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Prim Rezzers..Can you AR'those who use'em?

Briana Dawson
Attach to Mouth
Join date: 23 Sep 2003
Posts: 5,855
10-18-2008 18:52
Mega prim sculpties were major lag makers even while phantom'd.

The new Havok stuff changed that and mega prim lag is gone, sculpty or regular prim.
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
10-18-2008 19:29
From: Briana Dawson
Mega prim sculpties were major lag makers even while phantom'd.

The new Havok stuff changed that and mega prim lag is gone, sculpty or regular prim.

Unless they're physical..

I think ones that are not world axis-aligned are also more laggy than smaller prims, too.

From: Qie Niangao
(Megaprims used to sometimes cause lag if they weren't phantom. Since Havoc-4, I've never personally seen lag that could be attributed to mega-prims, but I suppose anything is possible.)

See http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2008_09_11 at 17:43. I was asking Andrew about volume-detected megaprims but I think the answer is similar for physical ones.
Storyof Oh
Registered User
Join date: 14 Apr 2007
Posts: 139
10-20-2008 05:48
no one has mentioned that there is in fact a limit of temporary prims...this is 500 however large your plot..see this extract taken from a temp rez vendor..

* The number of temporary prims your land will support is half the number of permanent prims, plus 20, up to a maximum of 500. So if your land supports 500 permanent prims, that's 250 + 20 = 270 temporary prims: not unlimited, but more than a 50% improvement on the bare allowance.

* Avoid temp-rezzing anything which has a lengthy start-up script, because running it every 50 seconds will mean that the object isn't available for use half the time, and will also cause server lag for you and your neighbours.

* What will *not* cause server lag, despite a common misconception, are rotating objects or animated textures, despite how impressive they look! This is because the work done to rotate them is done "client-side" - on *your* computer, or the computer of the person looking at them - and not on the Second Life servers. You need not worry you are slowing down Second Life for anyone by using them.

What would be nice is if SL granted larger prim allowances thus negating the need for temp rezzers. Unfortunately such is the desire of users to make SL items look like RL its so prim heavy...
Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
10-20-2008 06:53
If my memory is correct, the formula for the number temp prims that a parcel can support has changed since that formula. I've forgotten what the new one is (it's been a long time since I looked at it) but it's more complicated than that one.
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Sling Trebuchet
Deleted User
Join date: 20 Jan 2007
Posts: 4,548
10-20-2008 07:22
There are many sensible reasons for having temp objects.
Projectiles from weapons would be one.
Stuff that flies about and apt to get lost is another.
The function of the objects involves a natural temporary life-span.

"Temp-rezzers" as commonly used should be called something like "Perm-rezzers".
Their repeated rezzing of the same temp objects in order to archive what appears to be permanence is an abuse of the purpose of temp objects.

It's another example of something that "does not scale well."
If everyone did it, the hit on the servers would be unsustainable.
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