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How do Prim limits work/count?

Marjolaine Seymour
Registered User
Join date: 9 Aug 2008
Posts: 27
12-09-2009 08:44
Especially for OpenSpace and Homesteads, the limits of 750 and 3750 prims respectivly call for some serious prim-counting before proceeding to amend something to builds andd such.

However... and now for what I have been thinking about... how do any prims that avatars are wearing - that is, have rezzed and attached prior to entering the sim - affect the limit?

A possible case: A Homestead is already filled-up to 3743 prims out of the limit of 3750, and then little me enter, wearing some sculpted boots (2 x 14 prims), and prim hair (91 prims)... and possible some other prim attachments as well. Can anyone share some ideas how the sim will handle such a situation?

TIA,
Marjolaine
Phil Deakins
Prim Savers = low prims
Join date: 17 Jan 2007
Posts: 9,537
12-09-2009 08:48
They aren't counted for the parcel's prim allowance. (A parcel being the sim, in this case).
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
12-09-2009 08:49
From: Marjolaine Seymour
However... and now for what I have been thinking about... how do any prims that avatars are wearing - that is, have rezzed and attached prior to entering the sim - affect the limit?

They don't. Or they don't yet, anyway.

LL will be doing limits on things like this sometime next year, though they haven't yet said, AFAIK, what those limits will be.
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Abigail Merlin
Child av on the lose
Join date: 25 Mar 2007
Posts: 777
12-09-2009 09:11
From: Sindy Tsure
They don't. Or they don't yet, anyway.

LL will be doing limits on things like this sometime next year, though they haven't yet said, AFAIK, what those limits will be.

What we do know is that even when avatar worn prims temperary prims and verhicles prims get counted they will be on top of the normal prim limit and not taken from them, before aditional prim limits I think they will introduse script limits both in attachments and rezzed.
Naz Fride
21st Century Faux
Join date: 8 May 2007
Posts: 341
12-09-2009 10:18
My understanding is that they are talking about imposing memory limits. That means that, while prims attached to avatars won't count against the sim limits for prims, the memory used by all scripts in a sim, whether rezzed or attached, will count toward a memory limit. If the memory is "full" no additional scripts will be allowed to run, which means that if you have any scripted objects attached to your av, you won't be able to TP in unless somebody else takes their scripts away, freeing up memory. Some might ask how that'll be different from how things have been the last few weeks. Maybe they already implemented this and forgot to tell us.
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Kara Spengler
Pink Cat
Join date: 11 Jun 2007
Posts: 1,227
12-09-2009 10:37
From: Naz Fride
My understanding is that they are talking about imposing memory limits. That means that, while prims attached to avatars won't count against the sim limits for prims, the memory used by all scripts in a sim, whether rezzed or attached, will count toward a memory limit. If the memory is "full" no additional scripts will be allowed to run, which means that if you have any scripted objects attached to your av, you won't be able to TP in unless somebody else takes their scripts away, freeing up memory. Some might ask how that'll be different from how things have been the last few weeks. Maybe they already implemented this and forgot to tell us.


Not quite how I understood it, although we have not got word one way or other. What I have heard (and makes sense) is that any script limits will be per person, not per sim. Which will mean if UserA is using up their maximum allowance it will not affect UserB.

What is also making the rounds is a limit per plot (based on plot size, a bit like prim limits). This would probably be a bit thornier of a problem though.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-09-2009 14:01
last I heard was limits per sim, per parcel, and per av, all applied separately. it's the per av ones that should scare most people...
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