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ChinRey

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About ChinRey

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    Lag fighter

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  1. ChinRey

    Tutorial - the virtues of normal editing.

    No, I wasn't, I was simply wrong.
  2. ChinRey

    Tutorial - the virtues of normal editing.

    Also, note that custom normals only show up if you have ALM enabled.
  3. ChinRey

    This is why we can't have nice things.

    They don't make good sandwiches either - always too much lettuce.
  4. ChinRey

    Physics problem EXIT:: SOLVED!

    Obvious answer: Do not use the opensim enabled version of Firestorm to upload with analyzed physics because ti doesn't actually have the analyze function.
  5. ChinRey

    Physics problem EXIT:: SOLVED!

    That's a known bug. The physics display the viewer generates is not relaible for very thin objects set to prim physics.
  6. ChinRey

    This is why we can't have nice things.

    Only in the sense that prim torture is an unneccessary evil caused by thoughtless builders too. Remember to sedate the prim before you shape it and it won't feel a thing.
  7. ChinRey

    What the fitmesh LoD bug actually means

    It could do both of course. A viewer setting to limit the maximum number of triangles and/or pixels for each avatar. If the pixel count is too high, mipmap away. If the triangle count is above the limit, first try lower LoD models and if that isn't enough, let GLOD take care of it. This is actually something GLOD should be suitable for, its crudeness should mean it's faster than other decimation systems. You could try to sell the idea to LL if you want to.
  8. ChinRey

    Most crowded clubs in SL?

    USA seems to be the single nation with the largest number of SL users but it's still less than all other nations combined. Here are some statistics: http://www.netzfischer.de/2007/02/11/second-life-user-statistics-by-country/ I know this is very old data but there is no reason t believe it has changed very much. There seems to be a larger number of South Americans and East Europeans (especially Brazilians and Russians) now but probably not enough to have any significant impact on those figures.
  9. ChinRey

    What the fitmesh LoD bug actually means

    There are no trolls in this thread.
  10. ChinRey

    LI Count and Scripts

    A piece of nostalgia for computer old-timers: https://en.wikipedia.org/wiki/Pentium_FDIV_bug Yes, it seems the weight calculated for each script is exactly 2.5 after all. It's jsut that the number aren't always updated when you add a script. There's one thing I copletely forgot about, the script weight is capped to the number of prims in the linkset. So that third script never added anything to the calculated weight at all, it jsut forced an update of the figures.
  11. ChinRey

    What the fitmesh LoD bug actually means

    You mean you like lag? I don't actually disagree with you and I'll explain why but let's get a few things straight first. The reason why we have these high poly, densely textured meshes in SL, is not that the meshes need all those laggy polys and texture pixels to look good, it's because the makers don't have the technical skills and understanding to make efficient mesh. They may be good designers but they don't understand the material they are working with so they don't know how to make their great designs come true in the best possible way. If you want your car to drive faster, you have two options: you can install a larger engine or you can switch off the handbrake. If you don't know enough about cars to understand what a handbrake is, a more powerful engine is your only option. I know that's a far fetched metaphor but the principle is the same. Brute force can sometimes compensate for technical flaws but it'll never make things better and it always comes at a cost. I think I said this earlier in the thread but I better repeat it because it is important: Optimization is not about simplifying the look of the item. It's all about keeping exactly the same look but reduce the workload it gives our computers. --- There is one thing we tend to forget to mention: this is not about the small time hobby builders at all, it's the big names that dominate the market, provide the bulk of the SL content and make serious money from it. I do actually think we should expect a certain level of professionalism from them and we don't usually get that. Professional design, yes. Professional marketing, certainly. But professional craftmanship is often sorely lacking. Not always - some of the big names have excellent modellers who do excellent work. Too many don't, though. And then there are those who choose the easiest way, reselling content they bought or found on the internet. As Fionalein said, being a good general 3D modeller does not necessarilly mean you are a good at SL modelling. When meshes made specifically for other environments are uploaded to SL by people who don't even know enough to make simple meshes themselves, there will always be problems. As for the small time hobby builders, the few builds we have rezzed across SL won't make much difference to the overall lag anyway and besides, we are slowly but surely being squeezed out of Second Life. Hobby builders tend to take pride in their work. No matter how skilled or unskilled they are, they always try to do their best and put a lot of effort into theit builds. That makes it hard to compete in a market flooded with cheap mass produced content. Hobby builders are hit by the lag level too and many of them have given up. It doesn't matter how much you love building or how good you are at it if you can't even use SL in a satsifying way. Glancing through my own friends list, I think there are more ex-builders there who gave up because of the lag than there are active builders. Do not use variety or creativity as arguments against better load accounting. One of the big negative consequences of the current swiss cheese style accounting system is less variety and less creativity. And do not ever use the small time hobby builders as an alibi for less load control. We are possibly the user group who looses the most from the current situation. --- But as I said, I still don't disagree with imacrabpinch, at least not completely, and the reason is that it's too late for drastic changes. This should have been done in 2011 - no, it should have been done in 2008! So many of the basic premises are set now and it would take some drastic changes to make any significant improvement. The future of SL does not depend on facts and logic. It depends on the current users' perception of Second Life. That perception is very much based on factoids, myths and "how we've always done it" but whether we like it or not, it's what LL has to cater for to keep their users.
  12. ChinRey

    LI Count and Scripts

    It's a rounding error then. Do something that forces the weight to be recalculated from scratch and the problem is corrected. It goes something like this: 2 prims + 2 scripts = 0.5*2 + 0.24999*2 = 1.4998 - rounded down to 1 2 prims + 3 scripts = 0.5*2 + 0.24999*3 = 1.74997 - rounded up first to 1.75 then to 2 2 prims + 3 scripts - 1 script = 1.75 - 0.24999 = 1.5001 - rounded up to 2
  13. ChinRey

    Modern Sim Lag Times

    Good point. I didn't notice this thread until somebody mentioned it to me a minute ago and I'm not quite up to date with what has been said already so maybe I'm repeating things already said. What I've noticed are sudden peaks in ping time lasting a second or two followed by a huge peak in the server's frame time. This happens regularly every few minutes and it happens at all sims I've been to and also the sims people I've discussed it with have visitied. What obviously happens is that the server is overloaded and stalled for a second or three. It's hard to pinpoint exactly what causes it though. In the detailed frame time list, it usually shows up as Net Time but not always, sometimes it's Simulation Time, sometimes Agent Time and it may well be others I haven't noticed too. On one occasion Coniston's Agent Time peaked at well over 40 ms while I was alone in the sim and standing still. Another peculiarity I've seen at Coniston only (I don't have statistics for other sims about this), is that earlier this year script time increased to about four times what it used to be even though there hadn't been any significant changes in the scripts the sim was running. Today it has dropped to half of that - twice of what it used to be with no changes in the actual scripts running at all.
  14. ChinRey

    LI Count and Scripts

    That's interesting. It may be your viewer simply fails to update the LI calculation when you remove one script. Try to take the item into your inventory and re-rez it and see if that solves the problem. If so, there's nothing to worry about, the server will get the LI right and that is what counts. But with two scripts the land impact will be almost exactly 1.5. If the land impact isn't calculated from scratch when a script deletes itself, it is possible that a minute rounding error is enough to tip the weight calculation slightly above or below that magic point. If that is the case, the only solution is to see if you can manage with only two scripts, or maybe even better with a single one. I don't know what kind of scripts it is of course but my immediate thought is that this may be one of the rare occasions when lsl's all but forgotten state feautre may be useful.
  15. ChinRey

    LI Count and Scripts

    If scripts influence the land impact, the LI is determined by the item's server weight and it's fairly easy to calculate: Each part of the linkset (prim, mesh or sculpt) adds 0.5 to the server weight, each active script will add somewhere between 0.2 and 0.3 (I can't remember exactly how much). There's no room for tweaking there and I'm afraid the only way to reduce LI is to reduce the number of parts or scipts in the linkset.
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