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prim count / sim capacity question |
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Ingrid Ingersoll
Archived
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09-30-2004 06:46
After reading another post, I have a question about prim use. I was under the impression that everyone can use the maximum number of prims their land will allow and everything will be fine in the sim. But sounds like I'm wrong about this. If everyone maxes out on their prims, the sim can't support the load?
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Damien Fate
Goofy designer
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Posts: 634
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09-30-2004 08:21
The other post you're referring to actually dates pre 1.2, to a time when land ownership didn't = prim allowance.
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Ace Cassidy
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Re: prim count / sim capacity question
09-30-2004 08:26
Originally posted by Ingrid Ingersoll After reading another post, I have a question about prim use. I was under the impression that everyone can use the maximum number of prims their land will allow and everything will be fine in the sim. This isn't true. I could easily create a single prim that brings a sim to its knees. Similarly, I could max out the prims on an entire sim, and create a lag-free environment. There are simply too many variables. The prim-count being tied to land size is the best LL can do right now to allocate resources based on your willingness to pay for SL. The most we, as landowners, can do is stay within our prim-limits, and build/script with minimizing sim-lag in mind. - Ace _____________________
"Free your mind, and your ass will follow" - George Clinton
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Damien Fate
Goofy designer
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Posts: 634
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Re: Re: prim count / sim capacity question
09-30-2004 08:34
Originally posted by Ace Cassidy ...I could easily create a single prim that brings a sim to its knees. Similarly, I could max out the prims on an entire sim, and create a lag-free environment... Ace - the demi-god ![]() _____________________
Mirada.smartHUD - The new way to control your avatar and the world around you - In Mirada, Hairspray (22,63,51) or find me in world!
You want me to be Semi Serious? Well that's ok, I'm almost half semi serious 50% of the time. |
Ace Cassidy
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Re: Re: Re: prim count / sim capacity question
09-30-2004 09:38
Originally posted by Damien Fate Ace - the demi-god ![]() *curtsies* - Ace _____________________
"Free your mind, and your ass will follow" - George Clinton
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Ingrid Ingersoll
Archived
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Posts: 4,601
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09-30-2004 10:38
Hmm.. so then what the issue about "prim hogging" all about? Sounds to me like people are hoarding prims for some reason?
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Camille Serpentine
Eater of the Dead
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Posts: 1,236
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Re: Re: Re: Re: prim count / sim capacity question
09-30-2004 10:43
Originally posted by Ace Cassidy *curtsies* - Ace Don't think I've ever seen you in a dress... ![]() _____________________
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Ace Cassidy
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Re: Re: Re: Re: Re: prim count / sim capacity question
09-30-2004 10:48
Originally posted by Camille Serpentine Don't think I've ever seen you in a dress... ![]() Holy bologna... Is lilone giving out pics once again? - Ace _____________________
"Free your mind, and your ass will follow" - George Clinton
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Camille Serpentine
Eater of the Dead
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Posts: 1,236
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09-30-2004 10:50
I'll give L$100 for pics of Ace in a dress!
(first responder only) ![]() I've only seen you in pants Ace, at least so far! _____________________
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Lordfly Digeridoo
Prim Orchestrator
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Posts: 3,628
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09-30-2004 10:51
Originally posted by Ingrid Ingersoll Hmm.. so then what the issue about "prim hogging" all about? Sounds to me like people are hoarding prims for some reason? That was from before 1.2... Land wasn't tied to prims. It was first come, first serve. So some people would make huge prim-intensive things just to hold a bunch of prims, thus denying everyone else a chance to build. It was a mess. LF _____________________
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Ingrid Ingersoll
Archived
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09-30-2004 11:03
ahh... got it. thanks.
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Ace Cassidy
Resident Bohemian
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09-30-2004 11:16
Originally posted by Camille Serpentine I'll give L$100 for pics of Ace in a dress! (first responder only) ![]() I've only seen you in pants Ace, at least so far! I do recall one situation where I was buying lilone a hot lil' outfit that I wanted to see her wearing, and accidently ended up wearing the garb when I neglected to NOT check the "wear now" check-box. If you have a pic, then more power to you... - Ace P.S. Ace in a dress... think about it folk... its a thought that is almost as scary as Saddam keeping his weapons of mass distruction. _____________________
"Free your mind, and your ass will follow" - George Clinton
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Camille Serpentine
Eater of the Dead
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Posts: 1,236
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09-30-2004 11:23
I was only teasing you Ace because you said 'curtsie'.
![]() I've never seen any pics of you in a dress. _____________________
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Moleculor Satyr
Fireflies!
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09-30-2004 12:18
Originally posted by Damien Fate The other post you're referring to actually dates pre 1.2, to a time when land ownership didn't = prim allowance. This is why people shouldn't be bumping ancient threads. _____________________
</sarcasm>
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Rose Karuna
Lizard Doctor
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Posts: 3,772
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Re: Re: prim count / sim capacity question
10-01-2004 13:40
Originally posted by Ace Cassidy This isn't true. I could easily create a single prim that brings a sim to its knees. Similarly, I could max out the prims on an entire sim, and create a lag-free environment. There are simply too many variables. The prim-count being tied to land size is the best LL can do right now to allocate resources based on your willingness to pay for SL. The most we, as landowners, can do is stay within our prim-limits, and build/script with minimizing sim-lag in mind. - Ace Ace, That said - can you tell me if there are certain types of prims that one would create that would do this? How can one best build to minimize sim lag? In other words, is it number of cuts, twisting, size? (sorry if this has been answered somewhere else, I probably missed it). Thanks, Rose _____________________
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Ace Cassidy
Resident Bohemian
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Posts: 1,228
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Re: Re: Re: prim count / sim capacity question
10-01-2004 13:51
Originally posted by Rose Karuna Ace, That said - can you tell me if there are certain types of prims that one would create that would do this? How can one best build to minimize sim lag? In other words, is it number of cuts, twisting, size? (sorry if this has been answered somewhere else, I probably missed it). Thanks, Rose The geometry of a prim won't affect lag... At least as far as I know. Its the same ~1400 bytes of object info that has to be sent from sim to client no matter what. But higher resolution textures on prims do consume more bandwidth. When I said I could bring a sim to its knees with a single prim, it would be scripts, and not geometry that does the trick. If you're concerned about lag, then there are a number of things you should consider when scripting. The wiki has a good discussion of these issues. - Ace _____________________
"Free your mind, and your ass will follow" - George Clinton
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Lordfly Digeridoo
Prim Orchestrator
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Posts: 3,628
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10-05-2004 23:49
Well, there's still a few "illegal" shapes floating around that could probably cause the physics simulator to go into conniptions...
As per the different prims causing different lag question... if you're talking server-side, then no. Client-side, though, using cubes instead of cylinders, tubes, etc. will decrease the amount of polygons in a given area, hence making a higher fps. LF _____________________
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