While working on a project this afternoon, I switched to wireframe mode and noticed that at about 20m out from a standard cube (no twists, no hollows, no shears, just a basic cube) that the triangle count was 2 per face. As I zoomed closer, it went from 2 to 8 triangles, and then from 8 to 18 triangles as I got closer. Why? How does this impact framerate globally to have the most common prim using what seems to be 9x the necessary triangles (108 triangles instead of 12 at 18 per face instead of 2)?
I'm no 3D expert, but I was under the impression this is why tori and such were so much harder on the framerate than simpler prims. Can one of the dev Lindens comment on how this is affecting framerates and why perfectly flat square surfaces have to be drawn with so many triangles?
That makes my simple 9x9 prim platform render with 8748 triangles instead of 972. That's with only 81 cubes. I currently have about 1500 prims in my simulator, mostly cubes, which means I'm rendering 162000 triangles instead of 18000. Consider this on simulators that have 10000-15000 prims, and on the mainland where you might be seeing several simulators at once. I understand that distant prims simplify, but all the prims in reasonable viewing range are still rendering at 9x the triangles.