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Hung4Fun

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  1. if what Nalates said doesn't work. Delete your temp history on your computer. Open C:\Users\<username>\AppData\Local and delete the contents of your Temp folder. Open C:\Users\(yourusername)\AppData\Roaming\SecondLife and delete the contents of the cache folder.
  2. Download Cool VL Viewer Once launched go into preferences and select Recommended settings OR Set draw distance to something like 128 or 256, set max particle count to 512 or lower, set flexprims to medium or low. Under Hardware Options turn off Anisotropic Filtering and Disable Antialiasing and increase Texture memory to 512. Might be a good idea to turn off Occlusion as well but, not necesary. Particles will kill any system. The problem with SL is twofold. 1. Bad geometry. Most people that build things here use way too many polygons which converts to way too many tris. 2. Bad texture usage. Far too many texture calls since SL seems to have no idea how textures should be handled properly. It would be far more economical if some kind of Atlas Texture requirement were used so you would only have one singe 1024x1024 or smaller Atlas texture per avatar. I don't know how they could implement this but, I would theorize you could set limits on single texture sizes per item creation then write some software that will grab that texture and stick it inside an Atlas. for example: 1x pocketbook has 1x128x128 texture 1x hair has 1x128x128 texture 1x av has 1x 1024x1024 texture but only 1x256x256 section of that texture can be used for the characters skin and face. The rest would somehow have designated places where each item attached to the character will copy the texture over and embed it into the main 1024x1024 texture thereby making 4 textures only 1. Eliminating 3 texture calls in software and freeing up bandwidth.
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