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That's lovely, Runi, however...

Karsten Rutledge
Linux User
Join date: 8 Feb 2005
Posts: 841
11-28-2006 10:35
Regarding: /139/74/150465/1.html

That's why, but not the question I asked. How is all these 4-9x vertices effecting our framerate? Would it not make sense to have an option to disable this excessiveness in favor of performance on slower machines? People who are suffering with older video cards probably don't really care how good the effects of local lighting are, they probably don't even have hardware lighting enabled. Do they still need to see 9x the vertices?

Also, when was this implemented, have prims always been drawn like this or was this new with the hardware lighting?
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
12-01-2006 05:17
I'll forward this to Runitai...
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Runitai Linden
Linden Lab Employee
Join date: 29 Aug 2005
Posts: 52
12-01-2006 09:08
This was new with hardware lighting. If you want to know how polycount is effecting your framerate, just adjust the object mesh detail slider in Preferences and use the stat bar to see how many triangles you're drawing per frame vs. what your framerate is.

When the tessellated cubes were put in, I did a comparison on scene polycount with tessellated cubes and non tessellated cubes in a sim with lots of large cubes (Gibson). I measured about a 2% increase in polycount there and no measurable change in framerate.