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Old 05-08-2008, 10:20 AM   #51 (permalink)
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I am not terribly worried as I like to keep things simple. I'm anal about SL performance and don't mind a simple yet stylish avatar.
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Old 05-09-2008, 01:21 AM   #52 (permalink)
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Originally Posted by Adam™ Zaius™ View Post
Works just fine for RealXtend, and their solution isnt exactly optimal nor optimised.

Meshes wont slow things down - infact it could speed things up by virtue of multiple objects instancing the same mesh.
Does RealXtend have to cope with streaming/rendering of (on average) 20 parcels and 20 AVs worth of data, each of them feeling entitled to wear/use 1 mil+ of polygons on their custom hair, jewellry, shoes and content on said parcels? Because you know that's how it's going to turn out, once thing hit mainstream and into arms of content creators who won't give damn about these fancy schmancy performance issues, just like they don't give it now in regular SL where the only thing keeping them (somewhat) in check is prim count limitations
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Old 05-09-2008, 05:08 AM   #53 (permalink)
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That's a really good point. It's the users that really throw the monkey wrench into performance, when you put content creation in their hands. As many complaints as I have about LL, I'm sometimes amazed at how well it runs when I saw what people do with it.

Of course, I'm guessing OpenLife, DeepGrid, and all the rest will be instituting their own ways of reigning in content creation with respect to performance.

With meshes being used, I'm guessing polygon counts would be taken into consideration. How many polygons you're using, rather than how many prims. That's a much more efficient way of going about it, I imagine.

Could take it a step further and reign in texture use. That might not be a bad thing, force people to put a bit more thought into getting the most out of fewer, or smaller textures. Or at the very least, institute Flipper's idea on charging more of an upload fee for larger textures and all that.
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Old 05-09-2008, 05:13 AM   #54 (permalink)
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Oddly, my whiskers and fangs are as bad as my hair o.O

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Old 05-09-2008, 05:16 AM   #55 (permalink)
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Quote:
Originally Posted by Joannah Cramer View Post
Does RealXtend have to cope with streaming/rendering of (on average) 20 parcels and 20 AVs worth of data, each of them feeling entitled to wear/use 1 mil+ of polygons on their custom hair, jewellry, shoes and content on said parcels? Because you know that's how it's going to turn out, once thing hit mainstream and into arms of content creators who won't give damn about these fancy schmancy performance issues, just like they don't give it now in regular SL where the only thing keeping them (somewhat) in check is prim count limitations
Exactly what I was thinking with my post.
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Old 05-09-2008, 06:19 AM   #56 (permalink)
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Quote:
Originally Posted by Sveid Heidenstam View Post
Oh, I'm certain that if an avatar has a completely ridiculous ARC, then they likely do have an irresponsible avatar.

When the ARC range falls to, say, the 3000 range and lower, it seems to fall into more questionable territory.

Of course, that is based on what I have heard so far, such as that each additional texture, regardless of size, inflates your ARC. So an avatar with many reasonably sized textures would be rated higher, all else equal, than an avatar which used fewer textures, but they were all 1024x1024, yes?

I didn't notice any change in the ARC as I added my clothing and tattoos. (I started completely naked)

Wouldnt those textures count towards the ARC if what you say is correct?
Or is it just textures used on worn prims that raise the number?

I saw the first big jump when I put on my boots, then the next big jump when I put on my hair.
If I took off those 2 pieces (ok...3 pieces considering 2 boots), my ARC was at 181...when I put on my boots and my "lower ARC" hair, my number shot up to 1300.
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Old 05-09-2008, 04:28 PM   #57 (permalink)
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Originally Posted by Markubis View Post
I didn't notice any change in the ARC as I added my clothing and tattoos. (I started completely naked)

Wouldnt those textures count towards the ARC if what you say is correct?
Or is it just textures used on worn prims that raise the number?
It's the textures on the prims that add to the count. All clothing layers (tattoos included) are flattened and uploaded by the client into just 'head' 'torso' and 'leg' textures ... making it no different --in terms of render cost-- than naked AV sporting default linden skin.
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Old 05-09-2008, 04:38 PM   #58 (permalink)
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Ah, so skin and clothing layers do not add any more rendering burden? No matter how large the textures are? I recall having issues when making skin and clothing textures and then forgetting to resize them down to 512x512? Has this changed?
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Old 05-09-2008, 06:01 PM   #59 (permalink)
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Originally Posted by Sveid Heidenstam View Post
Ah, so skin and clothing layers do not add any more rendering burden? No matter how large the textures are? I recall having issues when making skin and clothing textures and then forgetting to resize them down to 512x512? Has this changed?
Well, ultimately the client should flatten/reduce it all to set of three 512x512 images meaning there's indeed no difference no matter what you wear (or not) There might be some bugs in the code that cause it act weird if (some) source images are bigger than this, haven't really tested that option.
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Old 05-09-2008, 06:03 PM   #60 (permalink)
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Ah, I see. Thank you.
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Old 05-09-2008, 06:36 PM   #61 (permalink)
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My clothing is fine, the only thing this is really changing for me is the hair I wear. My favorite hairs are from Armidi and use a lot of alphas... I'll end up having to choose when I wear them. ETD and the free Boon hair are both really low ARC counts.

I won't be able to wear anything with fur... One I put on jumped me up by 2600 points just for the piece alone. Bye-Bye funky Zebra fur coat

Same goes with things with lace work - on stuff that has lace (fancy gowns) I've been modding it out for a different texture.
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Old 05-30-2008, 04:22 AM   #62 (permalink)
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Sorry for bringing up an old-ish thread but as I'm only just really getting back into SL, I was checking out the ARC yesterday for the first time. I'm at 180-200 with my skates on I like this feature, although it really just confirms what we've known all along - those big hair attachments are massively expensive for the renderer. I've never worn many attachments really, some glasses and skates is all. Always gone around SL bald

Noticed a weird glitch with it after a failed teleport yesterday. I suddenly went up to 400 ARC afterwards. I suspect because the rendering engine was trying hard to render me where I was when I should have been somewhere else. It was fighting against reality Or some nonsense.
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Old 05-31-2008, 01:55 AM   #63 (permalink)
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Thank you for bringing this thread up. I conducted an experiment on ARC that was very useful. I was on Avilion Nexus when a call to arms medieval combat was in progress. I was using the Dazzle client with ARC. My ARC was 364, which was green. Some of the avatars engaged in fighting had an arc of 2500+, although those with the most experience were lower. The combat is on the surface, but the entrance is on a floating island, so the full impact of simulator lag hit avatars coming on to the island. There was a direct correlation between ARC counts and lag complaints. Two 5000 ARC avatars were barely able to move, the ones in the 2800 range complained about laggyness. I was not experiencing any lag at all. This was an important lesson for me, if I want lower lag, I need to keep the ARC low in those situations.
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Old 05-31-2008, 07:52 AM   #64 (permalink)
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Quote:
Originally Posted by Menchor Barbosa View Post
This was an important lesson for me, if I want lower lag, I need to keep the ARC low in those situations.
The explains why I've had a less laggy SL experience in general compared to other people. I've rarely worn prim hair or other attachments, and my frustration level with SL has been much lower than what I hear expressed often in the forums. I also continually work to keep my inventory below 6k, boxing up or deleting items that I don't use often.
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