MSTRPLN Posted March 4, 2020 Share Posted March 4, 2020 Does applying the same texture on mutiple objects affect the server? For example, you have a object that for Li reasons you have to seperate but they share the same UV space & texture Would this be unefficient and rather make 2 seperate UV's half the original size? Link to comment Share on other sites More sharing options...
Fritigern Gothly Posted March 4, 2020 Share Posted March 4, 2020 Think about it, instead of using one texture, you now make two. Which would require more data to be transmitted, which would take up more space in your inventory (and thus on the server). Or let me ask you what is easier to carry, one 10 pound bag of potatoes, or two bags with 10 pounds of potatoes each? 1 Link to comment Share on other sites More sharing options...
ChinRey Posted March 4, 2020 Share Posted March 4, 2020 (edited) For those who don't get Fritigern's subtle hint, reusing textures and other assets is always good both for the server and your computer. The SL software isn't making nearly as much out of the potential gain of reusables as it could and should but it still helps. So do it whenever possible. Edited March 4, 2020 by ChinRey 1 Link to comment Share on other sites More sharing options...
Kyrah Abattoir Posted March 4, 2020 Share Posted March 4, 2020 I'm part of a group of builders that uses a shared texture pool, we try to reuse the same textures as much as possible when landscaping 2 Link to comment Share on other sites More sharing options...
Coffee Pancake Posted March 4, 2020 Share Posted March 4, 2020 Texture reuse is probably the single biggest thing any region builder can do to improve render times. The lack of texture reuse following changes in building habits (the move from prims and bought in world texture packs, to mesh) easily accounts for a significant portion of SL's increased requirements. Asset reuse is less beneficial, unlike game engines SL can not make use of instancing. (Instancing would basically makes the render cost of all subsequent exact copies of an object free). I would love to see Instancing in SL as a builders tool - rez a tree, make an 'instanced copy', and have it only use 5% Li as reward. The caveat being that instances cant be changed and changes to the original object affects all instanced versions). 3 Link to comment Share on other sites More sharing options...
Kyrah Abattoir Posted March 5, 2020 Share Posted March 5, 2020 There is still a considerable benefit to reusing meshs, even if they are not instanciated, it's still a single download. In addition, it MIGHT still be one instance in ram, before transform operations. 1 Link to comment Share on other sites More sharing options...
ChinRey Posted March 5, 2020 Share Posted March 5, 2020 4 hours ago, Kyrah Abattoir said: There is still a considerable benefit to reusing meshs, even if they are not instanciated, it's still a single download. In addition, it MIGHT still be one instance in ram, before transform operations. It saves upload fee too Link to comment Share on other sites More sharing options...
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