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Penny Patton

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Everything posted by Penny Patton

  1. That's good information that I wasn't aware of!
  2. Not quite what you're looking for, but Black Dragon viewer let's you hold down the rightclick button on your mouse to move the camera around. Or toggle a third person mouselook mode by hitting the "v" key, so SL controls more like a third person videogame. A couple of really great features that I'd love to see other viewers pick up on. Speaking of third person view, LL apparently was at one point going to add a new third person camera view that was more like what you see in the majority of third person videogames made since 2004, but someone high up at LL overuled the idea. So instead we only have front view and side view camera presets that I wager almost nobody uses except for maybe people who don't know how to alt+cam. Then again, if you don't know how to alt+cam you probably don't know how to change your camera presets, either.
  3. I use the kemono base for a number of anime, furry, and even normal human avatars. It's a great low complexity alternative to the other mesh bodies out there. And good news, if you use any Utilizator head, or any head with a standard SL avatar neck size, there are neck add-ons for the base avatar and some of the popular body mods like the fitted torso.
  4. In addition to the points made by others, a mesh plain will be lower poly than a prim cube. That's fewer faces and vertices for your videocard to render. Optimization is always a good thing if you value framerates, even for simple objects like that.
  5. That door swings both ways. I know of some furry/anime places that discourage or ban regular human avatars. I know a role-play sim that requires everyone have a realistically sized human avatar, dressed in theme for the setting, so your average 8' human male avatar isn't getting in. None of the places I'm thinking of are particularly anti-anything, they just have themes that they try to maintain and the dress code is a part of that. People go to these places because they enjoy the themes and immersion. Not because they're anti any particular group of avatars. I have human, furry and anime avatars. I have fantasy, sci-fi and modern avatars. I typically dress for my mood at any given moment, and go to sims where I can immerse myself in the theme I've chosen.
  6. Both my realistic and anime style avatars smile often. I use the facial expressions HUD from Happy Dispatch, which has a large variety of expressions. It allows you to choose eye and mouth expressions individually, and set the strength for each expression. This helps a lot in avoiding the "creepy smile" look so many avatars have. I think, and I'm guessing here, but at least part of the issue is that a real human smile is not just in the mouth. It's in the eyes, too. Plaster a smile animation on an avatar's mouth but not their eyes and it's going to look weird. The other thing I think causes the "creepy smile" look is the strength of the animation. If I overdo the strength of an expression in the Happy Dispatch HUD it does end up looking a bit maniacal.
  7. I'm not saying it would be perfect, but it would have been a helluva lot better than now where people are pushing a million tris each.
  8. Ditto. As an aside, hair that comes in multiple styles chosen through a HUD are real framerate killers. I tried out some hair this morning that, by itself, pushed my avatar over 1 million triangles. I literally detached everything else and just wore the hair and that alone was over a million tris. Luckily the hair was mod. I was able to unlink the 8 or so alternate hair meshes and only use the version I wanted to use and that was a much more reasonable amount of triangles. I look at it this way. SL is nearly 20 years old. Mesh in SL is about ten years old now. If LL had capped us at half a million triangles back when mesh was introduced, most content at the time would have been unaffected and we'd be in better shape today. If LL capped us at a million triangles TODAY, 4/13/2021, then most content would be unaffected and we'd be in better shape ten years from now. Maybe not great shape, but our hardware would at least have ten years to catch up without the goal posts continuing to shift.
  9. Right. I'm just saying that as far as nail shapes, feet positions, neck sizes, etc could all be alternate attachments rather than every single version all worn at once. The Kemono has like 3 or 4 different necks, two competing brands of feet that each come in like 3 different positions, and at least two different brands of nails (I think they come in different sizes but I'm not sure and not able to log in right at the moment to check) but they're all different attachments that can be worn individually. So I'd only include the variations I'm wearing at the time in my total triangle count, because that's all my hardware needs to worry about. And, again, I'm not trying to prop the Kemono up as an alternative to the Lara, just using it as an example of a different way creators could approach building out their bodies and features in a more render-friendly way.
  10. I'd still count them in the overall triangle count, where I would not with some other bodies, because they're non-negotiable. You HAVE to wear all those additional invisible pieces when using the Lara. That's one of the reasons why I find it easy to believe you could have a very similar body, with identical features, for a fraction of the triangles.
  11. The thing that's not obvious about the kemono avatar I shared is that there's a whole bunch of superfluous triangles hidden from view. The upper torso and nearly the entirety of the legs are are duplicated by the mods I'm using. If I were to take the time to rip apart the base kemono and remove the redundant pieces then the tri count would be even lower. I also included the eyes, head and both finger and toenails in the total triangle count which probably aren't included when we talk the total triangles in the Maitreya body. Maybe later when I can log in I'll tear down a copy of the kemono to see what the triangle count is with just the visible body parts. Speaking of, when we're talking the Lara body being 176k tri, what exactly are we talking about? Are hands and feet included in that?
  12. To a degree, you can have multiple suns and moons. Make one large texture that has multiple suns or moons on it. Also consider that you don't need to use the sun or moon as a sun or moon. Here's a screenshot from an anime night sky I threw together. The moon is actually the sun, and the moon I used to create a Milky Way star field effect.
  13. And a limit on textures. I'm seeing more and more avatars pushing 500mb-1GB of VRAM. Some of us were begging LL for such limits back before mesh was released to the main grid. The Lindens at the time were confident content creators would be sane and responsible. Our mutual acquaintance in the other thread illustrates how wrong they were. ETA: And the breasts are less torpedo-like out of the shirt, but had to keep it forum friendly.
  14. On an alt I've been using the Kemono body+Rei's Chest2 mod+Glutz Leg mod+Utilizator's Normie head+finger and toenail mods+prim eyeballs. All that is a grand total of 39k triangles.
  15. What's untrue is your assertion that performance is dictated solely by the code. Any game artist would tell you that's absolute nonsense. If performance was entirely at the mercy of the code and nothing else then optimizing a game's art assets wouldn't be necessary at all. Retopologizing mesh made in sculpting programs wouldn't be necessary. Normal maps wouldn't be necessary. LOD wouldn't be necessary. These are all tools to optimize art assets for realtime 3D rendering. At the very least now I don't have to point at other threads for an example of the kind of nonsense I described in my original post.
  16. Which part? That people say and believe those things? Or that content in Second Life is really that badly made? Look, I'm just about the furthest thing here from an LL apologist. I'm sure that there are issues with SL's code that could be fixed to make it run better. But I'm also a graphics professional and know for a fact that badly made content creates another bottleneck. SL can, and already does, run much, much better when you optimize the content you build a sim with, and you don't load up every avatar with a million triangles and a gigabyte of textures. And SL's performance problems will not magically go away if you ignore the way content in SL is being made, and blame it all on "bad code".
  17. You should be aware that many people have no idea how tall their avatars are, or they believe themselves to be shorter than they actually are. The reasons for this are that in the official linden viewer, height is reported as being half a foot shorter than your actual height, and the same can be said for many of the scripted height measurement tools in SL. In Firestorm's appearance editor height is correct to within a few inches. The only way for 100% accurate height is to manually measure yourself using a prim. Also, shoes can add a significant amount to height. Especially women wearing heels and platform shoes which can add up to about half a foot of height.
  18. I wholeheartedly disagree with those who say BlackDragon isn't suitable for casual day to day use. I prefer it over Firestorm in all ways except one: BlackDragon is lacking in quality of life features that other viewers have for builders. Like being able to rotate an object at it's root. So I switch to other viewers when I'm doing extensive building in SL. As for people who keep crosshairs visible to see who is looking at them, they're crazy. I hate that Firestorm made it so easy to do. That's creating drama.
  19. This is the issue, yes. But it's really the fault of LL for expecting content creators, largely amateurs with no experience outside of SL, to be responsible and optimize their work like professionals do. Most SL content creators don't even understand the need to optimize. You see it a lot here in the forums. People stating, without irony, that modern videocards can handle 10-20GB worth of textures without flinching. Laughing at the idea of limiting the triangle counts on avatars. Many of them honestly believe content isn't the issue and all of SL's woes could be solved if only LL would finally "fix" SL's code. These people will never change their bad content creation habits unless LL steps in and makes them change. Which LL will not do. They've had several opportunities to do it without affecting existing content, but chose not to. I have trouble imagining another opportunity coming by any time soon.
  20. The trouble with using BOM for clothing comes down to what materials, if any, you have applied to your mesh body. If your body uses materials, then to anyone with materials enabled your clothes will look painted on to your skin.
  21. Ayashi still sells their fatpacks as mod, last time I checked. The individual colour packs they sell no-mod. KoKoLoReS, Action Inkubator, and Beusy all have modifiable hair in their marketplace stores.
  22. Talk about updating SL's engine is overlooking a critical element. SecondLife's content is primarily what's holding SL back. Even if you could completely replace SL's engine without impacting the content, said content would still ensure the performance increase would be minimal. People are decking out their avatars with literally a gigabyte worth of textures and enough polygons to fill out an entire modern videogame map. The sims people build aren't much better. Frankly, it's nothing short of a miracle that SL runs as well as it does. As long as content creators don't care about the performance impact of what they make, and people remain oblivious to the performance cost of the content they purchase, it's not going to get any better.
  23. I don't disagree. Just pointing out that there is no immediate competition. I agree. For the most part. Hard disagree that updating the system avatars would necessarily result in any sort of mass exodus. LL would have to really botch it for that to happen. But I do agree with the broader sentiment that SL's older content is holding it back. As long as it's still making LL money I doubt we'll see them turning off the lights. SL could remain "on life support" for many, many years.
  24. Eh. This is only partially true. While other games and platforms have some features reminiscent to SL's, there's no single platform that provides all of SL's key features, as well as the nearly unrestricted freedom to use those features. I think LL is relatively safe for the time being. No other attempt at a "metaverse" has had any long term appeal, largely because they lack the right combination of features and freedom that remain SL's biggest draws. How long will that last? Who knows? But nearly twenty years on and we've yet to see a real competitor appear. Even LL's attempt at a next gen platform greatly reigned in the freedom and lacked some key SL features. ETA: When I say LL is "relatively safe" I mean there's little chance of a competitor appearing and stealing their lunch money out from under them. SL still does have a problem with retention and gaining new users and that is a long term problem.
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