Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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05-06-2008 00:04
I just read this in the blog (hadn't checked in months, figured I'd poke my snout in). Figured I'd highlight it, as while I haven't tried it out yet, I approve of this feature and will find it a great help in understanding just how much I'm causing other people greif when I wear a prim-heavy avatar. Article here: http://blog.secondlife.com/2008/05/01/who-me-yes-you-couldnt-be-then-who-introducing-avatar-rendering-cost/#more-1960Quickly (TL;DR version): There is an option in the Advanced menu, Advanced->Rendering->Info Displays->Avatar Rendering Cost, that when turned on (a performance hitter itself) gives a basic idea of how expensive it is for the CPU and GPU to render that avatar. Not an exact science, but larger numbers are terrible. Four most expensive things: Particles! Bling! Flexi More Unique Textures and Alpha Each prim also has a "high" base cost, but the above four assume that prims are already being used, those four things make the prim itself more expensive by very large quantities.
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Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
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05-06-2008 00:14
From: Draco18s Majestic Each prim also has a "high" base cost, but the above four assume that prims are already being used, those four things make the prim itself more expensive by very large quantities. Pastrami got that wrong on the blog post unfortunately  . It's not 10 per prim, but 10 per attachment. Prims are not counted at all unless it's >1.0m in any dimension and then it counts for X + Y + Z with each dimension rounded down to the lower whole number. Prim type doesn't count either. There's a by now long thread in RA ( /327/a6/256544/1.html)  .
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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05-06-2008 10:07
From: Kitty Barnett Pastrami got that wrong on the blog post unfortunately  . It's not 10 per prim, but 10 per attachment. Ah ha.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
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05-08-2008 08:08
From: Kitty Barnett Pastrami got that wrong on the blog post unfortunately  . It's not 10 per prim, but 10 per attachment. Prims are not counted at all unless it's >1.0m in any dimension and then it counts for X + Y + Z with each dimension rounded down to the lower whole number. Prim type doesn't count either. There's a by now long thread in RA ( /327/a6/256544/1.html)  . Yeah, but any attachment that has multiple flexi prims that have alpha textures on them *really* spike the results. While twisted torri, that are hell on performance, get ignored by this rating.
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Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder. Ask me in-world.
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Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
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05-08-2008 12:57
Like they said, it's not perfect.
I took a look at my various avatars, and being what I like to be, my results are all over 1500 (most pushing 1800 to 2200) with one av down around 500 because it actually uses the humaniform avatar to a large extent.
Now, because we know that abused tori cause problems, this would be a great thread in which to find things that do cause performance issues (such as abused tori) and suggest weights for them.
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