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| | #1 (permalink) | ||
| Nasty Brit ![]() ![]() ![]() ![]() ![]()
Wants *things*
| Sane LI accounting for Mesh, llVolumeDetect hack and Pathfinding (I'm posting this here because it affects everyone who might be buying mesh furniture or vehicles, not just content creators, but please move it if it's in the wrong place). Via Nalates: #SecondLife Land Impact Costs to Change In summary, it seems that the old trick of making a child prim phantom by setting llVolumeDetect(TRUE) and then linking it is going to stop working very shortly, when Pathfinding is rolled out. See PATHBUG-69. However, this is to be done in a way that won't break much existing content (or shouldn't) because stuff's going to convert itself automagically: Quote:
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| 3 Users Said Yay!: |
| 7 Users Said Thanks : |
| 2 Users Like This: |
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| | #2 (permalink) |
| Senior Member ![]() ![]() ![]()
Mayan Time Lord
Join Date: Apr 2008 Location: Cali
Posts: 2,004
My Mood: SL Join Date: 10/12/2006
Business: [H]arsh Styles
Client: Always changing, and too lazy to edit. | Sounds like a positive change overall. the way scripts affected LI is currently a bit crazy. Glad they toned that down a bit. |
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| | #3 (permalink) | |
| Nasty Brit ![]() ![]() ![]() ![]() ![]()
Wants *things*
| Quote:
This sounds a very positive development. It'll certainly remove most of my concerns about using mesh in builds. | |
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| 1 User Agreed: |
| | #4 (permalink) | ||
| That Bitch ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() *SLU Supporter* ![]() ![]() ![]() ![]() ![]()
Innocent as far as you know
Join Date: Nov 2011 Location: Online
Posts: 6,232
My Mood: SL Join Date: late 04... that account is deleted now | don't like the land collision changes to volume detect.... makes object scanning more of a PITA. if an object is buried in a crevice (effectively underground) you only need to get close to sense it, which could be done underground. now you'll have to track land contours precisely which is expensive, slow and unnecessary for most general cases. I'm sure there's other things it breaks, I remember someone made a tennuler vehicle that let avs travel underground, I'm betting it'll break too.
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| | #6 (permalink) | |
| Nasty Brit ![]() ![]() ![]() ![]() ![]()
Wants *things*
| Quote:
But they're also aware, going by Falcon's comments in the jira, that under the present accounting system, this would be just as destructive as simply turning off the llVolumeDetect trick, because it would send the prim count of so many converted items through the roof. So they're taking the opportunity to reform the accounting system. So I think it has to apply to sculpts, since so much of the existing content they're trying not to break is made with them. | |
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| 1 User Said Thanks: |
| | #8 (permalink) | |
| Coin-operated ![]() ![]() ![]() | Quote:
I guess that is looking a gift horse in the mouth. It's a good development, whatever finally motivated it. | |
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| 5 Users Agreed: |
| | #9 (permalink) | |
| Eeeeks! ![]() ![]() | Quote:
Everybody I know, experimenting with mesh, has had their "Ooops" moment, where they linked a mesh element to some kind of 'classical' build (made out of the typical combo of hollowed/cut legacy prims and sculpt elements) and the 'prim count' LI went totaly through the roof by switching to the mesh accounting. Falcon's example with the three tori is a typical one (- although it's normaly not that extreme with sculpts), where the 'old' LI of 3 jumps to a 'new' 14. Capping the LI at the prim count for legacy content would realy help making the whole building again more predictable and less of a Russian Roulette game. | |
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| | #10 (permalink) |
| Senior Member ![]() ![]() ![]() ![]()
Confused
Join Date: Sep 2007 Location: England
Posts: 2,909
| All we need is a system that doesn't punish us horrendously and encourages us to build efficiently but with an elemnent of fun, the way LI has worked so far hasn't been much fun because of absurd punitive penalties. |
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| 2 Users Agreed: |
| | #11 (permalink) |
| Senior Member ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Oct 2008
Posts: 16,374
| Stop using scripts and never use avatar attachments and you will meet the standards of LL employees and management. They want SL to suck so it will die. Been this way since 2007. And rodvik is a sockpuppet. Bob Komin makes all decisions. Period. Sooner Komin is fired the sooner SL advances. |
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| | #12 (permalink) |
| Senior Member ![]() ![]() Join Date: Mar 2010
Posts: 184
My Mood: | Perhaps I misunderstand, but my reading of the relevant statements is that the change (back) to to one-LI-per-prim will apply only to linksets that are all legacy prims (including sculpties). This is because it is intended only to protect existing content. As soon as there is a mesh involved, the new accounting will still be used on the whole linkset. In that case, the problems of huge LI upon linking meshes to legacy builds will not go away. Someone tell me I am wrong? |
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| | #13 (permalink) | ||
| Nasty Brit ![]() ![]() ![]() ![]() ![]()
Wants *things*
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But I guess someone needs to ask Falcon exactly what it means. | ||
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| | #14 (permalink) |
| Senior Member ![]() ![]() Join Date: Mar 2010
Posts: 184
My Mood: | Ok, Yes. I read it all again. "[17:01] Falcon Linden: We're changing streaming cost for prims to be capped at 1.0 and we're changing server weight to be: 0.5 * num_prims + (0.25 * num_scripts) but capped at num_prims" .... does look as if it applies in all cases, as there is no condition attached. So I can hope I am wrong. On the other hand, the example he gave did not contain any mesh, so it would be good to try to extract an explicit statement that it will still apply when the linkset contains mesh. If the download weight (formerly streaming cost) is supposed to be just that, then it was indeed very incorrect to weight legacy prims with the LI system, as they are always just the same small parameter set as far as download is concerned. I expect it happened because this became confused with rendering load when it was tied to a per region "triangle budget". Of course the rendering cost of the legacy meshes are high. If this is indeed a reversion to download resource as the more important factor, that is a good thing. It does bring into question, however, the whole philosophy of using the triangle budget as the basis for scaling download cost, which is currently implicit in the code. Perhaps further changes may be in the air? |
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| | #16 (permalink) |
| Just call me Beth ![]() ![]() ![]() ![]() ![]()
Singing along with old music
Join Date: Mar 2011 Location: Out in the mists
Posts: 5,733
My Mood: SL Join Date: Oct 4 2009
Business: Faerycat Designs Client: Firestorm | If he is referring to prim as mesh, built in prims, or sculpts, then its overall a good thing. If he is only referring to built in prims [box, sphere, torus, etc.] than it could be messy. But I'm reading it as any prim and if so, then it could mean that if you upload a prim that is in parts, that each part is treated as a prim. Since there is an upward limit of amount of faces, and [apparently] using a mesh as a physics model for the mesh does not always give you proper physics, making it necessary to divide meshes into more parts, well, it still might actually help with mesh adoption. |
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| | #17 (permalink) |
| Sim Architect / Builder ![]() ![]() Join Date: Sep 2007 Location: Central USA
Posts: 345
My Mood: | Well, I hope this is going to be a positive change. I'm a little worried how it will affect things like sculpty stair treads, which often had to use that volume detect hack to make the stairs usable. So, when does this blow up under our seat cushions? (IE: When does this go live, grid-wide). Or where can we go to see how this will affect some of our existing content? |
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| | #20 (permalink) | |
| Placeholder ![]() ![]() ![]()
Mauves ovriers ne trovera ja
bon hostill
Join Date: Oct 2010
Posts: 1,720
My Mood: Client: SL Viewer 3 | Quote:
You can find pathfinding regions here. It is supposed to be rolled to those regions this coming week, you can follow PATHBUG-69 for progress. | |
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| 2 Users Said Thanks : |
| | #21 (permalink) |
| Sim Architect / Builder ![]() ![]() Join Date: Sep 2007 Location: Central USA
Posts: 345
My Mood: | I went to this region: http://slurl.com/secondlife/Harvey/128/128/25 , and rezzed a set of linked sculpty and normal prim stairs that have a script in the sculpty stair treads that sets volume detect to true for that prim on rez, then disables the script. It was definitely a pathfinding sim - they had bugs crawling on the dock area. But nothing changed about the stairs when I rezzed them there. It didn't have any mesh bits linked to it though. Well, as long as normal prims + sculpted prims in a linkset are not affected by this, I guess I don't care yet. None of my builds have mesh parts in them. |
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| | #22 (permalink) | |
| Nasty Brit ![]() ![]() ![]() ![]() ![]()
Wants *things*
| It's not been introduced yet, as far as I know. Falcon was telling people what's going to happen, not what's happening at the moment. I'm puzzled by your description of how your stairs work, because the volume detect hack only works for unlinked prims that you then link to the main linkset as children. Once they're linked, you can't switch them between pseudo-phantom and not, and haven't been able to for a couple of years. So I think the prims have llVolumeDetect(TRUE) set anyway, and that the script is redundant. Be that as it may, according to what Falcon says in PATHBUG-69, Quote:
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| | #25 (permalink) |
| Nasty Brit ![]() ![]() ![]() ![]() ![]()
Wants *things*
| And even if there are scripts, it's not going to be more than 15. But -- and this is what I'm really pleased about -- the LI cost of being scripted goes up in proportion to the number of scripts you use, so, while you lose some advantage by putting a script in, you've still got an incentive to be economical. |
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| 5 Users Agreed: |
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