- Joined
- May 16, 2019
- Messages
- 8
I hope this essay will be helpful to others, and I will also appreciate having feedback.
I would like to know;
Does this guide make sense to a reader?
Have I provided any misinsformation?
Are there any disagreements?
The sub-topics are provided in no particular order, is there a preffered order?
Is the formatting ok?
Should I assume that people already know how to edit objects for this guide? - I am concerned that instructing people on object editing is something that is difficult to cover when I am trying to instruct people about lag and not editing.
To-do list: Add "reduce draw calls"
This is the avatar version of this guide; I am hoping to make a guide for static objects.
----
~~Starry's guide to reducing graphical lag : Avatar parts and clothes~~
Keep your avatar's render-cost down by being careful with the objects and textures that you wear. Graphical weight adds up, and seemingly small things can cause graphical lag -it makes a big difference when it's cumulative. I believe that my instructions will have very noticeable results if everybody follows them.
Graphical lag and long download times are not the same thing, but long downoad times are often caused by graphically complex objects, so the issues are treated as the same for the purpose of this essay.
When objects are rezzed, you can right click and select "edit" and then "more info" in order to see this display cost.
I'm not sure I can really explain an "ideal" render cost, rather, I would suggest the kind of graphical fidelity that you would expect of of a PS2 or Wii game.
How much is ideal depends on how high resolution you want your object to be, and how much graphical weight (potential for lag) and file size (potential for long download times) you're willing to subject on yourself and others.
Beware that other people may have lower spec computers or lower download speeds than you do.
This may take some practice; removing parts from avatars could cause them to malfunction, but is worthwhile when it works.
Hidden objects like these are drawn by your graphics card and yet are not seen by anyone.
It's good idea to keep the original unaltered object just in case you break something, but wearing the object with this hidden prim or keeping it in your region is usually unnecessary.
Scripts can sometimes be removed from the hidden object, placed inside the visible one and used that way.
Scripts are sometimes unnecessary once they have been applied and can be removed before wearing your object or before leaving the object in your sim.
If the hidden prim was used to facilitate easier placement or rotation of an object, it may be worthwhile to remove the hidden prim and then position it anyway. (this won't be realistic for some things.)
Take Note! If you remove the root object from an object, this will change it's name to whatever it's new root object is. This will also unassociate your object with whatever inventory folder it came from.
To remedy this, I name the modified object the name of the folder.
Once I have "taken" my object, this lets me isolate the both of them by name when making an inventory search - this makes it easy to drop the modified object back into the folder.
1014px is (in my opinion) too large for mesh shoes or gloves or hats or anything smaller.
This is one method that may require you to make your object from scratch.
If nobody's going to see your legs, it's worth considering taking them off!
Make a copy of your mesh body and rez it in a sandbox, and then unlink the parts that will be covered by your clothes.
"Take" the rest of the mesh body and apply it to your avatar with your clothes.
It's a good idea to make your original mesh body into one "outfit" in your outfit gallery, and make the new body with missing parts (and clothes covering it up) into a different outfit.
Nobody will ever know you have no legs, and you'll decrease your render cost considerably!
Take note: it's simply a good idea to not wear objects that you are not currently using, such as genitals when you are clothed, or HUDs that you don't need.
Clothing can now be applied to mesh bodies in similar fashion to how they're applied to system avatars and don't need extra clothing layers.
Seek out your underwear and tights in the form of system clothing or BOM clothing, rather than models. It's probably a good idea to include swimsuits and leggings in this category.
You can reduce the cost of your avatar and other items considerably by changing the alpha mode of it's materials from blended alphas to clipped alphas.
Some textures are opaque and were uploaded with an alpha channel by accident- these should be displayed on the "none" alpha mode.
This will also prevent the object from being subjected to alpha sorting problems.
You will find this setting by right-clicking the object in question and selecting "edit", and then selecting the "texture" page - the alpha setting is next to the box with the texture shown in it.
You may want to navigate to the checkboxes and enable "select face" or "edit linked" to select specific parts of the item for editing.
Some textures will be unnattractive on a clipped alpha mode.
If you take an interest in designing textures yourself, then it may be a good idea to design textures to use with clipped alphas rather than blended ones.
It's discouraged that you make models and textures at the level of resolution expected of a modern Triple A game.
Opensim requires users to download model and texture files on the fly, which means you can slow people down if you'r avatar is too complex
In my opinion, the kind of graphical fidelity expected in a Wii game is the maximum limit of what is realistic for people in Opensim to download and display.
It is also my belief that most people here have older or lower spec machines- I simply do not think Opensim attracts the triple-A gamer type.
Well-made Level-Of-Detail models are important for your object to display properly at a distance without adding unneccisary weight to a scene.
I may link a tutorial that I find appropriate in the future. I have to find one first.
For people who don't make their own models, be careful when selecting models to wear- many mesh avatars and clothes are higher poly than they should be.
It is true that we have to compromise with the content that already exists on Opensim. I believe that my own mesh avatar- which I am unwilling to part with, is higher poly than it should be, I compromise by wearing no mesh clothing.
I would like to know;
Does this guide make sense to a reader?
Have I provided any misinsformation?
Are there any disagreements?
The sub-topics are provided in no particular order, is there a preffered order?
Is the formatting ok?
Should I assume that people already know how to edit objects for this guide? - I am concerned that instructing people on object editing is something that is difficult to cover when I am trying to instruct people about lag and not editing.
To-do list: Add "reduce draw calls"
This is the avatar version of this guide; I am hoping to make a guide for static objects.
----
~~Starry's guide to reducing graphical lag : Avatar parts and clothes~~
Keep your avatar's render-cost down by being careful with the objects and textures that you wear. Graphical weight adds up, and seemingly small things can cause graphical lag -it makes a big difference when it's cumulative. I believe that my instructions will have very noticeable results if everybody follows them.
Graphical lag and long download times are not the same thing, but long downoad times are often caused by graphically complex objects, so the issues are treated as the same for the purpose of this essay.
When objects are rezzed, you can right click and select "edit" and then "more info" in order to see this display cost.
I'm not sure I can really explain an "ideal" render cost, rather, I would suggest the kind of graphical fidelity that you would expect of of a PS2 or Wii game.
How much is ideal depends on how high resolution you want your object to be, and how much graphical weight (potential for lag) and file size (potential for long download times) you're willing to subject on yourself and others.
Beware that other people may have lower spec computers or lower download speeds than you do.
This may take some practice; removing parts from avatars could cause them to malfunction, but is worthwhile when it works.
- Get rid of unnecessary hidden prims
Hidden objects like these are drawn by your graphics card and yet are not seen by anyone.
It's good idea to keep the original unaltered object just in case you break something, but wearing the object with this hidden prim or keeping it in your region is usually unnecessary.
Scripts can sometimes be removed from the hidden object, placed inside the visible one and used that way.
Scripts are sometimes unnecessary once they have been applied and can be removed before wearing your object or before leaving the object in your sim.
If the hidden prim was used to facilitate easier placement or rotation of an object, it may be worthwhile to remove the hidden prim and then position it anyway. (this won't be realistic for some things.)
Take Note! If you remove the root object from an object, this will change it's name to whatever it's new root object is. This will also unassociate your object with whatever inventory folder it came from.
To remedy this, I name the modified object the name of the folder.
Once I have "taken" my object, this lets me isolate the both of them by name when making an inventory search - this makes it easy to drop the modified object back into the folder.
- Mesh objects- when made correctly, are less graphically heavy than their sculpted equivalent.
- Use smaller textures
1014px is (in my opinion) too large for mesh shoes or gloves or hats or anything smaller.
- Consider repeating or tiling textures.
This is one method that may require you to make your object from scratch.
- You don't always have to wear your entire mesh body
If nobody's going to see your legs, it's worth considering taking them off!
Make a copy of your mesh body and rez it in a sandbox, and then unlink the parts that will be covered by your clothes.
"Take" the rest of the mesh body and apply it to your avatar with your clothes.
It's a good idea to make your original mesh body into one "outfit" in your outfit gallery, and make the new body with missing parts (and clothes covering it up) into a different outfit.
Nobody will ever know you have no legs, and you'll decrease your render cost considerably!
Take note: it's simply a good idea to not wear objects that you are not currently using, such as genitals when you are clothed, or HUDs that you don't need.
- If your avatar has mesh tattoo layers or clothing layers, remove them.
Clothing can now be applied to mesh bodies in similar fashion to how they're applied to system avatars and don't need extra clothing layers.
- Skintight clothing? Paint it on.
Seek out your underwear and tights in the form of system clothing or BOM clothing, rather than models. It's probably a good idea to include swimsuits and leggings in this category.
- Minimise graphical weight caused by alphas
You can reduce the cost of your avatar and other items considerably by changing the alpha mode of it's materials from blended alphas to clipped alphas.
Some textures are opaque and were uploaded with an alpha channel by accident- these should be displayed on the "none" alpha mode.
This will also prevent the object from being subjected to alpha sorting problems.
You will find this setting by right-clicking the object in question and selecting "edit", and then selecting the "texture" page - the alpha setting is next to the box with the texture shown in it.
You may want to navigate to the checkboxes and enable "select face" or "edit linked" to select specific parts of the item for editing.
Some textures will be unnattractive on a clipped alpha mode.
If you take an interest in designing textures yourself, then it may be a good idea to design textures to use with clipped alphas rather than blended ones.
- Optimise your models.
It's discouraged that you make models and textures at the level of resolution expected of a modern Triple A game.
Opensim requires users to download model and texture files on the fly, which means you can slow people down if you'r avatar is too complex
In my opinion, the kind of graphical fidelity expected in a Wii game is the maximum limit of what is realistic for people in Opensim to download and display.
It is also my belief that most people here have older or lower spec machines- I simply do not think Opensim attracts the triple-A gamer type.
Well-made Level-Of-Detail models are important for your object to display properly at a distance without adding unneccisary weight to a scene.
I may link a tutorial that I find appropriate in the future. I have to find one first.
For people who don't make their own models, be careful when selecting models to wear- many mesh avatars and clothes are higher poly than they should be.
It is true that we have to compromise with the content that already exists on Opensim. I believe that my own mesh avatar- which I am unwilling to part with, is higher poly than it should be, I compromise by wearing no mesh clothing.