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number of prims on a sim for best performance?

Pompo Bombacci
Some designer :)
Join date: 25 Jul 2006
Posts: 69
02-04-2008 14:45
I heard more than once that for best performance on a sim at least 40% of the prims should be unused and available....

Is that just a urban myth or what?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
02-04-2008 19:04
from what I've seen physics enabled objects and running scripts have the most affect of sim performance, generally these both go up with prim count (especially active object/scripts, but all physics enabled objects are always active)
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
02-05-2008 13:32
Well Best is a funny word. If you want the *best*, 0 prims in the sim would be the ideal ;)

That being said, I think 40% is a bit large. There should be some buffer for temp rezzers etc, I think out of all my sims, the fullest is around 12,500 prims used. It runs fine. The only problems I have there is the script count is a little high, so there is a percieved laggines due to slow scripts. I've never really seen an issue from having 'too many' prims in the sim. ANd yes, Physical or Temp Rezzed prims are the worst offenders as far as lag goes, but not because of the prims, but because of the extra overhead associated with them.
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Ceera Murakami
Texture Artist / Builder
Join date: 9 Sep 2005
Posts: 7,750
02-05-2008 14:32
The fewer the prims, the beter the performance. I try to leave a 25% margin, when designing a whole-sim build, with all content included. If you allow temp-on-rez to be used to rez things semi-permenantly, count each of those temp prims as double the prim load on the sim's resources.
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