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Gavin Vidor
Master of Trades
Join date: 13 Jul 2007
Posts: 16
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08-31-2007 17:27
I am wanting to know opinions of both. I am looking for a method to create a less laggy way of running to animations at once. I currently use a menu within poseballs but for some reason sometimes animations get garbled and I know its not because of my sim or animations. Anyone have an experience with both and would like to share some input or thoughts on this matter?
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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09-01-2007 07:40
Not really a very fair question, it's kind of like asking which gets better gas mileage; automatic transmission or manual transmisson.
The car analogy depends on 3 things:
A) Type of car.
B) The driver.
C) The terrain.
Menu VS Hud depends on:
A) Number of scripts used to get the same results in each.
B) The efficiency of the scripts involved. aka; needless, repetitive server calls, loose listens, linear vs binary If's etc.
C) The server you are on and the load on the server. Script time is the bottom of the pile and is the first thing that is sacrificed if any other ms time goes up.
Best thing to do would be a prototype of each and either go to an island sim where you have access to the estate tools to read the script time for each or put a call in each to llOwnerSay the amount of milliseconds it takes to run the same function in each version.
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I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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09-01-2007 13:55
It's very hard to come up with a scenario where the difference between a menu and a HUD, per se, could have any impact on *lag*. (I suppose it's easier to write really laggy HUD scripts than dialogs--though I've seen it done.  ) Perhaps it would help to know a bit more about what happens when the "animations get garbled." In general, though, if the application calls for something like poseballs, a HUD is not going to be an easy thing to use. Somehow it has to come into the possession of the agent, and then attached. A bunch of clumsy UI steps seem unavoidable in accomplishing that. And then the user is stuck with yet another HUD on the screen.
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Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
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09-02-2007 16:47
From: Qie Niangao It's very hard to come up with a scenario where the difference between a menu and a HUD, per se, could have any impact on *lag*. (I suppose it's easier to write really laggy HUD scripts than dialogs--though I've seen it done.  ) HUDs cause a lot more lag at the client, because prim update messages have to be sent for every part of the HUD.
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Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
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09-02-2007 17:00
From: Yumi Murakami HUDs cause a lot more lag at the client, because prim update messages have to be sent for every part of the HUD. Depends entirely on the scripter/HUD setup. I have a couple of useful HUDs I use that have only one script and use llDetectedLinkNumber. Another HUD I use constantly has 7 buttons but only 3 scripts and replaces radar, AO, Flight Assist with the ability to set Target Height, Rezzer (I can rez a scripting platform at 4095 meters and not be bothered), and an Intra-Sim Teleporter that lists targets available in whichever sim it is in and records a new location with a touch. A great deal of testing went into at the time I created it and I had access to Estate Tools. It has no more of an impact then if it would have been strictly coded for dialog menus and has considerably less impact then if I would run around with seperate HUDs/scripts.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime. From: someone I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
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