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ChinRey

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Everything posted by ChinRey

  1. ChinRey

    Animesh and LI sky rocketing

    To be fair to Oz and his crew, "has been" is a key phrase here. There was a noticeable change in attitude towards computer work load almost from the day he took over and they've been working on it ever since. Yes, they could have done more and I often feel they should have done more. But they inherited a closet crammed full of skeletons, old habits die hard and any improvements in resource management is bound to meet a lot of resistance from users and probably from other parts of LL too.
  2. Yes but to me at least it's all about suspension of disbelief. Good litterature, movies, art and music are very much designed to allow you to let go of RL and accept the alternative reality they present. It's a bit like stage magic. You know it's not real (hopefully), it's an illusion. But you want to believe it and if the magician is good enough he or she makes it as easy as possible for you to believe in it. Second Life is not like that. It's crammed full of classic illusion breakers so everything in it always feels fake. Except the people of course.
  3. This is where we really really nee a "Hug" response on this forum!
  4. Subtract the bots, the multiple alts logged on simultaneously, the newcomers who never make it out of the starter sims, the builders so immersed in Blender they've forgotten they're also logged on to SL, the... But you can find friends here and you can find close friends, much closer than I've ever experienced at any other internet forum. Good for you. Not to me though. A good book, a Salvador Dali painting, and old Star Wars movie, those are a few of the works of art that can become real enough I can loose myself in them for a little while. Not Second Life. There are just far too many illusion breakers built into the system.
  5. I'm easily immersed in what I do in Second Life. I can completely loose track of time an place when I build or script or design a landscape or have a really interesting chat with a good friends. But Second Life in itself, no, not at all. My avatar is sometimes I doll I have some childish fun dressing up, sometimes something that keeps getting in the way of my work. The landscape is, well kind'a like the digital equivalent to what moder railroad enthusiasts love to create, only not quite as realistic.
  6. ChinRey

    Help ! What's offensive ?

    I suppose Tari answered that well and truly. I can't remember the details but there was actually a time when the name of one of LL's development projects was flagged on MP.
  7. Maybe I should have called the thread "Thinking Outside the Cube" instead... Anyways, here's is a nice little brain twister for all prim builders: You want to cover a sim completely with prims. And you don't want to use megaprims because they are the work of the Devil. How low can you get the land impact?
  8. ChinRey

    Help ! What's offensive ?

    Not always. I've reported a couple of strange word filter behaviour to them and it's not at all unusual for them to be just as surprised as we are.
  9. ChinRey

    To Mesh or Not to Mesh?

    Yes and no. All those factors are included in the ARC calculation so they show up in that number. Fitted mesh on the other hand, adds several factors that affects the actual lag but ar not taken into account when ARC is calculated. How significant these are, can vary a lot. For some fitted mesh (especially early ones) it may not make much difference at all but other fitted meshes may well be a hundred times as laggy as their ARC says. It's almost impossible to say exactly how laggy a specific mesh avatar is but if you multiply the ARC with something between five and ten, you should be fairly close to the right ballpark for an average modern mesh avatar.
  10. ChinRey

    To Mesh or Not to Mesh?

    I second Chic's advice. Unless you have a partner you want to dress up for or something like that, use an avatar you are happy with. Except if you do role play of course but that has nothing to do with mesh or not mesh. A classic avatar will nearly always be less laggy than a mesh avatar, no matter what the render weight numbers claim. There are a couple of well documented errors in the way avatar render complexity is calculated that give fitted mesh a huge "bonus". My rule of thumb is that 50,000 ARC of mesh avatar is about the same as 200,000-300,000 ARC of classic avatar with prim and sculpt attachments when it comes to actual lag. That's a very rough estimate but it should give an idea.
  11. ChinRey

    Idle thoughts for idle builders

    They're not really. But they have a reputation for being laggy and many builders are a bit scared of using them, at least for walkable surfaces, and I think LL still officially warns against them. This was mainly an exercise in thinking outside the box and explore some prim possibilities often overlooked. If you actually want a full sim platform, find a 256x256 and rez it. I have 11 of them in the sky above Coniston, not counting the seven phantom water planes. Most of them have been there for years and they haven't caused any problems so far.
  12. ChinRey

    Animesh and LI sky rocketing

    Umm... because that is the explanation? But you have a point because it may not be the whole explanation. Does the extra LI apply to stationary animesh too?
  13. ChinRey

    Animesh and LI sky rocketing

    Sorry, my mistake. What I meant to say was that animesh movements are handled by the server.
  14. ... but for some reason I don't think I'm the only one. Still a lovely gesture. Thank you to whoever sent it!
  15. ChinRey

    Animesh and LI sky rocketing

    Animesh movement is done by the server, so the server has to recalculate the object's position several times a second and it also has to send the updated data to the client. It definietely adds both server and bandwidth load. How much, none of us here knows but we can be quite sure Vir Linden does. Edit: Corrected the post according to Wulfie's comment.
  16. ChinRey

    Animesh and LI sky rocketing

    You could say the same about LI/prim limits in general - and also about the max avatars in a region limit. Let people fill up their land as much as they want! https://community.secondlife.com/forums/topic/418292-update-on-animesh-land-impact/?tab=comments#comment-1716658 Maybe also: https://community.secondlife.com/forums/topic/420864-animesh-updated-limits-and-cost-formulas/?tab=comments#comment-1738949 https://community.secondlife.com/forums/topic/428428-slowdowns-in-graphics-performance/?tab=comments#comment-1801555 https://community.secondlife.com/forums/topic/413191-project-animesh-feedback-thread/?page=6&tab=comments#comment-1691221 https://community.secondlife.com/forums/topic/419776-time-table-for-animesh/?tab=comments#comment-1730014 Edit: Come to think of it, no. 2 on that list may partly explain a problem somebody posted about in BB chat a few days ago. @animats, you may want to take a look at this.
  17. ChinRey

    Animesh and LI sky rocketing

    Yes, there is a reason for this, animesh is much harder on the computers and network than static mesh. Land impact is an attempt to measure and control the load on the system, it's not just something LL came up with to be mean. There was quite a lot of discussion among content creators how LI should be calculated for animesh. Some argued that it should be at a level as realistic as possible compared to other items, others argued that it should be set much lower. I belive what LL ended up with is a bit of a compromise. At first an animesh had a base LI around 50 and although that included some margin of error, I suspect the actual land impact of an animesh is closer to that than to the final 23-24. It's certainly somewhere in between. If you ask me, I'd say you got that right. This is about the use of animesh, not the creation of it, so it has general interest and belongs in the general discussion, not in the creator subforums. The moderators may disagree and decide to move the thread. We'll see.
  18. ChinRey

    Idle thoughts for idle builders

    No, it doesn't. If LL had managed to elminate the assets server bottleneck, it would have been in their interest to encourage more prims and less mesh since it would save them a bit of bandwidth.
  19. That's a rather harsh way of putting it. When you program, you often add some temporary code to test something. For example, if you are working on shaders, you may want to check how they affect the actual color of objects. Usually those test code snippets are removed from the final product but LL at least sometimes keep them. They're already there so no extra work is needed and who knows, maybe somebody else will find a use for it some day.
  20. ChinRey

    Somebody loves me...

    😮 😮 😮!!! I'm not even sure if I should feel flattered or offended.
  21. ChinRey

    Somebody loves me...

    Message to all guys here then. Cupid Linden has been around since 2006 and every year late in January he logs on to offer his messenger services to everybody in SL. He's shy and may be hard to find but he's here. And I'm sure he will be next year too so there's still a chance!
  22. Yes but one-dimensional linear interpolation is actually used for scaling images. I can't imagine GIMP actually uses it though, it's the quick-and-dirty solution you go for when (conversion) speed is essential. Laczos is not generally suitable for still images since it tends to add artifacts but no rule without exception. I've said it before and I'll say it again: SL and LL need more mathematicians! Good content creation is soooo much based on algorithms and much of the maths is at a level a bit beyond what it's reasonable to expect programmers and content creators to be comfortable with. We really need more experts to sort it out and create good formulas for us.
  23. ChinRey

    Somebody loves me...

    I never understood this runway model thing in RL either. What if the poor girl is hit by a plane?
  24. ChinRey

    Somebody loves me...

    Oh yes, I see your point then.
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