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#SECOND LIFE BENTO SKELETON FOR 3DS MAX PROFESSIONAL#
I wouldn’t be surprised if professional coders were looking at SL from a technical standpoint and wondering how SL can even run still, how it manages to keep all this complex shit piled up and not break apart under the sheer load that everyone puts both the server and client every day, every second they use it." Everyone just smacks shit on their avatar expecting the viewer to magically do whatever is necessary to produce usable framerates. "Every fucking blogger blogs about them, blogs in excitement how good it is, how good more polygons are-not understanding what it means. "Everyone puts Maitreya and Belleza at the top of the list for being the very best and finest," as he puts it. The real problem is these bodies are probably worn by hundreds of thousands of active SL users, and in NiranV's eyes, the community has done little to raise the issue: Other graphics experts have also told me the same thing about mesh bodies like Maitreya, Belleza, and SLINK. Stop spamming ‘subdivide’ on meshes and doubling/tripling/quadrupling their polygons when not necessary." These bad practices of human mesh creators need to stop. That's many times more than entire levels in modern games come up with. "Entire scenes in SL consist of up to 20 million polygons. Second Life is often faulted for poor graphics, but a key problem is Second Life struggling to display so many user-generated polygons at once: Just 1-2 of them are enough to drop me from 80-100 FPS down to 30-40 FPS on average… I’d say you generally see 30-50% reduction in your framerate for the first avatar, subsequently less for more." I can see this behavior every day right in front of my parcel where human travel to Firestorm's parcel. But most scenes with single humans, wearing avatars built with either of these bodies, manages to half my framerate, if not make it completely unstable. "SL is a complex system, not even super static tests always show the same results. And they are just bodies - clothes, no hair, nothing."Įven a single avatar wearing one of those bodies can hurt SL framerate performance by up to 5o%, and still more, as more avatars with these bodies enter the same space. So with 100-200k you can imagine how much more straining avatars are. A few games use more, obviously, but 20-40k is standard today. Modern games use roughly 20-40k for an entire character.
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Belleza was something like 200,000+ last time I checked. "Maitreya starts with 80,000-100,000 - only the base body. The problem, he says, is these mesh bodies all have excessive amounts of polygons that the Second Life grid attempts to display to every user in the scene. Those three are the worst ones anyway - Belleza being at the top, followed by Maitreya and then SLINK." "What I see and hear from them, both from friends, personal experience, and their customers when I have to help them with Viewer-related issues, I find more and more reasons every time to absolutely hate them.
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NiranV, developer of the acclaimed, graphics-optimized Black Dragon SL viewer, tells me he's experienced this problem first hand. That's because some of the top-selling mesh bodies in Second Life - Maitreya, Belleza and SLINK - are extremely resource heavy, and tend to degrade performance of everyone around them, including the users wearing these bodies.
#SECOND LIFE BENTO SKELETON FOR 3DS MAX SKIN#
If you're using Second Life and you're lagging for no obvious reason, you might want to take a close look at the users around you. Chances are, the problem is literally skin deep. Update, 9/2020: The creator Slink bodies disputes they are as poorly optimized as reported below, and in any case, have become much more optimized since this story.
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