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About ChinRey

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  1. If it's a single linkset and not several coalesced objects, one and only one part will be outlined in yellow. That will be the root of the object. the other parts are outlined in cyan. That means your whole skybox is already linked and you have it all selected so neither of Rolig's explanations are correct. And that leaves us with no obvious answer. I thought for a while you could have hit some size limit, either the max object size or the max distance between parts of a linkset but if so, you shouldn't have been able to resize at all. That is if you are trying to resize manually. A resizer script might attempt to resize beyond the limit and end up only affecting some parts of the linkset but you didn't use one of those, did you?
  2. Your Biggest SL Disappointment

    Harry is long gone. He was at their London office and I think he was laid off when they closed that. HIs island is still here though and it's one of the many half forgotten little gems of SL. I have had contact with quite a few Lindens and I still haven't met one who didn't mean well. But of course, good intentions aren't always enough.
  3. Yes but there's more to it than that. This is getting a bit technical but right now I'm evicting a few tenants who forgot there's something called "paying rent" and I stumbled across a sofa in one of the houses. It has a couple of pillows like this: In wireframe it looks like this: And apparently there is no simplification whatsoever for the mid and low LoD models. Here's the low: For the lowest model, however the builder choose to go all the way down to a single triangle: Which means you'll have to crank up you LoD factor, adding even more lag, if you want to see that pillow from across the room. Building like this is sheer lunacy by any standard, it's a tremendous waste of gpu power. And it's not at all uncommon in Second Life, this is only a random example I happened to come over just as I was writing this. I've seen worse, much worse. Yes, there are lots of factors that are inherent to the way Second Life is, we have to accept that. But sloppily made content like this can and should be avoided and the large amount we have of it in SL reduces the performance of everybody's computers significantly. Cut down on this wastefulness and far more users would be able to switch ALM on without suffering from annoyingly poor framerates and overheating computers and the people with high end game machines could experience SL wearing Occulus Rifts.
  4. I don't rent in one, I run one but yes, I've met a lot of friends that way. Everybody has have their own reasons for using Second Life of course but to me themed communities is what it's all about. I wouldn't have been here if I were stuck in a skybox or had to hide from the rest of SL behind privacy screens and ban lines.
  5. Favorite Environmental Settings

    There's also the issue with those horrendously exaggerated morning and afternoon shadows of course. Without them, the default day cycle would have been perfectly ok (although a bit bland). With them it's hardly usable at all. That's interesting because it seems quite a few people prefer it and it's a very special one. For those not familiar with CalWL, it's essentially an attempt to emulate how SL would look if there was no windlight at all. Set everything to full bright and you get the same effect (except of course you can't set avatars or the ground or the sky to full bright). I've been told there actually is a way to switch off windlight which gives the same look as CalWL but with a significant lag reduction as a bonus. Does anybody know about that?
  6. Your most recent wonderment

    Last week when one of my best friends suddenly turned up again after being away for almost a year.
  7. We can't really compare SL to professionally made carefully optimized game environments of course but some very rough estimates to give an idea what it's about: 30-50% of the work our computers have to do in SL is caused by poorly optimized content 5-15% is caused by outdated and poorly (in the past, not these days) maintained software About 5% is because it's online and not local 10-20% is because of the unpredictablity of user behaviour (we can't steer users the way games do so background items often have to be more detailed) The rest is what it would have taken to create a similar experience in a highly optimized "game" environment. We can never eliminate the overhead of course but there's always room for improvement. I think it's worth noticing that the official reason why LL gave their VR headset viewer is that they couldn't get high enough fps. It's actually very easy to fix that problem, at least for people who are lucky enough to have a GTX 1080. Get a fairly moderate reduction in that 20-50% content overhead, reduce LoD factor to 1 and off you go. It's a shared responsibility. Users need to be more aware what causes lag and where to find lower lag alternatives and also realize that objects that look good as standalone items usually don't work very well in a complex scene. Content creators need to understand the technical part of content creation a little bit better, we have to be wiling to try to reduce the overhead and we have to look up more and see the big picture rather than loose ourselves in all those tiny details. Linden Lab needs to educate and inform the users and encourage efficient building practices. There is no way in hell Linden Lab is ever going to do their part of the job but others try their best to do their share and to some extent even LL's and it does help a little bit.
  8. Rental Prices -- Through the Roof? :D

    You can say that about a lot of places that will never be considered for the destination guide. The place is also extremely render heavy. Is that really what you want to show a newcomer as their first impression of SL? You need a fairly high end game computer there and how many first-timers have that? There is no place in SL pretty enough to be worth eight U.S. dollars a week for what is essentially an empty box.
  9. But I have Mk II eyes. There's no hard limit really. Most people get the sense of animation even at 10-15 fps but it'll probably be rather jagged. Image size matters a lot. That's easy to demonstrate on YouTube. Watch at an old style 20-30 fps there and it may look fine. Switch to full screen and you may notice a significant increase in jaggedness even though the fps is the same. I've noticed myself that 20 fps is perfectly ok for me on my Powerbook but it's really too slow for the larger screen of my regular computer. Different people live on slightly different time scales. Mine may be a little bit on the fast side. My reaction time has always been very fast and ... ummm, I always have to fight my own impatience with how slow other people respond and act... Then there's the level of immersion and that may be the most important difference. I know the vomitcam effect of VR headsets is mainly caused by conflict between eyes and balance organs. But fps does seem to be a significant secondary factor there and I think it's noticeable even on a computer screen. Second Life is really meant to be a spectators' "game". In spite of all the "the Avatar is you" promo nonsense, you're not really supposed to be a part of it, you're supposed to watch it from the safe distance of a birdseye view camera position. Move your camera position down and close to the avatar and low fps becomes far more noticeable. Then switch to mouselook. When I was a newcomer I wondered why the frame rate was so much lower in mouselook than in regular view. The answer is of course that it isn't. It's just so much more noticeable.
  10. I think that is the clue. I haven't done any actual tests in lower lag environments but my impression is that ALM and O2O and LOD factor all have very little negative effect when the GPU is cruising. But the moment you start pushing it jsut a little bit, performance drops very fast. That may be why I didn't get much difference when I tested O2O too. I did that at my own place and you have to have a really poor gpu to have problems with it there. The ALM test was at Morris on the beta grid and that's a fairly high lag place with weird things scattered all around and lots of exposed system ground.
  11. They used to say that increasing the RenderVolumeLODFactor didn't affect performance too. Here is a simple test that only takes a minute and that anybody can do: Stand absolutely still at a location where you won't see any moving objects. Open whatever windows you need to read your fps and to switch ALM on and off (which that will be, depends on your viewer). Wait a few seconds for the fps to stabilize and read the number. Switch ALM on or off, wait a minute or so for the fps to stabilize and read the number again. Everybody should do that test before they say anything about how laggy ALM is or isn't. And even afterwards it's important to remember that the result is only a snapshot of one specific incident. Different conditions may give completely different results. I've only done that test once myself and it was in a fairly high lag environment where my computer was struggling a bit in any case. I can't remember the exact numbers but they were in the low 20s with ALM on and high 30s with ALM off. That's a huge difference and even more important, high 30s is a perfectly acceptable fps, low 20s isn't. I'd love to hear what results others get. Object to object occlusion is a two edged sword. To put it simple, if you switch it off, your computer will spend more time preparing for items it may need later and less on what is already in the scene. Whether you loose or gain from that in the long run, depends on what the future brings. I did a similar test to my ALM test, switching O2O on and off and got only a marginal difference - about 1 fps difference (O2O switched on being the fastest). A single fitted mesh item in the scene can easily make a bigger difference than that. But again, that was just a snapshot - different conditions may well produce completely different results. One aspect we should have discussed, probably in a thread of its own, is what is an acceptable frame rate. The answer to that is probably very personal. For me, anything in the 40s is good, if it's higher than that, I can enhance my experience by increasing my graphics settings (unless it causes my computer's fan to start up that is - that's an instant experience killer). An fps in the 30s is perfectly acceptable but if it's lower than that, I can enhance my experience by reducing my graphics setting - the increased fps more than compensates for the reduced image quality.
  12. Don't visit sansar(yet)

    You have a very good point there. The Sansar concept is in many ways closer too IMVU than it is to SL.
  13. Rental Prices -- Through the Roof? :D

    I don't know for sure which merchant Clairchen had in mind but I know exactly who you mean. To be fair, the overpriced multiface sculpt garbage they sell was actually revolutionary back when they started before the age of mesh. Today it's horrendously outdated of course but it's hardly the only example how an old established SL store can keep selling on their reputation alone long after their products' best by date.
  14. How can I wear more than one mesh item?

    Perhaps we should elaborate on this. The avatar has a lot of attachment points for objects. If you try to "wear" an item on an attachment point already taken, the system will automatically assume you want to replace the item already there. If you want to keep both, you have to use "Add" instead as Rolig suggested. The ideal solution is of course to use different attachment points for items that are supposed to be worn together, then they won't interfere with each other at all. Unfortunately, setting an attachment point for an item can easily take a second or two and not all content creators think it's worth that much effort so they use the default attachment point (which happens to be he rigth hand) for everything. If you have several itnerfering attachments you wear together regularly, I suggest you take the time to do the job the creator should have done yourself: select the items one by one in your inventory, select "Attach to" and a suitable point fromt he list that pops up. You only have to do it once for each item. The sofware will remember your last choice and use that for that item from then on. For fixed mesh, prim and sculpt attacments, it's important to choose the right attachment point since they will move along with the body part they're attached to. Fitted mesh doesn't though so for that you simply choose whichever point you want.
  15. Rental Prices -- Through the Roof? :D

    It's going to be very interesting to see how LL can explain that - if they can explain it at all. Paging @Dakota Linden...