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Render cost of objects

Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
05-06-2009 01:52
I got curious what the ARC scores would be for various objects around my sim because I really have no idea how else to figure that out. Is the ARC score atleast a semi-reliable measurement of how much stand alone objects take to render?

Some of the results were surprising. I have some sculpted trees that had a score of almost 1200. That isn't so bad for 1 tree but when you have 10 or more that adds up pretty fast so I must replace those sadly.

One more question if anyone knows...

I noticed that some of the sculpted objects I wore would have smaller scores the smaller the sculpt was. Does a larger prim take more to render than a small prim?

Thanks
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-06-2009 02:03
ETA:: I realized after posting that you meant objects, not avatars. I'll leave this here, though, since it's always good to have random info floating around. (Or something like that)
===========

From: Wiki
* An avatar with no attachments has a score of 1.

You can have the fanciest possible Linden (aka mesh) clothing, hair, and shoes, and still have a score of 1.

* 10 points for each prim.

This is a base cost for the prim, other points add to this cost.

* 5 points for each unique texture (on prims).

Coloured but untextured prims don't add ARC for textures.
Textures used to make clothing, hair, shoes, etc don't add ARC.
Each texture counts once, so hair that has fifty prims but only one texture across all the hair adds only 5 points for textures. (Note that most hair has at least two textures, one with transparency to make the 'ends', and one without for the main bulk of the hair. So hair like that adds 10 points for textures.)

* 1 point for each invisiprim.

This isn't transparency, but the invisiprim texture used for blocking avatar skin. Its most frequent use is prim heels, it's also often used for furry or tiny avatars.

* 1 point for each prim with glow.

* 1 point for each prim with shininess.

* 1 point for each face of every prim that's planar-mapped.

Video Tutorial/Planar texture mapping

* 1 point per metre, per axis, for each prim.

This most often affects skirts, capes, long hair, large wings and long tails.

* 4 points for each prim with bump mapping.

* 4 points for each prim face with transparency.

Note that this is per face, not per prim.
This includes partial transparency, like 'endy' hair.
It also includes prims which don't seem to have invisibility, but do - if it shows up as red when you turn 'highlight transparent' on (under the view menu), it counts.

* 4 points for each prim face with an animated texture.

Note that this is per face, not per prim.

* 8 points for each prim that's flexible.

* 16 points for each prim that emits particles.

The most common use of particle emitters is bling.

Maybe that'll help you understand the costs. I'm really just typing this because I had to add something more than the quote, though.
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Whatever Inventor
Registered User
Join date: 4 May 2009
Posts: 30
05-06-2009 02:04
From: Felix Oxide

One more question if anyone knows...

I noticed that some of the sculpted objects I wore would have smaller scores the smaller the sculpt was. Does a larger prim take more to render than a small prim?

Thanks


yep. in the same way it would take longer for a person to paint a large circle compared to a small circle, there's a larger area to fill in. Larger polygons take longer to draw.
Felix Oxide
Registered User
Join date: 6 Oct 2006
Posts: 655
05-06-2009 02:09
Thanks for the answers, they helped a lot.
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
05-06-2009 02:48
From: Whatever Inventor
yep. in the same way it would take longer for a person to paint a large circle compared to a small circle, there's a larger area to fill in. Larger polygons take longer to draw.
I suspect it is more an LOD effect here... The point of distance where LOD switches to the next lower level is much smaller for small objects than for large sculpties. I can imagine that your body sculpties are so small so they get drawn in lower LOD levels and thus add less to the rendering weight. But that depends of course on how the render weights are calculated...

i must admit, that i do not know what the "ARC score" is and how it measures the rendering weights. Can you tell a bit more about that please ? Is it something which measures object properties independent from the camera viewpoint, or do the measurements change when the camera moves away from the object(s) ? I am very interested in that myself, but did not yet find a feasible solution to get such information ;-(
Whatever Inventor
Registered User
Join date: 4 May 2009
Posts: 30
05-06-2009 03:22
From: Gaia Clary
I suspect it is more an LOD effect here..


Hi Gaia!, I was just simply stating that a small object is drawn faster than a larger object. I've no clue on whether the size or LOD is taken into consideration when calculating the ARC, I've never played with the feature.
Prajna Vella
Registered User
Join date: 27 May 2008
Posts: 59
05-06-2009 05:43
ARC is Avatar Rendering Cost. You can have it displayed from the Advanced->Rendering->Info Displays->Avatar Rendering Cost
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
05-06-2009 07:36
From: Prajna Vella
ARC is Avatar Rendering Cost. You can have it displayed from the Advanced->Rendering->Info Displays->Avatar Rendering Cost
Ah, so the trick is to wear the object which you want to check and compare the ARC with after i take the object off. The difference is the rendering cost of the object... ?