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Aethelwine

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Everything posted by Aethelwine

  1. Interesting to see how much the sims correspond. Some more information here: http://wiki.secondlife.com/wiki/Sharp_Continent
  2. Some how or other I banned myself yesterday. I was fiddling with a radio and wondering why clicking it wasn't doing anything. Relogged and still broken. I was about to give up when I just happened to notice I had unblock as an option. I don't know how that happened. And it isn't the first time, I have banned myself, I had a There In Spirit Hud that wasn't working and their support person recognised the symptoms of the problem as me having banned myself ! It would appear to happen fairly regularly and it is not just me that gets carried away banning\blocking without realising it. I am also the best griefer there is for any sim I own. I have done far more damage to it than anyone else has. Sometimes people earn their bans pressing buttons on huds they didn't realise what they did, or they were having some fun that just got out of hand and hit some bystanders. Maybe they were drunk, something hit a nerve and they over reacted or just stupid. Stuff happens, people make mistakes. I know I do. I would hope others would forgive my mistakes, so I try to give people second chances where I can.
  3. They could just be a learning builder playing with megaprims, and some of the other things are just coincidences. Either way if you are unhapy with the way the sim is now, why not ask the estate company if they can move you to another of their sims?
  4. Theresa Tennyson wrote: I did a test, standing on a pose stand in a skybox with a low draw distance and kept my camera position stationary. This meant that the figure "KTris per Frame" under the Statistics panel was absolutely solid and identical for every frame. This number is the actual number of triangles the rendering engine draws every frame - the higher the number, the harder it's working. CONTROL: Avatar with only the required system components, draw weight 1000 = 83.944 Ktris per second. SAME AVATAR WITH CATWA "ANNIE" MESH HEAD DEMO AND ASSOCIATED ALPHA = 133.916 Ktris per second. SAME AVATAR WITH LELUTKA "KARIN" MESH HEAD DEMO AND ASSOCIATED ALPHA = 171.680 Ktris per second. These numbers suggest to me that the higher render weight for the Lelutka head is perfectly accurate for what the render weight is meant to represent, despite the Catwa head having a much higher vertex count. I got slightly different numbers: Catwa Jessica : 86.5 Ktris per frame Lelutka Karin : 89.3 Ktris per frame They aren't different enough to indicate the scale of the difference in the ARC, but it is interesting and illustrates the point that the total Vertices in a mesh object are not that important for lag once the object has loaded. I am still left feeling the ARC isn't measuring the cause of problems I have when going in to busy clubs, which is more about people slow rezzing or not rezzing at all, than any impact on frame rates. Which I had thought it would sincewhen discussion about it spend so much time talking about texture sizes. What actually is the relationship between Vertices and Triangles in a mesh object? The ARC measures triangles... if you make your mesh object out of squares instead of triangles can you cheat the ARC? - does that even make sense?
  5. Theresa Tennyson wrote: Aethelwine wrote: Theresa Tennyson wrote: Aethelwine wrote: Chimney, I am curious to know where you got those numbers and if there is a more detailed explanation anywhere for how the ARC Is calculated. The reason I am curious is because I have seen a comparison of mesh bodies and heads where the ARC value is very different from the complexity of the mesh measured by the number of vertices. The relationship between the two figures was the inverse of what you would expect. My understanding is that the rendering cost is how hard it is to render an avatar in any given frame. Many of the bodies that have high polygon counts but low ARC's have many additional triangles that aren't normally textured and visible - for example, alternate hand poses, etc. The rendering engine automatically ignores these triangles when it's rendering a frame but that data still needs to be sent to your viewer when that avatar arrives. It will take longer for that avatar to show up the first time because more data is sent, but it won't necessarily be difficult to draw (i.e. reduce your graphics framerate) it when it finally arrives. The Catwa head Jessica is made up of 3,931,000 Vertices, Lelutka head's about 62,000. Yet the ARC for Catwa head is 8,270 and the Lelutka 49,900. I do get a noticeable difference wearing these heads, the Catwa often takes a few logs to load, friends with that head often look like eye ball and brain monsters. The Lelutka head loads fine, they are both animated heads, they both look smooth. So what is going on with the ARC? and why does the low value head cause more problems than the high ARC head? How can a head 70 times more complex than the other have a fifth the ARC? If people work reducing their ARC to avoid being jelly beans and wear the low ARC head then that will cause more headless people on the grid and more rendering problems. The problems you're seeing with the Catwa head are because all those polygons take a long time to arrive at your viewer and everyone else's. Once they arrive, most of them aren't drawn at all. It's two completely separate things. It's as if you have two classes in school - with one of them your nightly assignment is to read 10 pages out of a 1000 page book, and with the other you read all of a series of 100 page books every night. The book for the first course will always be heavier to carry; the assignments for the second course will always take longer to read. I understand what you are saying, I think, but I still don't see how that can explain those numbers. Both are heads, both will have some tattoo layers, both will have stuff invisible for doing their facial expressions. The more complex head is a fraction of the ARC of the much lighter head. When I asked Chalice Yao about this she replied: "The answer is that Render Weight, for whatever reason, hardly freaks out about insane geometry. Which does not really make sense, especially when it comes to rigged geometry. Heck, Render Weight freaks out at times about things that *don't* slow down your PC; Flexies are an example. Flexies kick RW up by the 10's of thousands, but while flexies are calculated on the CPU, they also have a tiny, hard limit of time their calculations are allowed to take..you'd need a LOT of flexy to slow anything down. Yet, it's punished very, very harshly." Whilst their ARC formula seems so badly flawed, is it really going to be of any use? and if it encourages people to wear "insanely" complicated mesh, as it appears to do, won't the effects be to make peoples experience worse and not better?
  6. Thanks Chin Rey, I will check the Jira later and update it with Chalice Yao's information from the other forum when I get back from work
  7. Theresa Tennyson wrote: Aethelwine wrote: Chimney, I am curious to know where you got those numbers and if there is a more detailed explanation anywhere for how the ARC Is calculated. The reason I am curious is because I have seen a comparison of mesh bodies and heads where the ARC value is very different from the complexity of the mesh measured by the number of vertices. The relationship between the two figures was the inverse of what you would expect. My understanding is that the rendering cost is how hard it is to render an avatar in any given frame. Many of the bodies that have high polygon counts but low ARC's have many additional triangles that aren't normally textured and visible - for example, alternate hand poses, etc. The rendering engine automatically ignores these triangles when it's rendering a frame but that data still needs to be sent to your viewer when that avatar arrives. It will take longer for that avatar to show up the first time because more data is sent, but it won't necessarily be difficult to draw (i.e. reduce your graphics framerate) it when it finally arrives. The Catwa head Jessica is made up of 3,931,000 Vertices, Lelutka head's about 62,000. Yet the ARC for Catwa head is 8,270 and the Lelutka 49,900. I do get a noticeable difference wearing these heads, the Catwa often takes a few logs to load, friends with that head often look like eye ball and brain monsters. The Lelutka head loads fine, they are both animated heads, they both look smooth. So what is going on with the ARC? and why does the low value head cause more problems than the high ARC head? How can a head 70 times more complex than the other have a fifth the ARC? If people work reducing their ARC to avoid being jelly beans and wear the low ARC head then that will cause more headless people on the grid and more rendering problems.
  8. Chinrey sorry about your name in my previous post. Autocorrect and on my mobile or I would go back and correct it
  9. Drake, I often have problems, but mostly with a brand of mesh head with an insane number of vertices, but relatively low ARC
  10. Chimney, I am curious to know where you got those numbers and if there is a more detailed explanation anywhere for how the ARC Is calculated. The reason I am curious is because I have seen a comparison of mesh bodies and heads where the ARC value is very different from the complexity of the mesh measured by the number of vertices. The relationship between the two figures was the inverse of what you would expect.
  11. ChinRey wrote: Chrismaky wrote: I totally understand that SL is a user generated content community. I get that. But a lot of you need to understand that creating mesh is FREE and easily learned. It's not a hard thing to grasp. If that is true, why is it that ninety-nine percent of the mesh you see in Second Life is garbage? Prokofy mentioned two common serious problems with mesh, surfaces you can't rez on and land impact spinning out of cotnrol when items are linked. He could also have mentioned items (especially cars actually) that break down into a mess of triangles even at moderate vieweing distances, houses with walls you can alk through and doorways you can't and floors you sink into or float way above etc., etc., etc. All those problems are not caused by mesh itself and are easily avoided by competent mesh makers. They are caused by people trying to make mesh without understanding the basic principles. Isn't it prims (and sculpties) not mesh that spins land impact out of control through linking? Mesh land impact increases massively when resized, but not when linked. As an example (although not exactly the same), I made a prim floor out of a cylinder and put a transparent texture on it... with alpha blending, it messed up peoples hair, so I switched it to alpha masking.... and the prim gets counted under mesh rules and the land impact shot up to over 200. I used a script to make the prim into mesh, with the same physics and it went back down to 1 land impact. So prims can be good reducing land impact when linked to mesh, but they can also be incredibly bad. I don't think anyone has mentioned flexi prims yet which can't be done in mesh. Sculpties (great with mega prims for surrounds), mesh and prim all have their place in building they each have roles they are best for.
  12. I had the same problem with mesh animating badly around the end of last year. It cleared itself up eventually. I think it might be a driver issue. Have you checked your drivers are up to date? Iobit do a free "Driver booster" that checks for out of date drivers, I used that and it found lots of out of date drivers.
  13. Odd. If anything I would have said it was less laggy over the last weekend than earlier ones.
  14. I knew there were linden exchanges, but I didn't know there were banks. Why would anyone store their Lindens in a virtual bank rather than cashing them out to a proper bank or just hold on to them in their account?
  15. VanessaVoltaire wrote: Hmmm after looking through the Pink Fuel skins, I noticed a lot of the appliers are for the LOGO Alex head. Is it going to make a difference if I use it on LOGO Chloe? I know to look for Maitreya appliers or Maitreya in the description when it comes to skintones, but what specfically am I looking for when looking for LOGO Chloe appliers? Will any LOGO applier do, or does it have to specifically say LOGO Chloe? I've seen Omega in the Marketplace a lot, but what exactly is it? Is it a mesh body, head, etc...? I'm still kind of new to certain household terms in the Marketplace. I'm not entirely attached to any particular Slink shoes. I just thought Slink had far more support than Maitreya did at the moment. I use the LOGO head because it was simple and easy to use. Upon first attempt of using LetLuka, I didn't understand it at all. I'm assuming LetLuka has far more support though. Is Maitreya the highest supported mesh body right now? I don't have a LOGO head so I don't know. Pink Fuel does have a demo for the applier doesn't it? I would try that and see how it looks. Logo sells skins? Maybe worth trying their skins out that are compatible. More info here: http://meshbodyaddicts.com/mesh-head-reviews/womens-mesh-heads/logo/ Omega is sort of a standard for appliers that via their Hud, you can use a wide range of appliers to add clothese, like system layers to your Maitreya (or other mesh body) for more info take a look at their website. http://lovenlustdesigns.blogspot.co.uk/p/lets-learn.html
  16. Pink Fuel skins have appliers for all of them, I think League do too. Standard mesh will work, but you will probably have to tweak your shape to fit. It is worth getting the Maitreya Omega kit to increase options for applier clothes... (best normally used for underwear or tops you are wearing under coats). For Maitreya specific clothes look at Addams, Erratic, Blueberry, Just Because. ISON, Neve\Coldlogic and Maitreya themselves. Take a look at KC Couture for shoes they are cheap come with a hud for changing colors and support maitreya feet. You will find that for the most part you can leave your slink feet behind, unless you really are attached to them and the shoes you are wearing. I rarely use slink feet any more, it is just easier to stick with all maitreya. The recommended shops are just those I can think of off the top of my head, search lara on marketplace for other makes of clothes and appliers.
  17. Putting "NOT Gacha" at the end of your search terms should get rid of them, in just the same way that using "NOT demo" gets rid of demos from your search results. PS. Dakota Linden, that Death forum avatar is a bit creepy, you should have a look at this it would look much more professional if you made something a bit less doom and gloom. https://community.secondlife.com/t5/Your-Avatar/How-to-create-a-cool-forum-avatar-badge/m-p/707025
  18. I am wary about advising anyone to turn their LOD up, it does impact on performance and if the mesh is made properly shouldn't be required. The yellow triangles indicate poor internet connection To me. Restarting the computer and router. Checking that your antivirus isn't examining the viewer cache all the time. Doing a check for malware. Tweaking the viewer network connection speed. Are all more the sorts of things I would recommend to resolve this sort of problem
  19. This video shows Torley linking prims and using edit linked prims..... He has no problem selecting individual linked prims with edit linked set, not needing to click away first. I recall having to click away in the past first, so maybe things have changed, or maybe you only need to click away first in some circumstances. You will be looking for the animations in the contents tab, just drag them to where you want in your inventory the same way you did for the animations you took out of the root\parent prims. I hope that helps. If you do get the humanoid dance machine working with A&M animations I would be interested. And finally once you have your dance machine working, I recommend taking a look at Vista Animations couple dances, they are high quality, copy, natural looking and realtively cheap compared to other makes.
  20. Maybe I am wrong but I thought the Humanoid dance machine only supported humanoid dances. The marketplace advert doesn't clearly say one way or another, so I am not sure. But the first problem you seem to be having is that you only have one animation out of each of the couple dance balls because you haven't worked out how to edit linked parts to see the contents of both balls to extract both animations. If humanoid do support animations from others then you will need to work that out. Basically as it says in the notecard you need to have edit linked selected in the edit pop up window and then click both of the poseballs individually to copy the animations in to your inventory. if you have the poseballs selected when you turn edit linked parts on you will have to select something else first before you will be able to select the balls individually. The alternative, if you are using firestorm viewer is once you select edit linked parts, to use the little arrow buttons to cycle through the linked parts in the linkset. You will need the male and female animations in your machine for the couple dances to appear in the menu. The dances from humanoid and A&M will work in an intan system, although it is a while since I used one. In the past you used notecards to determine how the animations worked together, I believe now it works through a web based system and maybe doesn't need those note cards any more, but I am not sure. I use There in Spirits dance machine and dance hud exclusively now, its main advantage is it is copy. It is also fairly simple to use, configuration is mostly done on a webpage which generates text that you copy into a notecard inside the machine.
  21. I was reminded when reading the article of the problems and stand WordPress has taken because of the way DMCA is abused to restrict freedom of speech and generates large numbers of false claims that damage the bloggosphere's ability to function as it should. http://www.digital-digest.com/news-64359-Introduce-Statutory-Damages-for-DMCA-Abuse-Says-WordPress.html The IP watchdog's article presents an unsurprising perspective considering their raison detre, but it is far from impartial in its analysis.
  22. Drake1 Nightfire wrote: Kimmy Sweetwater wrote: Hi I just purchased a television from the Marketplace and at the moment it is on my private plot of land where it can only be viewed by myself and a couple of friends. I was planning on moving it to my sim. It is open to the public and so the stream would be viewable by anyone who visits. Question is, it is illegal to have such devices in SL? Is it illegal for myself/friends.....or potentially, general public to be viewing? If it is illegal then what are the consequences? Plus, surely all such devices should be banned from SL? I sound like such a noob LOL but never really thought about it until a friend questioned me. Thanks in advance It sounds like you are using one of those generic TVs that stream stuff from the Internet, not and actual Film TV. Such as the ones that sell "copies" of various movies on a "dvd" for you to use in SL. I am fairly certain those type place are highly illegal. Seeing as you are only paying at most $2USD per movie to have forever in their player. I have often wondered why no one cracks down on them. There was a movie theater in SL i stumbled across that sold passes to the land at showtime. Upwards of 5K depending on the movie. They were shut down by someone. I would guess If youdon't profit from the showing it makes it less likely for someone to report you. Why would it be such a surprise to find out they did have licences? With regards to costs... it is not like you get HD on these movies they stream in low resolution..
  23. Is visual complexity the same as render weight? If so isn't that metric broken what with it appearing to reward high triangle and vertice mesh in heads and bodies? The catwa heads for example are insanely complicated and yet it's render weight is low
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