Jump to content

Extrude Ragu

Resident
  • Posts

    419
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Extrude Ragu

  1. My sim has been public entry and open-rez for the best part of 5 years or so. I've had maybe 3 or 4 jokers turn up in malformed avatars come make edgy jokes, and only one greifer who did one of their particle emitters whilst I was asleep. In SecondLife's early days this was more of a problem, but these days SecondLife doesn't have such a young audience any more. We all grew up. I support land owners right to choose who can be in their sim. It's their land. I do think the whole grief fear is an over-reaction though (at least in my experience)
  2. I thought that wasn't possible because of the minimum triangle size, but will try
  3. Example Colladas in case you want to reproduce btw 5_materials.dae goes in High, it's a multi-shell grass fur layer for putting around my floating island. empty_5.dae is an empty collada file with no triangles, but all 5 materials. As you can see, the UI goes a bit funny, it shows 'Ship it' but the triangles show N/A even on high, the calculate weights and fees gets greyed out.
  4. Hmm I tried this in the uploader on the new preview build of Firestorm, but it causes the triangles field to go to N/A and a red X. In my circumstance I have an unusual model I'd like to fall back to 0 tri's, which is a grass/fur layer using the old fashioned shells and fins approach. All of the layers have the same normals as the mesh object underneath, so there is no 'pop-in' if they were to completely disappear when zooming out, however there is pop-in currently, when there is a placeholder triangle, because the placeholder triangle gets stretched out to fill the bounding box. I appreciate this is an edge case
  5. If I were Linden Labs I would look at the issue like this:- There is demand for flexibility in region size. Some residents want lots of space, others only want something very small There is demand for flexibility in region performance. Some residents only want to rez a few things, others want to build a fully scripted replica of Tokyo In my eyes, the easier to implement of the two is the region size. It's just a number in a database and a viewer. You don't need to change the script resources allocated to the region, how many parcels can be created or how many objects or avatars can be rezzed. Then of course is performance offerings. Some people want to do more with their space than others. Space and performance needs are not necessarily related. Linden Lab could work on new performance offerings, some low-power offerings for people who need fewer prims than a homestead, and higher power offerings for those who want to make something wild. The more flexibility you can give to residents the better, because it is more likely it is that you will have a size/performance/cost offering that a resident will purchase. I know personally that I would be tempted by a cheap low performance sim for a private get away. Similarly, there might come a day where I want more resources available for my roleplay sim that currently SL just doesn't offer.
  6. I hadn't realized from the original post what you had meant. So what you're saying is, say I've got a high detail model with 2 materials (or 'texture faces' as they're known in sl). My medium LOD could just have 1 material? Can we put materials (texture faces) in medium/low/lowest lod that aren't in highest LOD? eg. Imagine zooming out on a cube and as it goes through the LODS the textures change because different material assignments per LOD? Does this No Geometry marker allow for there not to be any triangles rendered at all? eg. The model simply disappears, there's no need to have a placeholder triangle at all any more?
  7. The way I see it is like this The number of meters in each dimension of a sim is simply a floating point number. Increasing the size of the region from 512m to 1024m to 2048 to 4096m makes no difference to resource usage on its own. Therefor for example, a sea for sailing in could be 8192 * 8192 meters and have the same resources allocated to it as a 256 by 256 if all its hosting is some boats and planes passing through that would also fit in a 256 by 256 prim budget. That would give people huge sailing/flying space at low cost. Private homesteads where people just have a house, there's no reason as I see it that we couldn't give people a huge sea around their home you'd just have to figure out some workaround for the world map and related legacy issues. Now people can rez some ski's and go skiing aroudn their private homestead with loads of space or maybe have some small hide away den in some little island they've terraformed in the distance. You could have a whole new class of 'mainland' which are homestead prim capacity on these 'giant' sized sims. We'd sail around between homes on private islands. If you want to increase the prim/script capacity per sim too, that's a different matter all together.
  8. I have a mesh. It's a faux fur/grass layer using the old fashioned shells approach where you stack layers on top of each other and use a transparent In one version of the mesh, I have a separate material for all 5 shells. In another mesh (which is the exact same mesh) I have 5 shells, but only 3 materials. Two of the shells share materials with the others. Expectation My expectation is that an object with more materials, will have a higher download weight than the same object with fewer. More materials would intuitively increase download weight because there is more material data to download Reality The model with 5 materials:- The model with 3 materials: As you can see, somehow removing two materials from my model increased the land impact significantly. Suddenly I find myself questioning everything I thought I knew and understood again. What's going on here?
  9. Don't forget you write a viewer for a past time. To a hammer, everything looks like a nail. I am pretty confident the majority of ordinary users would not want stronger Ambient Occlusion from their viewers. It would break their existing content. That matters a lot to residents when they put investment into it. As a creator I would not want to face a situation where I find 8 years worth of textures invalid. I would guess most creators feel the same. What you propose I think you would find is unlikely to be implemented because it would be immensely unpopular to Residents for the reasons above. Also, don't forget that not all ambient occlusion in a texture comes from actual 3D details in-world, often creators use trim sheets with ambient occlusion from fake 3d effects in normal maps etc.
  10. I mean what you're talking about is largely what I'd consider an idealists standpoint, in which ambient occlusion is just some thing the viewer does that can be turned on and off. From an artistic perspective, the ambient occlusion effects the typical viewers people are using provide is minimal and even with ambient occlusion turned on in the viewer, there is an artistic need for more shading, that is typically fulfilled by the creator by using very large textures unique to each section of geometry so they can have ambient occlusion effects. You're never going to get creators to stop putting extra ambient occlusion effects into their models. You're just not. It's an artistic thing and no amount of technical idealism will change that. Creators are always going to want some level of control over their shading. At least if creators can do vertex shading, they will be able to exercise control over shading, without increasing texture memory usage exponentially as they will be able to use smaller repeating textures throughout a model where otherwise they would use many unique textures. Not to mention I want to be able to make rainbow brick castles
  11. One thing to consider is that user made LODS when people actually make them have the capacity to be much better than anything a computer could generate. Automatically generating LODS on items like these would waste the work of creators who actually did upload with custom LODS for their models in the past. You could have a prim property to go between generated and user lods, but I would guess that it would cause the object to increase in Land Impact when the object is changed and thus the end user will stick with the bad LODS. In all it's a case of incentivizing good building practices and I think wherever a system is created it will be gamed. A more human approach is needed.
  12. I'd have to say my experience does not match this statement. Creating for the anime community, as a small time seller during my early years I would say that about 90 -95% of my profit came from MP purchases. I had two in-world stores in the main anime shopping destinations. I experienced big success using the Marketplace and very little with an in-world store.
  13. I thought up a way I think could improve viewer performance without too much development from LL In essence, we can reduce texture memory usage by supporting vertex colors. OpenGL supports it therefor the viewer technically does, Blender, Collada supports it. It would mean that a creator could for example tint a 128px repeating brick texture using vertex colors to do ambient occlusion etc instead of using 1024 textures for every section of a building, just because of ambient occlusion. I go into more detail over here.
  14. This castle is colored and shaded using vertex colors. Some vertices are given darker colors to give an ambient occlusion effect. If we imagine how we would texture this castle in SecondLife with a brick effect, we would use many different brick textures to support the different shapes around the castle with different ambient occlusion and colors. However using Vertex Colors, we would be able to use one tiling brick texture, and still have ambient occlusion and color variation by using vertex colors. This could also be used for adding color variation to other things such as grassy fields etc. Just some ideas.
  15. I think the SecondLife user experience would benefit from supporting Vertex Shading because it would ultimately lead to performance improvements where taken advantage of. What is Vertex Shading? Vertex Shading is a method of shading an object. Each vertex (A point on the object) is assigned a color, a smooth gradient of color is formed from one vertex on an object to the next . An example of Vertex Color Shading. Each Vertex (Corner) is assigned a different color. The Colors are smoothly blended across the face. The color will tint the texture if the object has a texture, the same way that we can currently color an object inside SecondLife. How would Vertex Color Shading lead to Performance Improvements? Texture memory is a limited resource that frequently causes lag in SecondLife. By allowing a creator to tint vertices, a creator can re-use textures in areas where otherwise they would not. In some cases, where a creator does not need texture, they can replace the need for a texture entirely. For example, throughout a mesh house, the floor might use the same planks material, however a creator would use a separate 1024 texture for every room because every room has a different shape with different ambient occlusion and shading characteristics. By using vertex colors, a creator would be able to re-use the same material in every room, and use vertex colors to recreate ambient-occlusion effects and other special shading characteristics, saving large amounts of texture memory and in turn allowing SecondLife to run faster. How would it be implemented? Vertex Shading is nothing new and many game engines use these. The standard mesh format we use to upload (Collada .dae) supports vertex colors and most 3d modelling software Blender etc support Vertex Colors. It would simply be a case of the viewer using the data that is already there, to tint the object. If you have 20 minutes, here is an example of a guy using vertex colors to color a castle object. He does not use any textures at all, although I envision creators would still use textures in SecondLife. What caught my interest was at 13:50 where he starts using Vertex Colors to add AO effects to the object. Thats it I don't know if this would actually improve performance. I suspect it would for the reasons I outline above but I'm not an expert. Let me know what you think.
  16. OP Wants an engine rebuild and then goes on about scripts like that's going to make some big difference. That's not the rendering engine that's the simulator. SecondLife's rendering engine is mostly built around a single thread model, which was fine when multi-threading wasn't such a big thing back in the day and chips gradually just got faster and faster. Today chip cores aren't really getting faster, we're just getting more cores. In fact, SecondLife sometimes gets slower on newer chips because these new 'faster' chips actually trade core speed for more cores. The biggest performance gain to be made would be to improve the rendering engine to take advantage of the extra cores aka Multithreading. It's certainly possible. Other 3rd party viewers have done it to an extent and there are noticeable performance gains when using them.
  17. I don't think that's going to solve the problem as people are inevitably going to like different styles of bodies or someones going to make a body that the market finds 'better' than whatever LL puts out
  18. I am a creator and usually I would say it's the creators choice and they can do as they please. However, the anti-competitive nature of the current market does seem to have a negative effect on creativity in SecondLife. It's a tough one, because you also don't want to spook new body creators from releasing their body. It might be the fact that an initial monopoly on their new niche with special agreements with friends is what makes the project financially viable. Proposal Mesh bodies sold on the MP are not required to supply a public dev kit for 1 year after launch. It is up to the creator to choose if they want to make their dev kit public during this time. If they don't, a year seems like a fair amount of time to get themselves established in the clothing market for their body. After 1 year Creators are required to supply a dev kit with their body. If they choose not to, they are no longer allowed to sell the body.
  19. Obtaining something without permission sure To play devils advocate though. How would you prove that somebody has obtained your dev kit to make clothes for your body. At the end of the day a motivated individual with some time on their hands could do it via trial and error on the beta grid. I don't believe creators have the right to restrict you from making things that just so happen to fit around their things either. It's your creation and you'll shape it how you like. I can't see how this can be enforced
  20. You underestimate my laziness. I am too lazy to browse around for the file every time. I added a button to my blender interface to export cube.dae to the current .blend location, so I don't have to dig around in folders after I find the model itself
  21. You have no idea how many 'cube.dae' files are on my computer that have been exported in each project for just this purpose :))
  22. Wasn't the whole reason they ran out of servers because they had stopped buying them to move to AWS? And then of course, we imported some Chinese... joy...
  23. 23:50 on AWS I seem to recall being told the move to AWS would reduce running costs for LL (And in turn, bring down the cost of tier for residents) I don't remember my experience improving during this time either. I do know that between then and now my group chats have ceased to be usable, the beta grid becoming near-impossible to log into, and scripted objects incurring a new 3 second delay before they work increasing general 'clunk'. What part of the experience has supposedly improved since the move to AWS?
  24. I don't trust Pfizer with my well-being. Knowing the companies history is marred with things like what happened in Nigeria in 1996. As I understand it the Pfizer vaccine is not a traditional vaccine either. AstraZeneca I have a bit more faith in being a more traditional kind of vaccine as I understand, but the company is not without incidents that raise the eyebrow either. There are plenty of people who justifiably should hurry to get vaccinated. The old, the vulnerable, the obese who for them the risk that the vaccine might have some medium-long term side effect is worth taking. For everyone else, who falls into the least vulnerable category. Despite all the usual virtue signalers telling you you're an awful person it is still worth holding out and see how everyone else turns out. At the end of the day, these companies earn money from sticking substances in your arm and how much responsibility will they be required to take should it just so happen to cause harm? Last I checked the news the answer is none. Unless I'll get a written guarantee from the company that should I sustain harm that prevents me from working should I get the vaccine that the company/government will be on the hook to pay for my mortgage/living expenses, then I don't think I'll take that risk and wait and see how others are doing. The NHS does not even let you choose which of the vaccines will be given to you here afaik.
×
×
  • Create New...