ChinRey Posted April 6, 2019 Share Posted April 6, 2019 (edited) There's this persistent myth that we need complex meshes to get good visual quality. Do we? This is not a test and probably not a very good illustration, it's just something I stumbled across yesterday. I was adding some rowan trees to a parcel I have on an opensim grid and one of them ended up in front of some trees on the neighbor parcel. Here's how it looks at the moment: I should probably recolor my rowan a bit to make it blend in a little bit better but apart from that, I hope you agree that is doesn't look particularly low on details or out of place compared to the trees. The rowan is a mesh with 24 triangles. The trees in the background add up to about 30,000. Here is how they look when selected: Of course a group of large trees needs a more elaborate mesh than a single small one but 30,000 is absurd. 1,000 is what we should expect given the looks and amount of details. To make matters even worse, the creator of the trees is actually known for her low lag meshes and with good reason. Compared to what most mesh plant makers in SL and opensim deliver, her plants are actually very well optimized. Now, if those trees had been made by a beginner or a casual mesh maker, it wouldn't have been understandable. But they weren't. They were made by a "skilled" creator with tons of experience and one who claims to know how to make efficient mesh. It's ridiulous and I simply can't understand why. Optimizing mesh for a good performance-vs-appearance ratio requires some skills and relevant info isn't always easy to find. But it's hardly rocket science. Edited April 6, 2019 by ChinRey 4 Link to comment Share on other sites More sharing options...
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