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asking for donations please!

chaunsey Crash
Senior Member
Join date: 17 Apr 2003
Posts: 132
04-20-2003 13:54
hi everyone,im building a sort of massive shrine to wwIIol and the player community.

it'll be filled with pictures of various things,with different rooms dedicated to different subjects.
also i plan on buying the land infront of it to add a sort of lounge for people to hang out and chat.

ive so far built alot of the main structure,but im out of money :-(

im looking for donations so i can continue building,and so i can afford to keep it come tax time.

so please if ya wanna help out come to the jessie sim and look for the large uncompleted white marble building,its towards the rightside of the area coming from the outlands wall.
Wheelz Thompson
Registered User
Join date: 17 Apr 2003
Posts: 16
04-20-2003 14:04
I'll be donating at least $1500 tonight.
Dedagn Yamamoto
Registered User
Join date: 18 Apr 2003
Posts: 37
04-21-2003 09:50
Chaunsey, the problem with this is that it will cause massive lag <thinks about our wall of graffiti> . Our graffiti wall has caused a lot of lag to appear in our little sector already, now think what your shrine will cause.

Not that I don't think its a nice idea but that I think it'll cause a lot of lag.
Vlad Midnight
Licker of Toads
Join date: 17 Apr 2003
Posts: 41
04-22-2003 10:07
Lag...Pad...what's the difference...
_____________________
I am the egg man
OneArmed Nomad
Hauptmann
Join date: 17 Apr 2003
Posts: 32
about the lag
04-22-2003 10:36
yes, my mosque is very near to the WWIIOL shrine. I noticed once the MOX ROX room was put in with all the whoopdeedoo posters that lag increased significantly....i fear if it get's any bigger ;)
Davada Gallant
Registered User
Join date: 17 Apr 2003
Posts: 12
04-22-2003 10:50
I noticed that each of those pictures had a nice (if rather complex) frame. A few things you can do to reduce lag:

* use a simpler frame (maybe just a single box with one face textured)

* compress your images down as far as you can. If you have a good image editor like Photoshop or Paint Shop Pro, you can probably reduce many of those images down in resolution 3-4 times without affecting their appearance in SL (since the SL engine shrinks em down anyway to fit the box). Also, try increasing JPEg compression to save even more space.
Avondell Jones
Registered User
Join date: 16 Apr 2003
Posts: 82
04-22-2003 11:00
I imagine texturing only one surface, rather than the entire object, would reduce lag a bit. I just learned this last night...

Create your poster backing and paint with a black texture. Then open your inventory and find the picture you want to use. Drag and drop the picture from your inventory onto the surface you want the poster on. Thats it.

Avondell
Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
04-22-2003 12:26
If you hold the SHIFT key down when you drop the texture from your inventory to the object then all faces will be covered by the same texture (rather than just the face you dropped onto).
Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
04-22-2003 12:49
The number of textures in your field of view may affect network "lag" as the textures are downloaded from the server, however once you've cached the textures then their presence in your field of view shouldn't reduce your frames-per-second very much. Note: someone else coming into your corner of the world for the first time may contribute to server "lag" as they start caching a bunch of textures that they've never seen before.

Reducing the quality (resolution) of textures shouldn't be necessary since we stream the textures at various resolutions. Putting a 256x256 texture on a really big object will just cause the details of that object to be blurry at normal and close distances and not help your framerate very much. Similarly putting a 1024x1024 texture on a very small object doesn't make much sense if you don't expect anyone to get up close, however the full 1024x1024 resolution won't be streamed to users unless they get close enough to notice the difference between that and the 512x512 version.

The plan is for SL to stream only the necessary texture resolutions for your view. As we get better and better at caching/sending only the right stuff it makes sense for users to upload textures at high resolution and let the SL engine do the rest of the work.

Lots of objects (and avatars) in view will tend to reduce your FPS, and if the content is dynamic (such as avatars) then network "lag" may increase. Note: simple spinning objects and some scripted texture animation will contribue little or nothing to server/network "lag". The big offenders for FPS are: semi-transparent objects, total object count, and objects with lots of triangles (torii and tubes).

In short, if you want to curb your content in favor of FPS then: don't bother to reduce your texture detail, keep your primitive count to a minimum, keep transparent objects and textures to a minimum, and use: cubes, cylinders, and spheres instead of: torii and tubes.

HTH
Avondell Jones
Registered User
Join date: 16 Apr 2003
Posts: 82
04-22-2003 12:57
Very interesting stuff to learn, thanks Andrew.

Avondell