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About ChinRey

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  1. I'll never claim that there is only one cause of lag and besides, I prefer to test rather than assume whenever possible. Two prims textured with a 1024x1024 pixel texture: Exactly the same scene, only with the texture scaled down to 512x512: That was a digression and we probably shouldn't let it threadhack the discussion but I can't imagine ping time was the issue. This is what typically happens when people try to get across that sim crossing with an average overscripted ripoff car. I live far enough away from the SL servers my ping time never drops below 200 and I find it hard to believe that every car driver have worse than that. I'm not sure if ivnentory size matters, it shouldn't now that the assets are handled by separate servers but you never know with SL. Do you have any data about it? Script load was of course a signinficant factor. The ACS is a horrendously bodged motorcycle script to start with and it doesn't get better when "makers" who are even worse at scripting than mesh try to modify it to suit their game rips.
  2. I know, I know, I keep plugging this and people are probably pretty bored by it by now! But this one has beautiful roses, maybe that helps? Here are two rose bushes. They've been scaled down to 1x1x1 m as a handy reference size: The one to the left is a traditional crossed sheets plant sculpt. The one to the right is ultra-optimized mesh. According to the calculated figures, the sculpt one takes 15 times as long to download and it gives the server six times as much work to handle the phsyics and the client computer four times as much work to handle the graphics. Closer view of the sculpt bush: and the mesh: And then the LoD. This is how they look at 16 m distance with graphics prefs set to standard mid in the official SL viewer: Even further away. Not sure what the actual distance is but it's right before they're eliminated by the 128 m draw distance: As I said, these bushes are scaled down to 1x1x1 m. With a more realistic 1.5 m the download weight increases to 1.7 for the sculpt and 0.2 for the mesh. At 2 m size the sculpt's download weight is 2.0 while the mesh stays at 0.2. A prim with he same shape as the sculpt - made the way they used to teach you at builder schools - would have 0.2 download weight, 0.4 phytsics weight, 2.0 server weight and 976 render (or display) weight and since it would be an old style build, the prim count would be 4. A standard poorly optimized mesh could probably be done with the same download, physics and server weight as the optimized one but but very few mesh makers would know how to bring the render weight down that much and of course, you'd have to compensate for the poor optimization by LoD butchery so it would look disastrous at a moderate distance.
  3. Yes. Mine is three years old now and a fairly cheap general purpose computer (3.2 GHz Intel Core i5-4460 and AMD Radeon R7 240 for the technically interested). I don't have a way to test the performance of your computer but it's probably far better than mine. I couldn't find anything like that in SL! But really, are you saying Opensim performs better than SL? Whitecore is vastly superior to SL in some ways (and just as inferior in others) but Opensim is essentially an outdated version of the SL software. Most significantly, none of the three physics engines used there can match HAVOK in performance so an OS server will have a lot more work to do on the physics than an SL server has. Also, keep in mind that the Zombie Breakout host has to do triple duty as sim server, assets server and bot server. So really, anything it can do, an SL sim can do better. As for client side performance, it's exactly the same viewer. No difference there. It's a myth that Second Life can't handle high speed action. I don't have any experience with combat rp (I generally prefer to make love not war) but a few examples that are slightly related: In one of the animesh test sims there is a display of 60 dancing animesh characters. They are all very different so no assets instancing worth mentioning. The render load they cause is so much lower than what you generally get in an SL club with three people, you can't even compare them. You probably remember helping me with the low lag butterfly rezzer. In one of the tests I had 1,000 scripted prims moving around in a sim, changing position independently and semirandomly ten times a second. The server didn't even flinch at the load. When I was beta testing Kaliska's catamaran, I did a run all across the Blake Sea at 48 knots - from Half Hitch to Bering and back again, steering off into neighbor sims at odd angles every now and then. Traversing a sim took about ten seconds and I didn't even notice the crossings. (I did eventually crash when I went southwards and crossed over to Arabian but by then I had done more than 70 sim crossings with no problems at all.) A friend of mine has taken to NASCAR racing recently and I went to watch her debut race. About ten cars racing each other around one of those race tracks simplified enough that even an American can navigate at full speed. No server performance or connection issues whatsoever, some visual glitches but not too many and the content was far from well optimized. My friend is planning a car rally across half of Sansara - from Langdale to Kania - now. (Digression: I was checking out the planned starting point earlier today when somebody tried to pass in one of those ASC powered ripped mesh LoD disasters that usally passes for cars in SL. It was quite funny to see how she inevitably got stuck on the sim border me and my friends barely notice when we cross it with all kinds of vehicles ) Oh and - this may be even further off topic than the other examples but - if you're looking for a bit of innocent fun, why not head over to SOHO New York and take a ride on Xi's amazing Cyclone Roller Coaster. Better hurry up though. The sim owner has announced she's closing the sim and it's an old prim build that was far too big to be taken into inventory so there is no backup of it anywhere. It's all about content. Compared to the usual standard in SL, well made and well optimized content gives the server and client computers ten times as much effective power you can lavishly spend on speed, on more content or on higher graphics settings - whatever you prefer.
  4. Vote for Net Neutrality

    I'm not going to say if you're right or wrong but if your government really is the most irresponsible entity possible, you have a problem that is far more serious than this whole net neutrality question can possibly ever be.
  5. Vehicles as avarats

    I do have a motorcycle avatar or two but I haven't used them for ages.
  6. Big Store using alts for 5 star reviews

    I don't think it's normal but fairly common, yes.
  7. Oh, you had to say that? I had to head over to the OS Grid to play some Zombie Breakout of course. I couldn't manage to get all the way to 40 zombies because I kept getting killed but my computer had no problems staying above 40 fps with 20 of them in the sim. Those zombies are OS NPCs - for those not familiar with Opensim, they are bots run by the sim server. The avatars used by the bots are about average for SL avatars or possibly a little bit higher in render weight. The scene is a fairly simple old style prim build but well designed although not in any way optimized for speed. The computer I used is an off-the-shelf mid-to-low range Lenovo desktop box, certainly not one recommended for games. Viewer: Firestorm with more or less standard medium graphics setting - I onyl cranked up the hellydoll filter a bit so I could see all the zombies properly. I can't draw any firm conclusion from such a quick test of course but I'm fairly confident my computer at least could handle a 40 avatars battle scene in SL provided that both the scene itself and the avatars were well otimized.
  8. Vote for Net Neutrality

    Just a quick question to everybody: there is another thread going on where somebody asks for a combat section in the forum. Should we direct them over here?
  9. Vote for Net Neutrality

    It's the inherent danger of trying to fight somebody else's battles. It's a good thing we're not trying to do that.
  10. Vote for Net Neutrality

    Ummm.... how about some actual facts. Socialism as a term was introduced in 1827. Karl Marx was only nine years old then so I doubt he had much to do with that. The basic idea is a lot older anyway. In Norway and Iceland w've essentially had it since the middle ages - probably longer but nobody seems to remember much further back than that. It's worked fairly well so far. But that being said, I can't iamgine socialism could work in the USA. For a starts, transparency of government is essential for it to work and the bigger the populatin, the harder it becomes. With 300 milion inhabitants, I think it's impossible.
  11. Vote for Net Neutrality

    That is open to debate. The first of the national networks that gradually merged into the internet, was the British NPL network that opened as early as 1967. USA adopted the idea and opened their own version of it, the ARPA net, in 1969. Both these networks employed one of the three most essential technological concepts of the internet, packet switching but the second one, host servers, was introduced by the French CYCLADES network in 1973. The third essential concept, the IP protocol (the standardized "language" used today for all those computers to communicate with each other) was finalized and proposed by USA but so heavily based on CYCLADES it should probably be considered a joint US/French project ARPA net was the first network to go international when it opened a connection to Norway in 1973 and later that year ARPA and NPL merged, connecting three countries to the same network. There's a lot more to it that this of course and I don't really think we can credit any specific person(s) or nations for the creaion of the internet. The development was certainly powered by the USA - they had more money and more incentive than anybody else - but the development took palce all over North America, Western Europe and Eastern Asia and probably elsewhere too.
  12. Vote for Net Neutrality

    Same method as Linden Lab uses: hamsters.
  13. Vote for Net Neutrality

    Or we could ask ourselves, what is left if there is no right?
  14. Vote for Net Neutrality

    The one and only natural right is this: You have the right to try. Theresa would call it the ability to try of course but it seems to me the argument she and BilliJo has right now is more about semantics than content.
  15. Vote for Net Neutrality

    Norwegians do. The Norwegian government regards internet access as so essential it is covered by social security. It saves them a lot of money actually because every now and then they have to contact a person and if that person doesn't have internet, they have to resort to paperwork and snail mail and such and that's expensive. Besides, an economy won't work very well unless people have a way to pay their bills. How are you going to do that without internet?