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Old 07-26-2011, 12:26 PM   #126 (permalink)
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Yea. Get a few hundred moving avatars all firing weapons and add in the destruction physics. Not poly heavy at all. Right.

You won't be in there without a modern system with a gtx560 minimum. You can go a step down to 460 for access but you will be a meatbot.

People are upgrading specifically to get to this level of polygons and eye candy.

I.e.; anyone with a crappy computer is facing imminent upgrade no matter how much they protest. LL should not be catering to those systems regardless of how many people use them. Or, at minimum, lock them to low so they see no rounded edges or any graphic effects or any avatars and restrict them to ahern where they belong. They will still fry after a while.

LL is placing class 0 GPUs at risk for even allowing them in SL at all. I have 2 fried laptops and a burnt (actually smoked when it fried) 6800 pro dual SLI to prove it. And this was in 2007 before all this SLV2 horse shit that erased performance from the SL experience.

All this effort LL is putting into trying to support a hand cranked $100 computer in the outback of africa where there is no internet is all fine and dandy but those people are never coming to SL. Ever. All this effort and money LL is putting into support for crap that is obsolete and the owners of which will be upgrading anyway to get access to all the professionally coded products. What a waste of money. In 2 years there will be no need for this invisibility slider. The board needs to get tough on their company and apply effort to 2 years from now and forget this crap until the natural evolution of hardware raises to the level individual employee efforts to nerf SL will no longer be needed.
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Old 07-26-2011, 02:33 PM   #127 (permalink)
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I'm just hoping they kick this out the door soon so the TPV and OpenSim developers can fix whatever LL borks up.

If LL charges to much for uploads and PE it will greatly affect the speed of widespread mesh adoption. Then about 2 - 3 months after Inworlds rolls out it's implementation they will have to reduce prices for mesh or Inworlds and other OpenSim grids will go from the closest thing to a competitor to an actual completer(s).

Ive been experimenting with mesh lately and I've noticed several things.

1 Kristens mesh viewing is currently broken.

2 In the upload preview window you can check view textures and uncheck view physics. even if you are not uploading textures. Someone should make this setting sticky.

3 The time it takes to save and then locate multiple LOD dae files and being charged to upload and automatically apply textures again is another reason we need SI to import mesh.

4 Three LOD models are vital to reasonable PE and long distance viewing. The automatic triangle crunching is rarely useful.
I found that the high and medium LOD hold to reasonable viewing distances.

5 It is really helpfully to to save lower poly LOD models while you are constructing higher poly model. The SL importer is really picky about all LOD files having the same textures but you can apply higher detail textures to some small hidden triangles on your low poly mesh. Also if you create 2 materials with the same texture the importer will treat it as 1 texture face.

6 I haven't found out how to or even if it is possible set texture repeats or offsets in blender.

7 Creating good UV maps for standard textures is really hard.

8 You can backup and restore mesh via xml on OSGrid but not yet import it into SL. A lot of good creators are using OpenSim for sandboxes and then importing into SL so this capability is broken for mesh at this time.

9 The mesh project viewer inspect function is missing.

Last edited by Samantha Fuller; 07-26-2011 at 05:37 PM. Reason: syntax corection
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Old 07-26-2011, 02:54 PM   #128 (permalink)
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Originally Posted by Samantha Fuller View Post
I'm just hoping they kick this out the door soon so the TPV and OpenSim developers can fix whatever LL borks up.
It is: https://jira.secondlife.com/browse/OPEN-105
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Old 07-26-2011, 04:02 PM   #129 (permalink)
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I haven't found out how to or even if it is possible set texture repeats or offsets in blender.
If your UV layout extends beyond texture boundaries, the texture will automatically tile.
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