Sculpties affect sim performance???
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RobbyRacoon Olmstead
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Join date: 20 Sep 2006
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02-15-2008 11:08
From: Somatika Xiao Either way the sim has to make those calculations. 4 regular prims or one mega prim, they still have the same amount of collisions per avatar. Only difference is the amount of objects in play, not the amount of calculations. That's not necessarily true. If you use four prims instead of one, then during the broadphase collision detection step, especially using a structure like an Octree, you can trivially reject some collision tests. In the very narrowly focused example given of the dance floor, that would probably not provide any efficiencies, but in the general case it could provide huge efficiencies. There are trade-offs to everything No one way is most efficient for all cases.
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Michael Bigwig
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Join date: 5 Dec 2005
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02-15-2008 11:08
From: Isablan Neva I totally agree, but some actual guidelines on optimization would be nice. Coming out with a prim type that allows (finally!) organic shapes to be easily created and then telling people who create organic builds with that prim that it will nuke their region performance doesn't exactly help. The best we get in terms of suggested load comes from resident observation, wild guesses and assumptions that people pull out of their butts. Where is the threshold on number of flexi prims before performance degrades significantly? Where is the threshold for scupties?
Leave it up to sim owners to figure that stuff out and BIG SURPRISE, many get it wrong. Yes, because SL gives anybody the ability to create their own game environment, we can't expect everyone to teach themselves the fundamental rules of game design. But if you are the type of person that cares about your craft enough to research, you'd quickly find that just because LL gives each sim a prim count, doesn't mean we should max it out. If someone really wants to get into CGI, and become good at it, it is there responsibility to learn the finer points on the subject--and believe it or not, optimization isn't even a finer point...it's a fundamental starting point.
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HoneyBear Lilliehook
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Join date: 18 Jun 2007
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02-15-2008 11:08
LOL...boy, was I misinformed! I'm glad I read this thread, learned a lot of new stuff 
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Michael Bigwig
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Join date: 5 Dec 2005
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02-15-2008 11:09
From: Somatika Xiao Either way the sim has to make those calculations. 4 regular prims or one mega prim, they still have the same amount of collisions per avatar. Only difference is the amount of objects in play, not the amount of calculations. oh and sculptie prims tend to use more textures then other prims. why? well there is only one face on a sculptie so you need to have one well made texture made just for a sculptie! this texture would for the most part only work on the scultpie it was made for. So instead of using one texture over and over you need a a custom one per sculptie. Everything needs to be done in moderation! why did linden lab put in a 15,000 prim max per sim? well multiple reasons 1. to many prims creates horrible client side lag, having a limit helps stop a majority of stupid Residents from over doing it and creating a mess. Yeah Linden Lab is saving people from them selfs. 2. The limit is based on the fact the prims take sim resources. 3. I am sure there are others  I do agree with Michael Bigwig on how this is a world mainly designed by rookies and noobs and there are limits in place to save people from themself. Anyways if you want to really know more go to school or search the interwebs  I rather not exsplain it. Peace, ~ Soma There isn't just one face on a sculptie--when rendered by the engine, there are a bunch of triangles. And like I said above, just because we are given an alloted prim ceiling, does not mean we should use it--a practiced cg artist knows this first hand. You have to take all your assets into consideration...and optimize accordingly. If a sim used up all it's alloted prims...and none of them were textured, everything would run smooth as a baby's butt...but start adding particles, textures and script...and you have to start thinking about optimization. These are fundamental rules any cg artist must take into consideration.
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Tod69 Talamasca
The Human Tripod ;)
Join date: 20 Sep 2005
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02-15-2008 11:11
From: Michael Bigwig Roger that... These are a few simple rules that any cg artist should learn from the get-go. Most definitely! I can't count the number of places where small objects had 1024x1024 textures. I find it easier (cheaper too!) to upload 1 file with multiple textures on it for a Sculptie or any other build.
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Wildefire Walcott
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Join date: 8 Nov 2005
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02-15-2008 11:19
From: Graphicguru Gustav I think you mean NURBS, not POLYGONS...Polygons get destroyed and turn to blobs in this nurb invironment. I have zero idea what you're talking about. 
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RobbyRacoon Olmstead
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02-15-2008 11:21
From: Michael Bigwig There isn't just one face on a sculptie--when rendered by the engine, there are a bunch of triangles. Technically true, but in SL "face" appears to be more of a texturing term than a technical one. A solid sphere prim has more than one face if you are going by the technical 3D definition, but only one that you can apply a texture to in SL terms. It's still true that a properly made texture intended for a sculpted prim will most likely only be used on that exact prim shape and not reused much. Sculpted prims can dramatically impact the poly count, though, and I've noticed that Windlight has less of a problem with that FPS-wise than the main viewer.
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Michael Bigwig
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02-15-2008 11:25
From: RobbyRacoon Olmstead Technically true, but in SL "face" appears to be more of a texturing term than a technical one. A solid sphere prim has more than one face if you are going by the technical 3D definition, but only one that you can apply a texture to in SL terms. It's still true that a properly made texture intended for a sculpted prim will most likely only be used on that exact prim shape and not reused much. Sculpted prims can dramatically impact the poly count, though, and I've noticed that Windlight has less of a problem with that FPS-wise than the main viewer. Well, ya. I wasn't so much talking about face-count in relation to texture face...I was referring to optimization and performance.
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Wildefire Walcott
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Join date: 8 Nov 2005
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02-15-2008 11:26
From: RobbyRacoon Olmstead That's not necessarily true. If you use four prims instead of one, then during the broadphase collision detection step, especially using a structure like an Octree, you can trivially reject some collision tests. In the very narrowly focused example given of the dance floor, that would probably not provide any efficiencies, but in the general case it could provide huge efficiencies. I have even less of an idea what you're talking about. 
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Love Hastings
#66666
Join date: 21 Aug 2007
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02-15-2008 11:42
From: Tod69 Talamasca I find it easier (cheaper too!) to upload 1 file with multiple textures on it for a Sculptie or any other build. Sorry - noob question. What do you mean, multiple textures in one file?
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Ollj Oh
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Join date: 28 Aug 2007
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02-15-2008 11:50
Sculpties CAN add a shitload of w-polys to a schene that not every graphic card can render as well, causing clients to lag. So can any exzessive prim type usage, that is not a cube, and that is not a (non sculpted) prim, that is skewed around its z-axis.
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Isablan Neva
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02-15-2008 11:52
From: Michael Bigwig But if you are the type of person that cares about your craft enough to research, you'd quickly find that just because LL gives each sim a prim count, doesn't mean we should max it out.
Now, this is one thing I find just plain stupid and against all forms of logic. The sign doesn't say "Speed Limit 55, but we suggest 45 just to be safe" and my monthly tier doesn't come up as "$195 but we suggest you only pay $150 just so you have a cushion." If the prim limit per sim is 15k, then it's 15k. If the prim limit is really 13k, then friggin' say it's 13k.
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Wildefire Walcott
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02-15-2008 11:55
From: Love Hastings Sorry - noob question. What do you mean, multiple textures in one file? With judicious use of offsets you can use a single texture for different purposes. For example, I once made a HUD with a bunch of labeled buttons. I used a single texture that had all the button text on it in a grid, and just used offsets on the button prims to only show the text for a given button. There are many other applications for this technique.
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Wildefire Walcott
Heartbreaking
Join date: 8 Nov 2005
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02-15-2008 11:56
From: Isablan Neva Now, this is one thing I find just plain stupid and against all forms of logic. The sign doesn't say "Speed Limit 55, but we suggest 45 just to be safe" and my monthly tier doesn't come up as "$195 but we suggest you only pay $150 just so you have a cushion."
If the prim limit per sim is 15k, then it's 15k. If the prim limit is really 13k, then friggin' say it's 13k. I like cranky Isablan! (Sorry you're sick tho.)
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Darien Caldwell
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02-15-2008 11:59
Yes, this has been known for some time, A short discussion was held here about sculpties and Physics lag: /8/cf/225893/1.html
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Michael Bigwig
~VRML Aficionado~
Join date: 5 Dec 2005
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02-15-2008 12:00
From: Isablan Neva Now, this is one thing I find just plain stupid and against all forms of logic. The sign doesn't say "Speed Limit 55, but we suggest 45 just to be safe" and my monthly tier doesn't come up as "$195 but we suggest you only pay $150 just so you have a cushion."
If the prim limit per sim is 15k, then it's 15k. If the prim limit is really 13k, then friggin' say it's 13k. Speed limit can kill--prim counts don't. We obviously aren't responsible enough to set our own speed limits...Pris once said, 'then we're stupid, and we'll die'...which is true in a lot of cases. It's not against logic. It's about game design. These are fundamental rules cg artists learn...game designers learn, programmers learn. They set a cap for prims...because if used *properly* (ie. with optimization in mind) the sim will run at a reasonable level...but if you go off creating a sim without a care in the world...things will run like crap. LL sets prims limits for a reason. Take video games for example--sure, a lot of games can be prettier, or have a higher poly count, level of detail, or higher distance cap...the hardware can run it...but do you see game developers pushing the poly counts to the hardware's absolute max? No, of course you don't, because that is a really bad idea in respects to performance. It's the 'creators' responsibility to take all assets into consideration when optimizing their sim...and if their sims run like crap, they should research why. And the 'why' will answer some fundamental rules of game design--optimization. LL sets a prim cap...at some magic number...where it's a balance of optimization, with a strong understanding most people will abuse every aspect of asset creation.
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RobbyRacoon Olmstead
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02-15-2008 12:24
From: Wildefire Walcott I have even less of an idea what you're talking about.  That's probably because I don't explain things well  I was mostly trying to explain that there can be a significant difference in the number of collision and physics calculations performed between megaprims and "normal" prims, but the very best resource for such explanations would come from http://www.realtimecollisiondetection.net/
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