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Linking and Lag

Siann Beck
Beauty & Braiiiiinsss!
Join date: 14 Jul 2007
Posts: 140
05-15-2008 20:23
I've heard that prims which touch and/or overlap create more work for sim and/or client than if they're not touching. Is this true? If so, what is the reason, and does linking them reduce or eliminate the problem? How close do prims have to be, to be considered touching?
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Dylan Rickenbacker
Animator
Join date: 11 Oct 2006
Posts: 365
05-16-2008 00:25
I never heard this regarding normal prims. It's true for physical prims though, for obvious reasons.
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
05-16-2008 03:08
From: Dylan Rickenbacker
I never heard this regarding normal prims. It's true for physical prims though, for obvious reasons.

Seconded.

I can't imagine non-physical touching prims causing more lag.

Perhaps if they're using a collision event of any sort in a script, but otherwise it shouldn't at all. A lot of builds (Hell, almost all of them) have overlapping prims, in various places and quantities, and I've never noticed any more lag someplace that seemed to have more 'intersections' or anything.

If there is more lag, it's quite minimal, I assure you.
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