are in a very real sense stealing prim allotment from your neighbors. A sim's hard limit is 15000 prims; it makes no difference if they are permanent or temporary.

The only temp on rez item I have now is a tree that drops apples ocassionally. As long as I have a few unused prinms to cover that, I'm good.
Slim McGinnis
Registered User
Join date: 19 Oct 2007
Posts: 53
01-15-2008 11:37
Good responses, and very insightful. Thanks
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
01-15-2008 13:13
From: Phil Deakins
The limit is half the parcel's normal prims + 20, or 500, whichever is the lower number.
Sure enough, that's what the scripting wiki says, too--somehow I'd completely repressed the "+ 20" in that formula. So that means a little 3-prim ad plot could have 21 temp-rezzed prims. Lovely. Speaking for myself, I concluded it was broken after seeing a slightly larger adplot (32m2? 64? forget now) that seemed to be merrily temp-rezzing way too many prims--like about 50, as I recall. (I don't find a jira. And I can't get in-world to test this just now.)
Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
01-15-2008 16:08
It would be able to merrily temp rez prims, Qie, because it's the oldest of them that are deleted to make way for the new, and the effect of overdoing prims isn't anywhere near instantaneous - at least not in my limited experience of it.

A friend and I tested this on my land some time ago. He flew his ship over my land to take the prims over the limit, and we waited. The land stats said that some pims would be deleted, and it kept on saying that for so long that we gave up waiting. Nothing was deleted, but maybe some things would have been eventually.
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Beezle Warburton
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Join date: 10 Nov 2006
Posts: 1,169
01-15-2008 19:01
From: Phil Deakins
On the whole, temp rezzers are a boon. Yes, they can be a problem when a sim's hard prim limit is close, but I've never had any difficulty with them, and I've used them for many months.

The limit is half the parcel's normal prims + 20, or 500, whichever is the lower number.

Jessica. Do you know that that limit is broken? If so, how do you know?


As of last August, they upped the limits, per Andrew Linden, the limit is now:

temp_prim_limit = prim_limit - current_prim_count + min( 0.5 * current_prim_count + 400, 1000)

/54/28/132362/1.html#post1247906

In clearer words, whichever of these two is smaller:
temp prims = (current prim limit) - (used prims) + (1/2 prim limit + 400)
temp prims = (current prim limit) - (used prims) + 1000

This means an ad farmer can bork up a sim by having a one-prim rezzer rezzing (4 - 1) + (1/2 * 4 + 400) = 405 prims.

You can help with the sim load by keeping your temp-on-rez stuff phantom, so it's not calculating collisions for the excess prims.
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Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
01-15-2008 19:08
Many thanks for that Beezle. I hadn't heard it before. I'm off to read the page now.


... which was very very short :)
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Desmond Shang
Guvnah of Caledon
Join date: 14 Mar 2005
Posts: 5,250
01-15-2008 20:19
There's a social effect, too.

* * * * *


Day zero:

"Not enough prims. One temp rezzer won't hurt anything."



Day three:

"Ooh, look! My neighbour is using this cool temp rezzer!"

"Niiice..."

"I'm getting one of those."



Day five:

"Hey, what's that?"

"It's a temp rezzer. Everyone has one, it's the smart way to beat prim limits."



Day seven:

"What did the sim owner mean by image cache overload?"

"I dunno. Something about way too many textures."

"I don't think he knows what he's talking about ... these sims just get laggier."



Day nine:

"Is time dilation supposed to drop to 0.29 every few seconds?"

"No! SOMEONE ELSE has messed up the sim."

"Yeah this is terrible."

"It's not me. It can't be. Everything I have out wasn't laggy just last week."
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