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AnnabelleApocalypse

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    Fully automated luxury transgender space communism with glitter sprinkles

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  1. Hello SL hive-mind. I am trying to create some tileable animated water but keep running into an issue. I know my meshes tile correctly when the texture is not animated (this issue is easily repeatable just by using a basic plane with default unwrapping). But when I add my script, duplicate the object and align the new object with the old one, it creates a seam. If the texture is seamless, the meshes are setup correctly and the scrolling speed of the scripts are the same.......what is the issue I am missing here? Its difficult to screenshot but I have done my best. Its very noticeable as the texture scrolls along. Any suggestions welcome, its driving me nuts Thanks!
  2. Do crusty old SL residents want more "game-like" experiences - no. Does SL need more "game-like" experiences to bring in newbloods - yes. I think the Fantasy Faire quest is a good example. They put on an amazing quest-game last year. All props to the creators but the tools available to do that sort of thing in SL are clunky as heck. I personally think any tools to make single or multi-user experiences more interesting and rich is a no-brainer.
  3. As a noob who knows virtually nothing - a lot of realism is brought about by lighting and rendering techniques. Things like "sub-surface scattering" and specific rendering engines (in Daz, its NVIDIA Iray). And a whole buttload of polygons. To put it politely, SL's lighting engine by comparison is lightyears behind. Also being limited to just two types of materials (At the moment) does not help. EDIT - the above is HUGELY resource intensive. So at the moment the chances of getting those kind of avis into something like SL or VRChat are virtually nil. Which has nothing to do with the skill of our creators. Just the limitations of a virtual online world. Put more than 3 of the above super-real avis on the screen of the average 2022 computer, in real time, and I am sorry to say the only thing that will be exploding is your PC.
  4. Look at some of the newer releases on Daz3D if you'd like to see how avatars online could look in a decade or so. And yeah.....they would never admit it but Daz3D is mostly supported by amateurs making teh pron.
  5. I think that is largely depended on the knowledge level of the user. You cant tar everyone with the same brush. The main things that cause lag in terms of user generated content are fairly clear. *Too may polys *Textures too big and/or too many *Bad and/or excessive scripting
  6. I have noticed this a few times over the last few months. I also noticed that if I spin my camera 360 degrees, sometimes the missing items will magically pop back in. Also noticed recently that textures have become suuuper, painfully slow to load when logging in or teleporting.
  7. Dont forget we have floppy ding-dongs now that flap around when you dance. But yeah.....we have had plenty of incremental improvements, but no game changers since mesh. And SL is good at being kind-of-like many things, but not very good at outshining any of them individually.
  8. Actually, what's happening here is that your not reading peoples responses and realizing that SLEA and LL are basically the same people and therefore cannot break their own trademark/copyright. As Rowan pointed out the SLEA team consists of LL employees. So the idea LL are not aware is.....highly dubious.
  9. Thank you! Ill have a mess around. Sorry folks. Derail over.
  10. How dare you Yes I know (I did demo so no harm done). Just Blaise said she was also using Maitreya. So I was wondering why her butt looked nice and smooth while mine looks like a block of spam that's been hit with a hammer a few times.
  11. Just tried this with Maitreya and it made my butt look very lumpy and weird. it also partially inverted my buttcrack at the top. Iz I missing something?
  12. Holy crap. I can finally use my yoga poses without looking like I am prolapsing? This is HUGE. Have to say though, as a trans girl, I wish the built in foof was optional.
  13. I must say, after nearly 10 years in SL and using it with a range of cards from a 1070 to a 3080, changing the LOD setting has never seemed to impact my performance in any noticeable way, so I have always had it at 4. And I go grid hopping quite regularly. Overall Draw Distance has a far greater impact. Its only when I go to very full multi-region areas that my GPU starts to sweat. I always assumed the LOD factor was a sort of "legacy" setting for people trying to run SL on an actual potato. I never understood folks who try to run SL on a non gaming laptop and expect decent performance. I've also pretty much always used Firestorm or Black Dragon. Hearing that the SL viewer is set to 1.25 is kinda shocking. I assumed it would be at least 2. I do have some sympathy with creators who butcher the LOD. We demand ever more detailed objects, and we also want them to be low Land Impact, and also as cheap as possible. I really appreciate creators who make both "high" and "low" LOD items. Seems the best way is to let the consumer decide which is best for their purpose.
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