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About ChinRey

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    Lag fighter

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  1. Sansar Vs Second Life - Discussion

    Maybe but there is one small problem: Time Will End in Five Billion Years, Physicists Predict Then again, physicists have been wrong before so there's still hope.
  2. Verticles

    Can somebody vertify that?
  3. July’s Marketplace Fixes

    Does MP have HAVOK? I thought that was in-world only.
  4. Verticles

    Unlike Blender, Second Life can only handle one normal per vertice. That means, if a vertice is shared by two or more triangles pointing in different directions and with sharp normals, the uploader will have to split the vertice into several, one for each triangle.
  5. Technically that's nothing new, we launched the original one at Colabor88. Or possibly Uber, it's so long ago and I've been trying to supress the memory of it all. (If I sound especially grumpy today, it's because I was reminded of the misery.) To be fair, if you turn up with a good old system avatar with not too many sculpts or flexis in your hair and not too many polys in your shoes, you won't have any problems. But if you arrive with a relatively low lag mesh avatar, there's a good chance you will be kicked out while others with far heavier avis may pass with flying colors. I think we need a bit of history here. The ARC feature was added to lsl long before the jellydolls, back when LL couldn't care less about client side load. When Oz read my JIRA, showing how badly his predeccesors had bodged that job, he probably didn't believe his own eyes. The server wouldn't have to actually laod the mesh btw, it would just need the key data relevant to the render weight formula. Anyways, there is a moral here - and I'm actually serious: Any code and feature added to the SL software after Cory Onderjka was fired in 2007 and before Oz and Ebbe took over in 2014, is presumed to be fatally flawed unless proven otherwise. (I have to add that I can think of two features right away that have been proven otherwise. They are still the exceptions, not the rule though.)
  6. You can say that again but if you expect anybody to listen, you'll be sorry. As for Linden Lab, they couldn't care less. I did actually file a JRIA about it but LL showed no itnerest in the matter whatsoever. But since I had to waste time doing LL's job before I filed that JIRA, I might as well post a little about it here for the few who are interested. In addition to all the flaws of the ARC system itself we are all familiar with (and the ones that aren't quite as well known yet) the lsl flavour has an additional quirk all of its own. The values are not calculated serverside. What happens is that the server requests data from all the clients in the same region and the neighbor regions (presumably to find some use for all that spare bandnwidth we have) and then it presents the average of them all. That means avatars more than 4,000 m away from you may influence the number - and influence it a lot. This is not jsut a theoretical possibiity, it's exactly what happened during my final test before I filed the JIRA. I was all alone in a corner of a premium sandbox trying to figure out why the ARC meter gav the correct reading there but not at my home in Coniston. Suddenly somebody tp'ed into the neighbor sandbox in the corner furthest away from where I was and high in the air, and the ARC meter's reading dropped to a half. Case solved. i wrapped it up, filed a JIRA and waited for LL to do something. When they chose to do nothing, we withdrew the meter from the market since neither me nor Hattie are the kind of people who like to fool out customers. I think it took almost a year before the kind of people who do like to fool their customers caught on and started foisting dysfunctional ARC lag meters onto unsuspecting buyers. The experience taught me two things: Honesty doesn't sell in Second Life and never trust a Linden's competence - always check and double check the facts yourself.
  7. How can Linden Lab encourage better content?

    An object specific LoD factor was suggested by users when LL developed mesh but they rejected it. Of all the countless mistakes they made with mesh, that may well have been the biggest. The LoD system we have is really only suitable (and barely so) for medium sized object, sizes between - say 1 and 5 m. Smaller objects tend to siwcth to lower models way too soon while larger objects stay way too long at higher models. For all our complaints about poor and neglectful builders, this is the real reason for all our LoD problems and it's all because of the shoddy workmanship that was the hallmark of LL developers between 2007 and 2014.
  8. That's true but the OBJECT_RENDER_WEIGHT parameter of the llGetObjectDetails() function pretends to do it. I was the first to write a commercial render cost based avatar lag meter script and Hattie Panacek made a really cool atompunk styled container for it. It sold quite well but we withdrew it from the market after a week or two because it turned that the numbers it came up with had no relation whatsoever to any known or theoretically possible reality. That hasn't stopped others from launching similar products based on the same (dys)function though and they are occasionally used to harrass innocent visitors the same way as the old style script based lag meters.
  9. harassed verbally by owner of a public spot

    Find a friendlier place to hang out. Whether we like it or not, the landowner is the sovereign ruler and can essentially do whatever he/she pleases. Fortunately there is no shortage of dance clubs in SL so it's no big loss.
  10. Your dream house

    I suppose I have to add a disclaimer: I am not in any way associated with Cain Maven, I haven't even met him. But I do see that particular house a lot on the pirate grids where they are frantically copying whatever is trendy in Second Life and don't bother paying for anything so I suppose the style is popular in SL too. My own houses are in very different styles from this and intended for very different market niches.
  11. Your dream house

    I don't suppose I'm the kind of person you really want answer from since I build houses myself and also run a community but... 1) Type of house: Cain Maven's Siena III is by far the most popular house among the copybotters on opensim and since the copybotters are thieves and don't pay for anything, they don't have to worry about the money. So: Late 20th Century mediterrean style luxury villa texured in toned down light, earthy colors. Think people looking for a digital facsimile of the life in luxury on the Riviera or in South California they dreamed of when they were young all those years ago. 2) Size: Huge 3) Surroundings: island with palms and a sandy beach as far away from other people as possible. 4) Public places: just make sure there are no clubs or malls in the same sim. I know, this is the ultimate Second Life cliché but it is popular. There are several other niches of course but if I was to start an SL house building business today, that's what I would have gone for.
  12. 30 alts and bots crammed into a safe point

    I never noticed those signs but they make perfect sense when we remember that the safe hubs are exactly the opposite of what they're supposed to be.
  13. 30 alts and bots crammed into a safe point

    Because it's a safe hub where nobody will harm you or bother you. At least that's what it says on the tin. And if by sheer coincidence your first visit happens to be during one of the 24 hours of the day when it isn't a pleasant place to be, try again. And if you happen to be unlucky the second time too, well three's a charm. I do agree that trying a fourth time is a bit too much though...
  14. Oh yes, LoD butchery is by far the worst offense a builder can commit. And since I've been so critical to the Mole's lack of understanding of LoD, they are erring on the right side, I have to give them that at least. If you don't know what you're doing, add some extra struts and braces. Excessive weight is bad but not nearly as bad as collapsing builds. The two fundamental principles for optimisation are very simple and easy for anybody to understand if they want to: TANSTAAFL: There Ain't No Such Thing As A Free Lunch. Every single byte of data adds to the overall load. Anything you can leave out without reducing the overall effect, is a plus. Content may be King but without Queen Context he is nothning at all. That's Chin Rey's addendum to an old magazine publishers' slogan but it's really just the basic law of art as old as art itself. We never see details isolated, it's always how they relate to their surroundings. That's how the human brain works - it's all about patterns and connections. The moment we understand that and try to create scenes from components that support each other rather than fight each other, we can simplify a lot and still improve the overall look immensely. Sadly both these principles are far too often ignored in Second Life, by the Lindens, by the content creators and by the users. But once you aknowledge them and try you best to follow them, you're doing what you can do and anything bad that happens is not your fault. And if the resource management system fails to recognise your effort or even - as is too often the case - punishes you for it, it's the system that is wrong, not you.
  15. It's "only" 750 1024x1024 textures though. It is a very extreme example of course but objects with 50 or even 100 MB of texture data aren't at all uncommon and you don't need many of those before yuo get to 3 GB and more. You do have a very good point but not the apparent one. Yes, I really hope all that data isn't actually stored in VRAM but if it isn't, it'll have to be stored somewhere else on the client computer and that's bad enough. Hopefully we'll get an answer to that soon. I asked Beq about Fs' new VRAM readout yesterday. She couldn't give me any answers right away since it wasn't her code but she promised to check it out for me. Hopefully we'll hear from her soon. Anyway, I seem to argue against myself here since I've usually been far more concerned about geometry than textures. But both are important and textures happen to be the topic for this particular thread.