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more sane limitations?

Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
08-05-2006 06:34
i have always been curious about why the amount of primitives an avatar can wear isn't clamped, i mean the current avatar can wear 255 primitives on each attachment point for a total that is worth more plrims than a half sim. Seeing this, its not hard to understand why SL's performances are so poor when an avatar can weight more that a full map of doom3...

Also, since the arrival of the dynamic lights, i saw the polygoncount of all the simple shapes increase, i can understand that we might want to make soft lights on the primitives , but is it necessary to keep this subdivision on very small prims?
At least give us a box to tick that allow us to revert a cube from 120 ish triangles to 12...

at least peoples that care about framerate could build more efficiently.

Lastly, i suggested ssome time ago to have a special material that, once placed on a face of a primitive would flag it as non renderable. it would allow peoples that use only portions of a primitive to free all the faces that are not visible: a half sphere placed on a cube
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
08-07-2006 10:46
Kyrah, I know you are very passionate about this issue. This is one of the tough things about a Resident-created world: give people tools which are so open-ended, and you'll end up with what you describe. The counterpoint is, you also end up with a lot of wonderful creations.

We can't suddenly chop down limits that've been used extensively, but it is important to us to continue improving the experience, including viewer FPS.

From: Kyrah Abattoir
At least give us a box to tick that allow us to revert a cube from 120 ish triangles to 12...


I actually heard this suggestion before in relation to the Object Detail slider; being able to make your own "crude prims" for extra effects at will.

Thanks for your suggestions.
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