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Designing for Low Lag

Darkness Anubis
Registered User
Join date: 14 Jun 2004
Posts: 1,628
12-11-2005 07:59
My Family and I (the After Dark Crew) are looking seriously to going full sim in the next month or 2. Being the main designer behind our facility builds and main lag chaser I would very much like to design and build our new facility from the ground up to be as lagless as humanly possible.

This is your chance folks. I am asking for detailed suggestions on how to minimize lag in all aspects of the build (build,texture, script whatever).

Thanks Very much in advance. :)
Moss Talamasca
Serpent & Thistle
Join date: 20 Aug 2005
Posts: 367
12-11-2005 08:28
There's threads all over the forums about this kind of thing: scripts to avoid, or how to reverse engineer the ones you have, tortured tori, etc.

I imagine if you just search 'lag' you'll hit a bunch. Seems like it's one of the more popular keywords (after 'Anshe' and 'Impeach', that is).
Darkness Anubis
Registered User
Join date: 14 Jun 2004
Posts: 1,628
12-11-2005 08:35
From: Moss Talamasca
There's threads all over the forums about this kind of thing: scripts to avoid, or how to reverse engineer the ones you have, tortured tori, etc.

I imagine if you just search 'lag' you'll hit a bunch. Seems like it's one of the more popular keywords (after 'Anshe' and 'Impeach', that is).


I am aware of this I was hoping to get all these pearls of wisdom collected into one thread not only to help my family but as an ongoing resource for others and maybe a bit of encouragement to build low lag. :)
Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
12-11-2005 08:48
Avoid anything physical. I know people love their swans, ducks, fish and butterflies, but they eat too much sim processing time that could be used for better things (e.g. making your scripts run more smoothly). There's an option to highlight physical objects in View menu (under beacons).
Thili Playfair
Registered User
Join date: 18 Aug 2004
Posts: 2,417
12-11-2005 09:23
Things that helps

:: Avoid having a big building smack middle of a sim, since youre basicly forcing people to look at it constantly and render its geometry

Have a exsample from a sim i was in they had put a huge building middle of it, anyone looked at it forced render 1000's of prims ow ow. (maybe its my taste tho)

:: Physics a no no, it will sometimes just go flop around like a fish.

:: zero listen scripts, make them touch instead,
this is not needed anymore and should be avoided

:: max texture size 512x512 , some textures look as ok in 256x256

----- average ish sizes ------
2048x2048 = 10-20mb
1024x1024 = 4-6mb
512x512 = 1-2mb
256x256 = 0,2-0,5mb

:: Avoid using tooo many toruses, these are very heavy for clients when you use alot of them.

>> bit extreme << :P
:: If youre planning on having a mall, be aggressive and make a vendor that all the others has to use , will cut down on odd scripts you have no controll over
Kurshie Muromachi
Primtastic!
Join date: 24 Apr 2005
Posts: 278
12-11-2005 10:03
Here's a handy link...
http://secondlife.com/badgeo/wakka.php?wakka=lag
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
12-11-2005 15:24
From: Thili Playfair
:: max texture size 512x512 , some textures look as ok in 256x256
The textures I've been using lately have mostly been 128x128, except for the ones from your freebie texture box, which are 256x256. 128x128 should be plenty for random object textures.