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Setting Objects for sale cause lag?

Donny Doughboy
Registered User
Join date: 15 Nov 2006
Posts: 8
11-20-2007 19:52
I prefer to sell my items by putting them for sale in the EDIT menu for two reasons...
1) This seems more reliable than vendors (e.g. less prone to communications errors)
2) The object doesn't have a script and therefore doesn't lag like a scripted vendor would

Anyone care to set me straight? Does setting an object for sale basically put a default script in the object anyway? Does having an object for sale make it lag more than its mere presence there?

Any guidance would be appreciated in the pursuit of lower lag.

Thanks in advance.
Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
11-20-2007 20:28
Depends on how many types of things you sell.

If you sell only 4 items, then compared to a 4-prim scripted vendor, your 4 box prims cause less lag and less server load.

If you sold 40 items, on the other hand, you're using 10 times as many prims, all of which have to be rendered by the SL client. That rendering time may well offset the gain from having no script lag.

Setting a prim for sale does not add a script to it, no.

Bear in mind also that all scripted vendors are not created equal. Some cause far less lag than others.

Another factor: How many locations do you, as the merchant, have to update when you roll out a new product or change prices? If you have only one store, changing 'sell from boxes' prims to reflect the changes is no biggie. But if you have stores in 100 different sims? Better get a networked and scripted system, or else you'll spend all your waking hours doing store updates.
_____________________
Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
Dallas Prudhomme
Registered User
Join date: 24 Oct 2005
Posts: 30
11-21-2007 02:52
From: Ceera Murakami
Another factor: How many locations do you, as the merchant, have to update when you roll out a new product or change prices?


Eek. Good point. Thanks!
Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
11-21-2007 03:49
From: Ceera Murakami
If you sold 40 items, on the other hand, you're using 10 times as many prims, all of which have to be rendered by the SL client. That rendering time may well offset the gain from having no script lag.
You can't really compare client lag with server lag though, they're very different things. If scripts are causing strain on the sim, everyone suffers equally.

Rez time overall will be significantly lower with prims as well. A vendor might give the appearance of rezzing fast, but you're waiting up to a minute every time you click "Next".

---

To the op: most people probably won't care what you're using (scripted vendor vs prim for sale), some people will dislike a "prim wall store" and some people will dislike scripted vendors.

If you're switching from one to the other, and you have predictable sales up until now, just keep on eye out on how things change over time and/or how much time you spend making up for failed deliveries on a scripted vendor :).
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
11-21-2007 04:16
I've used and even scripted some (very special-purpose) vendors. It depends what you're selling, but unless it's non-prim clothing or ultra-high-primcount attachments (like hair), it's a much better shopping experience if the thing for sale is right out there to be bought. But if it's a choice between a bunch of boxes or a vendor full of the same images the boxes would have, then it's just a question of whether customers will recognize that this vendor might have what they want to buy, and page through till it (maybe) shows up. Generally speaking, vendors are a convenience for sellers, at the expense of buyers who won't see the product they want.