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ChinRey

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Everything posted by ChinRey

  1. Speak of something else please? Can you imagine how difficult it was to actually experience something like that without typing those four omnious letters "ROFL"? How about.... how about the best profile? I know of a brilliant but completely forgotten builder who changed his profile description to "Fresh air is good for me." And then he left SL for good. Six words, straight to the point, brilliant.
  2. Kelli May wrote: He probably thinks fidelity is something to do with music recording and monogamy is a kind of tropical hardwood. Well, hard wood was defnitely part of the picture there. But not in the way some dirty minds may imagine - unless they are very dirty minds that is.
  3. Magdalena Siemens wrote: Guys here another fun calculation: According to the Grid Survey website (data from LL) there is 1.4 Million USD changing hands on a daily basis in Second Life. There are about 900.000 monthly active users. That means every active user spends about 46 $ per month. Not a bad market place. http://www.gridsurvey.com/economy.php Ummmmmmm did you look at the date of those statistics? Latest available data is from 29th June 2011. Edit: and that's of course my point when I say it's too late now. We have no exact updated figures since LL for some inexplicable reason stopped publicizing them almost five years ago. But in an interview Ebbe Linden let it slip that LL paid out 65 million dollars to users in 2014. There has been some discussion here what that figure actually included and the conclusion was that it must have been total merchants' income for the Marketplace. We don't really know how much is sold through in-world stores of course but it has to be much less than MP, does 15 millions sound about right? 80 millions dollars a year, that's less than one sixth of the 2011 amount. There are far more merchants competing for the sales today than back then and there's this weird thing called inflation that means a million today is less than a million in 2011 - not much but enough that it matters. Is this where I should stand up, find my most dramatically serious voice and say "I rest my case" ?
  4. In the Firestorm viewer in the menu Line: Avatar -> Avatar Health -> Stop Avatar Animations In the official SL Viewer: Me -> Movement -> Stop Animating Me Not sure where the function is hidden in other viewers but they all should have it somewhere by now.
  5. SixIgaly wrote: I am still not sure what is the best way: create the model with all the details and then step by step breaking it down to LOD_0 or start with the most simple one and build it up step by step to the final model or building each LOD from scratch. (It is fun to figure this all out though.) I prefer to start with the detailed model and simplify it. I think most builders do it that way but I know of at least one who does the opposite. I think that is more a question of personal preferences than right or wrong actually. SixIgaly wrote: Of course mesh is mesh, triangle is triangle and so on. Not quite. The dae format isn't a strictly formalized file format but rather a variant of xml, that is a text file describing the mesh. Different programs describe the same mesh in different ways and that can have a huge impact on how well SL's compression algorithm can handle it. Drongle once did some tests demonstrating how you could make significant changes to a mesh's LI simply by changing the order the triangles were listed in in the dae file. I don't know how "SL friendly" Cheetah 3D's dae files are. But generally Blender doesn't perform particularly well there so I would assume a program with such a lovely cat name will do as well or even better. SixIgaly wrote: For me mesh comes in when I want to have more organic shapes which are not possible with prims (as far as I know). You never know, there may still be undiscovered prim shape treasures. As far as I know the equal sided prim pentagon wasn't discovered until two or three months ago (I'm to modest to say by whom) and there may well be others too. As for sculpts, if you actually need all or most of those vertices, if you want smooth normals all the way and if you can find good solution for the LOD, UV map and physics shape issues, a sculpt is usually a better option than a mesh, That seems like a lot of ifs but it's amazing how often it actually fits the bill when we're doing nature. (One thing that really makes me sad btw, is seeing how many great sculpt tree makers have switched to mesh recently, often producing trees with less details, worse LOD and higher LI than their own old sculpt masterpieces.) SixIgaly wrote: Clarifying! I can give it a try with a simplified example: Let's say you have a mesh with 4 LI, you check the exact weights and find that the download weight is 3.7 and the server weight 0.5 (let's ignore the physics weight for this example). Now, link it to seven cube prims, each with a download weight of 0.06 and a server weight of 0.5. The result is a linkset with 4.12 download weight (0.06*7+3.7) and 4 server weight. That gives a land impact of 4, the same as the mesh had on its own. Seven prims to play with and no LI added!
  6. Kwakkelde Kwak wrote: ... So if the store you mention is the one mentioned in the interview (which it can't be anyway because of the non $4 dresses), they'd have to have sold 9 dresses an hour, since the very first day ofSL. That's a fun calculation and quite interesting too. It actually illustrates one important point: time. I think there are two ways to make real money as a content creator in Second Life. One is to spot the next big fad soon enough and jump on it at the right moment. Don't be the first - pioneering entrepreneurs usually fail in SL as in RL - but get in before the competition gets too stiff. If you manage that, you can make really good money for a while. It's not going to last though. Sooner or later the market becomes saturated, or people loose interest or you'll have to compete against too many other copycats. Don't be surprised if there are hundreds of 100 L$ mesh bodies for sale by the end of this year. The other way is to come up with something that sells steadily over time. Spend a day building and listing something nice that sells steadily for a dollar a week for the next five years, yes that makes a lot of sense. But time is running out. Here's a fairly typical example of what a typical new, not yet established creator/merchant has to face ... umm yes, that would be me. Let's say I build a house, a nice moderately big, moderately complex building for somebody to live in. That's hardly fashionable but if it's done well enough, it should be a steady seller. So I spend two weeks building this house and then I list it for sale for 500 Lindens. Now, to be honest I'm not really a newcomer anymore. I can hardly call me an established merchant but at least I'm beginning to gain a reputation, a small but growing customer base and some experience in how SL marketing works. With that advantage and a little bit of luck the house may well sell two a month (with a lot of luck, it may even be three or four). So, four shiny US dollars a month - how long does it take to generate two weeks' worth of RL income? Add to that the uncertainty. When you run a Second Life business, you're figting for a share of an oversaturated and declining market and you're at the mercy of some notoriously buggy and user-unfriendly software maintained by a notoriously irresponsible company who is currently desperately trying to find ways to improve their own profit margins. So, is it possible to make a real life living from SL? Yes, people do. But the real questions are who can do it and how: If you are in the market, manage to spot the next fad and jump on it right after it has started to take off, you can make really good money while it lasts. If you established your business back when times were better, you should still be able to maintain a decent income if you work hard and have a big enough backcatalog of steady sellers. If you want to enter or re-enter the market with "slow and steady sales" items: No, it's too late. For the most part the future of SL is anybody's guess right now but the one thing we can be certain of is that the market isn't going to get any better. If you are new to the market or been away for a while and want to find the next big fad: Yes, it is possible. But considering the investment in time and money and the high risk factor, a lottery ticket is a much better investment.
  7. MoondustMaia wrote: I love landscaping around my houses, but don't have the best graphics abilitiies, so it's nice to see landscaping that looks nice while still being low lag. Thank you I'm really glad to hear it is still low lag. I added 101 new flower beds and 23 LI worth of gravel road just before you visited and was a bit worried about that.
  8. Six Igaly wrote: I just wish I already totally understand the LOD stuff ..I mean, I know what it is, but still don't understand completely how to create mesh that does not collapse and yet is download and server friendly and such. The basic principle is quite simple: The different LOD models are for viewing at different distances so If you know which distances the different models are used at and are able to figure out roughly which details of your at those distances, you're well on the way to make efficient mesh. This is why I always warn people against using LOD models generated by the uploader. The uploader has absolutely no idea what is important to keep for each LOD model. Even the most inexperienced mesh maker can easily beat the most advanced computer program at this. And the uploader is anything but advanced - not tesselation, no dissolving, just crude triangle decimation. So, if you take the time to make your own LOD models and check them out on the beta grid before the final upload, you're off to a good start. But there is more of course. If you just upload your mesh with the perfect LOD models - the kind that looks decent at any distance even without that laggy RenderVolumeLODFactor increase irresponsible builders often recommend - you'll probably end up with a land impact a bit higher than most people here would accept. Unless you find other ways to save LI of course and fortunately there are quite a few techniques there. First is to eliminate unnecessary triangles from all models. Quite often you see meshes made completely from grids of equal sized triangles. That is usually a very bad idea - and a sure sign the maker doesn't understand mesh in Second Life. I don't really see any point explaining here - Drongle already did that so well in another thread only a few days ago: https://community.secondlife.com/t5/Mesh/Mesh-Landscapes-Quirks-amp-Oddities/td-p/3000259 Second: don't do mesh for mesh' sake. There are lots of builds better done as prims or sculpts. If you visited my park and noticed the Backwoods Forest, for example. That's a quarter sim worth of land densely packed with trees. Yes, they are just flat trees - you don't really need anything more than that for an offsim background - but even so, the land impact it would have had as mesh would have been mind-boggling. As sculpts it's just 8 LI. (The effective LI is actually just 2 because of balancing.) Third: Balance the weights. Far too many builders try to put too much into a single mesh. The general rule is: few large meshes give low server weight but high download weight, many smaller meshes give high server weight but lower download weight. It is the highest of the weights that counts as land impact so if you can find the sweet spot there - usually where those two weights are almost the same - you can save a lot of LI. I also think balancing in a larger context. The forest I mentioned has a LI of 8 on its own but it's all download weight. By linking it to objects with higher server weight than download weight I got a linkset with much lower LI than the individual parts had on their own. Fourth: Optimize for compressability. Download weight depends on file size but that is not the same as the amount of raw data. The files are compressed before they are transferred and before download weight is calculated. You can save a tremendous lot of LI by making the mesh as easy as possible for the compression algorithm to handle. This is a little bit of a black art with few fixed rules so it takes quite a bit of experience to take full advantage of it but the basic principles are easy enough for anybody to understand and even they can help a lot. Last but not least, remember: Content may be King but without Queen Context he's nothing at all. Take a look at the tree groups at the western end of the park. If you study them really close, you may notice that they are actually extremely simple meshes. The average number of tris per tree is somewhere between four and five. The only way to achieve that is to make multi-tree meshes in very strict geometric patterns. That doesn't look very good at all of course but the different meshes are positioned to break up each other's geometry and the result are small groves with trees in a very natural looking seemingly random pattern. You can find similar examples all over the park. Everything there is selected and positioned to support everything else as well as possible. Context is perhaps the most important secret behind my park and what SL lacks more than anything else. Too often we see scenes with lots and lots of lovely, elaborately made objects fighting each other for attention. It's like a rock band with 20 solo guitarists and nobody to play bass and drums. Build your virtual world with pieces that fit together and also fit in with what others have already placed there and everything just looks bigger, better, more real. That's the true secret behind good VR building really - and good RL building too for that matter.
  9. Thank you seanabrady, mikka and Rolig. One very important thing I forgot to mention is that this is not a pure mesh landscape. It's probably more than 50 percent mesh but there are lots of prims and sculpts too. And the birds and the bees are particles of course. I don't think anything like this could be possible without using all available building materials.
  10. This may look like blatant self promotion and maybe it is. ;) But not only. I've seen so much talk here and elsewhere about lag, how heavy SL is to run for our poor li'l computers. And of course it's Land Impact or prim count if you like. It costs real money and there's just never enough! LOD - that silly term so few understands: does the build look good at a distance too or just at point blank range? And of course, recently there's been talk about how mesh is The Root Of All Evil In Second Life. I decided to make a little demonstration what we still can build in SL if we as builders take resource management seriously. If by chance anybody are interested, go to http://maps.secondlife.com/secondlife/Coniston/205/116/1802. Just walk slowly down the asphalted path from there and the landscape will tell you the details.
  11. Quick(-ish) explanation first: Land Impact is an attempt to estimate how much load an item gives Linden Lab's servers and internet connection. Originally the calculation was very simple: one prim equals one land impact. This turned out to be to inexact in the long run though so LL introduced a new and slightly less inexact way to calculate LI. LL decided to keep the old prim count system as an alternative for old style builds. The reason for that was that some (although very few) old builds have so high actual land impact they would go over their sim's LI limit and be autoreturned if they were suddenly to be calculated the new way. It is important to realize that preservation of old builds is the only reason why the old system is still in use. That means that any function or feature introduced after the new LI system, will switch the entire linkset to the new LI system. Arton has already mentioned the most common causes but there are more, far more, and the list is still growing. So the question is: what feature does the linkset contain that didn't exist in Second Life five years ago? (Not just visual features btw, scripts with some recently introduced functions will also cause a LI system switch.) Most prims actually have a much lower land impact with the new than the old system so usually you want your build calculated the new way. This is why Pamela is talking about 6 LI for nine prims. Judging by your description, you should actually be able to get it down to five. Huge jumps in prim LI between the two systems are always caused by physics weight and that can be manipulated with the three different physics shape types. If you know how to use those, you will nearly always get a result at least as low with the new LI system as with the old. Slightly longer explanation: I wrote a notecard about the LI jump problem a while ago (Wow, nearly two years ago actually! Time runs fast!) If anybody wants a copy of the notecard to share with their friends and fellow builders, just contact me in-world and I'll give you a copy. It's supposed to be freely distributed. If you just want to read it for yourself, here is the complete text - my sneaky promotional links and all. == LAND IMPACT MYSTERY SOLVED (OPQ Guide Cards to Second Life: Builder) v. 1.1, 2014-04-21 by Rey (ChinRey Resident) Just a very short explanation to one of the problems most builders run into every now and then: Why does the land impact (or "LI" or "prim count") suddenly raise or drop when objects are linked together? Index: 1. The History of LI 2. The Jumping LI Problem 3. The Solutions 4. About OPQ 5. Copyright Notice ------- 1. The History of LI Originally the land impact of a linkset (that is a set of objects linked together) was calculated very simply: 1 LI for each prim. That didn't work in the long run though. LI is supposed to indicate how much load an object puts on the servers and the network and different types of prims can be very different there. The problem became even more critical with the introduction of mesh - there simply is no sensible way to handle meshes with that old system. The only solution was to introduce a brand new model for calculating LI, based on three of the four "weights" an object has. This modern calculation is far from exact but it gives a much closer estimate of the actual load the objects causes. There was still a problem though: Quite a few older builds would break under that new calculation method, that is their LI would increase beyond the limit allowed. The solution to that was to use both calculation methods in parallel: anything that could have been built before the new LI formula was introduced still has its LI calculated the old way, anything that includes features that didn't exist back then, is calculated the new way. Quite confusing and hardly an ideal solution but there really was no alternative. --- 2. The Jumping LI Problem One problem this dual model causes, is that the LI of a linkset can suddenly jump up or down when objects are added or modified. It only takes a single object with a single modern feature to switch the whole linkset between the two formulas and the difference in LI can be huge. Usually the modern formula gives the best (that is lowest) result but there are exceptions and it's not that uncommon for LI to increase by several hundreds - or even thousands - if the modern LI formula is triggered. --- 3. The Solutions a) To trigger modern LI calculation This is what you usually want to do and the solution is simple: just introduce one modern feature. Usually what you do is "convex" the linkset, that is change the Physics Shape Type to convex hull. One minor warning though, some prims may act a little bit funny when convexed. If that is a problem, just keep the physics shape type of those prims as "Prim". You only need to convex a single prim in the linkset to trigger modern LI calculation. b) To fix LI jumps The reason why the old method of LI calculation is kept is that some older builds have very high actual LI - in extreme cases several hundred or even thousand times the number of prims they contain. There aren't that many of them but it can be a rather nasty surprise if the one you're working on is one and you do something that triggers modern LI calculation. The simplest and most obvious solution is of course to revert the build back to its original state. But maybe you'd want to fix the problem instead? As far as I know, huge LI jumps are always caused by physics weight. (In theory it can also be caused by download weight but I can't think of many realistic scenarios where that will actually happen.) So the first thing we should try do is to reduce the physics weight. No, the very first thing we should do is take a backup copy of the linkset into our inventory, *then* we take a look at the physics weight! An object in SL can have three different physics shape types: • Prim: more or less the same as the shape you see. • Convex Hull: A simple rectangular or triangular box around the object. Can give a much lower physical weight than prim. • None: No physical shape at all. More or less the same as phantom - except it works for individual objects within a linkset. Removes physical weight completely. The physics shape type determines the object's interaction with an avatar. It's the shape you crash into or walk upon. Usually it has no other function than that. To minimize physics weight, keep all objects that actually need a detailed physics shape (the ones with walkable surfaces, hollow prims you're supposed to walk inside or through etc.) as "Prim", change all objects you're not supposed to interact physically with to "none" and change everything else to "Convex Hull". Smaller LI jumps can be caused by download weight or physics weight. If it's physics weight, you can use the method above but usually there's no simple way to reduce download weight so if that is the problem, the only easy solution is to revert the build. That is, unless you're desperately short on LI, you can just leave it as it is. After all, the two different calculation methods don't affect the actual lag/load the object generates - the modern LI calculation is just a more accurate estimate of it. So unless you're running out of LI, the jump doesn't really have any practical significance. c) When the LI count doesn't revert Sometimes when you revert a linkset to use the old formula, the LI figure you get in the Build window stays high. It might be that there is some minor detail you missed when reverting the build but most likely it's just that the data isn't updated. If so, you can unlink and relink to force another recalculation but there's no real need to worry. The LI count you read in the Build window is calculated by your viewer and not the server and it shouldn't take long for it to be updated anyway. --- 4. About OPQ OPQ Main Store Marketplace stores: OPQ Builders' Supplies: https://marketplace.secondlife.com/stores/167633 Bel's Scripts: https://marketplace.secondlife.com/stores/165683 OPQ Gardens and Landscaping: https://marketplace.secondlife.com/stores/167694 OPQ Interior: https://marketplace.secondlife.com/stores/167689 Chin Rey Houses: https://marketplace.secondlife.com/stores/154697 OPQ Estates: https://marketplace.secondlife.com/stores/167695 --- 5. Copyright Notice This notecard was written 25.03.2014 and updated 12.04.2015 by Rey (ChinRey Resident). Please feel free to distribute it any way you like as long as you don't change the text or charge any money for it.
  12. bebejee wrote: So business is still good in here, thats nice to know. That depends on what you mean by "good". The mesh body market is still booming and will probably do so for many months to come. Some of the most successful names there not only makes a living, but a very good living even. Some of the old established merchants are still able to make a living from Second Life. All the ones I have talked to have had significant drops in their sales though and many have given up. I don't know of any newcomer the last year or three who has been able to reach that kind of sales level. I'm not saying it's impossible but one of your most important assets if you want to sell in SL, is your reputation. If you are a completely unknown name to everybody, you're really, really fighting an uphill battle here.
  13. Vulpinus wrote: I knew not to believe that from previous experience, but how on Earth can I know what it really is without uploading the object? With triangle based physics you can't really. That's what we have the beta grid for. My personal record is more than 30 test uploads before I managed to find a usable phsyics shape. Somewhere on this forum there is a a picture of them all...
  14. Idho Yue wrote: - Does Governance team really exist? Yes. I've seen them inworld fighting griefer attacks twice. Idho Yue wrote: - If it exists, does the members of that team know that their salaries are paid with my money… The problem is that you don't send abuse reports to the Governance team but to the Abuse department which again is supposed to inform Governance. But I'm not sure if the Abuse department exists.
  15. Thank you. I didn't actually know I was in a release candidate viewer. I suppose that explains it.
  16. Is there anybody who is able to explain what today's viewer update really was about and why it was a mandatory one? Except for one seemingly minor point, the release notes (http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/4.0.2.310349) are identical to the ones for the update eight days ago (http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Release/4.0.2.310097).
  17. To add to Rolig's answer: do not blame the merchant if you don't receive something you bought on the Marketplace. MP deliveries are all in the hands of Linden Lab and there is absolutely nothing the merchant can do about it. But as Rolig said, most merchants are happy to sen you a new copy if you give them the transaction number and explain the problem.
  18. Jack Allandale wrote: well considering the last 2 days, i can say chances is %100.. because i had to wait 1 hour to log into my parcel. region was full.. i dont know if all residents are logged at the same time but maybe someone invited 5 friends and some couples came to their home. Wow, that's rather amazing. So that's where all the people in SL are then. If it happened only once, it may be that somebody was holding one helluva party for their friends right then. If it happens regularly, somebody's running a public club at the sim. Jack Allandale wrote: i wasnt able to log into my place i couldnt see what happened there. It is possible to get some idea what is happening: look up the sim on the map and see where the green dots are located. That should tell you which parcel is causing the problem.
  19. gailahorn wrote: I have an object with an animation in it. Its a holding animation. But I want the rest of my AO to work properly while I hold it. So I can still walk and it moves and does it thing but has the pose only in my arms. Sounds like whoever made the hold animation locked too many bones. Unfortunately that can't be changed after upload so the only option is to replace the animation.
  20. The Mesh Body Addicts blog has reviews of just about every mesh bodies on the market: http://meshbodyaddicts.com/
  21. Jack Allandale wrote: is this mathematic right? Yes but what are the chances everybody are logged on and at home at the same time? A residental sim with all parcels rented out is bound to have a large number of passive tenants who only log on once a year or so and even the most active users are only likely to stay in their SL homes for a few hours a week.
  22. I have mobile broadband as a backup internet connection and have used it a lot for SL with no serious problems in the past. It's a very fast broadband though and besides, I haven't tried it for almost a year and SL has become a lot heavier to run since then. Not sure how well it would work today. As for the connection speed, the computer and connection that can handle everything in SL without problems don't exist. The most complex scenes here can give even game streaming servers located close to SL's servers a hard time. So it's always a matter of making the most out of what you have. SL will work with a 5 Mps connection but "run" is perhaps not the best word to use there. Whether it works well enough for you is up to you to decide.
  23. Max Pitre wrote: Are these threads still viable after 5+ years? Rolig's links surprised me quite a lot too. Yes, they are a bit outdated but not nearly as much as you would expect for posts that old and there are stil a lot of good info in them.
  24. If you want to create really efficient mesh, the first thing you need to know are the three weights, server weight, physics weight and download weight. This is because they are calculated very differently and it's the highest of those that counts as the LI. In other words, to reduce the LI, you need to reduce the highest of those three weights: Server weight is supposed to be an estimate of how much work it is for the servers to retrieve the object from the database. For a single unlinked and unscripted object it is always 0.5. For scripted objects, add something between 0.2 and 0.3 for each active script. For a linkset it is 0.5 for each part plus whatever any scripts may scripts add. Physics weight is an estimate how much work it is for the server to calculate the physics of the object. Download weight is an estimate how much data needs to be transferred. The basis here is the compressed file size for each of the four LOD models. The four numbers are weighed differently depending on how often each LOD model is expected to be displayed and that again depends on the switch points. Usually the lower LOD models account for more than the higher but there are lots of exceptions to this rule. The switch points are the theoretical distances where the object switches between the various LOD models. It depends on the object's size and also the RenderVolLODFactor you have set your viewer to. The formula for the first switch point is: √(x2+y2+z2)*L/0.48 (x, y and z are the dimensions along the three axises, L is the RenderVolLODFactor.) The second switch point is four times as far and the third eight times as far away as the first. Reducing the server weight is fairly easy: just combine as much as possible into a single mesh and avoid unnecessary scripts. However, big, complex meshes tend to have considerably higher download weight than multiple simpler ones. It's essential to maintain a balance here. The more you combine into one mesh, the lower the server weight but the higher the download weight. Reducing the physics weight can be quite tricky sometimes. Fortunately, nine times out of ten all you really need for physics is a simple cube or even a single triangle which give a physics weight of 0.36 and 0.2 respectively. Also, if you can set the physics shape to none for a part of the linkset after uploading, the physics weight for that part drops down all the way to zero. I really can't go into detail about physics shapes here, that's way too big a topic for a single post and there are already several entire threads about it on this forum. But it is important to realize that whatever physics shape you upload will always be used just as a template for the uploader to generate the actual HAVOK physics shape. That means optimizing the physics model can be quite counter-intuitive at times. Also, be aware that analyzed and unanalyzed physics models are treated very differently (both have their advantages and disadvantages) and that the poly count doesn't matter that much. It's not at all unusual that you can reduce the physics weight by adding polys to your physics model. Download weight is usually the factor that determines the LI. You can lower that by reducing the amount of data, that is the number of vertices and polys, or by making the file easier for the compression algorithm to handle. There are lots of tricks and techniques here of course and in the end it's all down to the mesh maker's skill, experience and judgement. Some points to keep in mind though: As Rolig already suggested, use textures for all they're worth. It's amazing how much detail and quality a good texture job can add to even the simplest model. However keep in mind that textures equals lag. Cover everything you have with high resolution custom baked textures and you'll end up in lag hell! Pay attention to the switch points and reduce each model to the details they actually need to have at those distances, nothing more and nothing less. Calculating the switch points can save you a lot of work but if you think that's too tricky, a bit of testing on the beta grid will do just as well. (You want to do a reality check on beta before the final upload even if you do the math.) Oh, and calculate and test with RenderVolLODFactor set to 1. We're talking serious mesh here after all, not the bodged up LOD disasters we see far too often in SL. Never use LOD models generated by the uploader. They are just way too crude to be efficient. Try to avoid combining big and small polys in a single mesh unless you know what you're doing. Consider splitting a complex mesh into several simpler ones. That will increase the server weight of course but usually also reduce the download weight. A good balance between those two is essential for truly efficient mesh.
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