Updated it again. And I'm going to draw special attention to the last item, in case people can't be bothered reading the wall of text:
Quote:
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* Fixed: Provide way to visually mute “costly” avatars (check cost: client->rendering->info displays->avatar render cost)
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This provides a metric to measure the impact of things by, The implications for this are huge.
Incidentally, it's NOT my hair that's causing problems. It's the INVISIBLE katana I was holding, adding over 1000 to the render cost.
My hair adds a more respectable 600 or so. And now that I have a metric to measure it by, I can work on optimising it and reducing that.
If you make attachments of ANY SORT, you need to be using this client and checking your render cost now. And optimising costly things is a really good idea.
This seems to be a measurement of attachment render weight only. Currently testing, but so far, I've found a few things:
An avatar with no attachments has a render cost of exactly 1
Animations do not affect the value.
Haven't confirmed yet, but I don't think particle emission alters it either. So likely, only textures and geometry.