Selc Posted March 17, 2020 Share Posted March 17, 2020 (edited) Wondering if it's possible for devs to implement an adaptive LOD feature that automatically and seamlessly reduces the polycount of avatars and static objects at different zoom levels or different graphics settings. Something that enables the user to override the current four static levels of manual LOD for mesh. This should also be enabled by default. The complexity update did nothing to fix user framerates so that VR would be viable with SL, because currently every mesh creator exploits the unfixed complexity loophole that allows for low complexity but super highpoly avatars (everyone is guilty, including me and my hair team). Even the highest LOD for the majority of rigged mesh in SL will be rendered at the lowest graphics setting when zoomed out — it's everyone's fault. We really want to see Second Life thrive again, even if it's 17 years old and long shunned by anyone not banned from Chuck E. Cheese's. And everyone wants to see VR re-implemented. My techie friend helped me benchmark some framerates with his RTX 2080 Ti... 200+ fps with three 40k-poly avatars (normal maps generated from highpoly models) in a beautiful mesh house on a quiet private island. More than enough fps for VR. But he gets only 6-15 fps in a crowded club full of highpoly mesh avatars, even with max # of non-impostor avatars set to 1 and maximum complexity set to 20,000. That would probably translate to only 2-7 fps in VR without adaptive LOD. The impostor avatars don't hinder the calculation of polygons. Although 26,000,000+ polygons in the clubroom with 30-40 avatars aren't being rendered at full resolution, they're still being calculated (enough for 433 fully-detailed Playstation 4 characters on your screen). Automatic adaptive/customizable adaptive LOD is a feature that could retroactively fix all of these issues, make framerates viable again for VR, and significantly boost the fps on your average resident's laptop that currently runs SL like a flipbook in crowded areas. Average SL avatar today at over half a million polys Example: Edited March 18, 2020 by Selc 6 2 1 Link to comment Share on other sites More sharing options...
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