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Old 04-19-2017, 12:48 PM   #101 (permalink)
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And I don't disagree with any of that. Putting SL on Steam in its current condition would be inviting negativity. As much as I personally love SL as this kooky, weird public access thing, it has never, ever, been ready for prime time. (Although, it could be. If LL ever decided to get their shit together.)

I really do wonder if LL realized that (minus the parenthesis, of course. Pretty obvious they're still oblivious to that), or something else came up, or if their reasoning was something else altogether. I suppose we'll never know.
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Old 04-19-2017, 12:58 PM   #102 (permalink)
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I was actually surprised to find that not much has changed in the default client in regards to how clunky and user unfriendly it is when I logged in recently, after a break of several years.

It's like LL just said fuck it, let's keep it stuck in a time capsule back when SL was seen as hot shit.
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Old 04-19-2017, 01:20 PM   #103 (permalink)
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I think maybe LL did get their shit together, at least their technical shit, and it is called Sansar. Meanwhile SL has become sort of their testing ground where they throw any crazy idea at the wall and looks to see what sticks.
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Old 04-19-2017, 03:35 PM   #104 (permalink)
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I think maybe LL did get their shit together, at least their technical shit, and it is called Sansar. Meanwhile SL has become sort of their testing ground where they throw any crazy idea at the wall and looks to see what sticks.
Eh, I suppose it's how you define "technical shit". Nothing I've seen from LL in the past few years, with regards to SL or Sansar, show LL as having any sort of shit together in areas that are critical.

I'd love for them to prove me wrong, but I am not seeing it.
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Old 04-19-2017, 08:14 PM   #105 (permalink)
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I suspect that draw weight doesn’t quite give an accurate picture of the total resource consumption of a given avatar.

I have looked at the render cost of some of the latest mesh bodies and one in particular, Belleza, astounded me with a polygon count of 1,700,000. This is equivalent to the typical number of vertices you would find in a Zbrush sculpt or, put another way, equivalent to wearing 16 Maitreya bodies. While I won’t pretend to understand why the creator felt it necessary to use that much geometry in a body with no static keyframes, what I find truly puzzling is the draw weight of the person I inspected wasn’t much higher compared with those using other mesh bodies. It is clear that Linden Lab needs to update their render cost calculations with algorithms which better reflect the true impact on a user’s system – and that includes textures.

Consumers in general prefer to ignore the technical issues surrounding optimization. This is perfectly reasonable, as it is ultimately the creators who should be taken to task for releasing overly complex mesh. Unfortunately, in the absence of any hard limits imposed by Linden Lab, only the consumer is capable of punishing creators who choose not to be responsible content creators. In this, there is a lot Linden Lab can do to help educate the consumer.

One idea I would put forth is to implement a web interface similar to the armoury found in Blizzard’s World of Warcraft. This paperdoll interface would consist of a low resolution 3D figure representing your avatar rendered with webkit, an information box and item attachment slots showing each attachment you are wearing (i.e. head, neck, spine, etc).

The avatar 3D model can be tumbled around, panned and zoomed using the same Second Life camera controls that users are already familiar with. The item attachment slots contain the current attachments worn by the avatar in-world along with a render weight figure beside each slot. Users can drag attachments out of a slot and onto a pasteboard area to preview what their avatar looks like without that particular attachment. To encourage experimentation, manipulating attachments this way will have no effect on the avatar’s in-world appearance. Finally, the information box will display vitals like the total polycount, number of textures, and VRAM consumed by all occupied slots – all of which has a link to a wiki article when hovered over with the mouse cursor. The idea is to give the concerned consumer an easy to read breakdown of resources each attachment requires in order to spot potential culprits that may cause them to appear as a Jellybaby to others.

Ideally, this paper doll mechanism would be embedded in the marketplace and retroactively update with items found in the consumer’s shopping cart. For an example, a shopper who is interested in hats can add several such items to their cart which are then copied to the pasteboard. These can be placed into the head slot to gage the render cost of each item prior to checkout.

While this isn’t a perfect system by any means, some variation of this would go a long way towards providing consumers who choose not to ignore the problem with some rudimentary tools to help them make a more informed decision by identifying poorly optimized mesh.

At any rate, nothing will illustrate the predicament we all find ourselves in with respect to client performance issues better than tomorrow’s Fantasy Faire; arguably the most lag induced event of the year (with SLB as a close second). The endless combinations of non-optimized jewelry, attachments, structures, particles and scripted objects typical of the fantasy theme on display will surely test the best of gaming rigs out there.
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