Page on Nudism and Nude friendly places in Second Life

I’ve added a “page” (untimed article, so it doesn’t show on the wordpress timeline) to my site here on the topic of Nudism and nude friendly places in Second Life. In future it will be found on my list of callout links on the side of the blog.

Pussycat_As_Baba

When I was new to Second Life, naked avatars were everywhere. Mainland was full of people running around nude either in a liberated state or in some form of kink-wear. Two very different communities, but each sharing that same space in the Second Life social dynamic.

Nudity in Second Life seems to be a rarer thing now. The Terms of Service have not changed, but the Second Life community has. It is not all too different from any other fad I guess, including Neko – which was everywhere when I joined, and now its rare for me to find another Neko.

I’m hoping I can either stir up some interest, or get some help in finding places to go that I have overlooked.

So, enjoy the full page, and send me some suggested places.

 

Getting Started in SL Guide updated

joinSecondLifeIts still in progress. It is always in progress. But its now gone through a major revision round and I think, ready again for public consumption:

Getting Started in Second Life

I’m hoping people share that link around. I would also very much appreciate feedback.

One thing still on the to do list that I have been asked about is info on how to buy linden dollars if you’re in a country that doesn’t accept any of the built in payment methods. I have been told this is a problem for some parts of Europe and for Brazil. But I have absolutely no idea what the solution is for people from those places. If you happen to know, please tell me so I can include it.LearningIsland_1

LearningIsland_2

 

Avatar Draw Weight, the Horrors of Transparency Flipping, and “Second Life: Render Speed Tricks from Nalates Urriah”

Ok, today you’re getting three thoughts that are jumbled together in my head, even if they do or don’t belong together… :)

If you haven’t read it yet, here is a very useful list of setting that can improve the speed of your SL:
Second Life: Render Speed Tricks

Simon Linden gave out a note card at Tuesday’s Server-Scripting user group meeting in Second Life™. It gives us the Debug Settings we can change to improve performance at events with lots of avatars.

Access your debug settings off of the Advanced menu:
AdvanceMenuShowDebug

Particularly note:

RenderAutoMuteFunctions

set this to “7” and people with too high an Avatar Draw Weight will render as ‘imposters’ (reduced graphics still images)

renderavatarmaxComplexity

set this to the maximum Avatar Draw Weight you will accept others being before you ‘imposter’ them. The blog recommends setting between 80,000 to 200,000. The right setting here is extremely dependent on your computer’s graphics capabilities – you’ll just have to mess with it now and then until you’re satisfied with the results. This ties in with “RenderAvatarMaxNonImpostors” which is the number of avatars you will render regardless of how complex they are.

So here’s what this gives me in an adult infohub on a day when half of SL is in rolling restarts. So the place is way over packed:

InfoHubAutoRenderMute.png
Notice all those people who are just solid colors now… :)
It hasn’t done so much good for my FPS, but then again look at how stacked it is in here. I can walk around without fear of crashing, in a mess like this.

So there is your trade-off. High cost people look funny now, but you don’t crash because of them anymore. I’m still going slow here because these settings don’t do anything for any problems other than people’s graphics costs… I stood just outside the sim border and cammed around in here at my normal FPS. But cross the sim border and I hit that 7 fps again. By contrast without this when I cam into crowds, I could hit freezes or crashes.

But you REALLY NEED to go read that blog for a full list of many settings that will improve your SL, especially in crowds.

I’d love to get my hands on the original notecard.

I’m wondering if the Linden Notecard explains the math or thinking on these at all. What are ideal values?

For exmaple for “RenderAutoHideSurfaceAreaLimit”, I had to set it to 23.5 before my skybox appeared. Does this mean my skybox is bad for me, or that 23.5 is a good value for me, or neither?

Avatar Draw Weight Notes:

Oh and… NO LONGER VALID Info on Avatar Rendering Cost:

http://wiki.secondlife.com/wiki/Avatar_Rendering_Cost

Which was REPLACED by Draw Weight:

http://wiki.secondlife.com/wiki/Mesh/Rendering_weight

  • I mention both because you still see the first being discussed a lot. People are often not aware it was replaced by Draw Weight. It is VERY IMPORTANT to let people know, because Draw Weight is based on actual difficulty to render things, while ARC was, well, not sure what ARC was based on – but the Lindens themselves said it was not valid metrics. It may have just been values they guessed were important back when SL was new and they did not yet have metrics back telling them what was or was not taxing the system and user graphics cards.
  • So…
    • DRAW WEIGHT is real
    • ARC is no longer used.

That said I see a note in the wiki that an ‘alpha’ is a x4 multiplier on the Draw Weight of a prim – I wonder if this is true of ‘Alpha Blending’ mode only, or also of ‘Alpha Masking’ (the ‘1-bit alpha’ system).

The formula has some interesting curiosities. Like this one:

(-200 points for each baked texture marked invisible)
That makes me wonder how we manage to get our textures into that category. I suspect this comes about in a manner similar to getting things cached.

And this:

for each unique texture (including sculpt textures) in the linkset: + 256 + 16 * (resX/128 + resY/128)

Which means that a sculpty object is going to always be counting up a second texture – thus sculpties end up inherently high in Draw Weight. But not as high as flexi:

flexi x5
Just… wow.

Also interesting that Torus is not mentioned on here, because when this all came about I remember it in a linden post that commented at length about how horrible rendering a torus was on the graphics cards of SL users… Maybe something about torus is already covered in one of the other factors (like how sculpty is hit by the texture issue), or maybe Torus turned out to not be a bad thing after all?

See also this side link:

http://wiki.secondlife.com/wiki/Why_UUID_Flipping_is_Bad

  • First this problem no longer exists. But that’s not why I’m sending you to it. I’m sending you to it to make a point about Draw Weight. There is a note on this page that says:
    • “Transparency — Keep all frames rezzed all the time and use scripted calls to set non-visible frames to 100% transparent. This will cause the renderer to load the object once, and 100% transparent objects are not drawn. The “prim” cost of the object will go up, but this cost is reflective of the actual load of an animated object. “

You may have seen this before with many animated tails. If you wear one, you might see that your system suddenly slows down a lot. I find just wearing one of these can cause my FPS to drop enough that I’m seeing the individual frames… Testing just now, the Somali Tail from lemon Tea cut 10 off of my frames per second.

This “Transparency” system is the new “resizer script” fiasco… its putting a huge number of alpha’d textures all over everyone’s screen… creating massive lag.

Unfortunately this does not seem to be properly counted in Avatar Draw Weight… so the ability to make people using these just ‘auto vanish’ is not really there.

Here’s what switching between two tails does to my FPS:

The impact of using Transparency Flipping – 12.4fps:

TransparencyFlippingAnimationCosts.png

The impact of using Posotion/Rotation based animation – 23.8fps:

PositionRotationAnimationCosts

Yes my FPS is low in general today…

In this test I waited a minute between each switch to make sure all of the ‘loading in’ costs were done. That said, the Jerboa remained the same from the moment I put it on, but the Lemon slowly lowered down from where I was, until it stopped at the 12.4.

If this were about animation choices… I’d show you the Solarian tail. Its true BVH motion using the pelvis of the avatar – super fast, I’m here today talking about render costs… and for that its a distraction.

What I really want you to notice above is the red numbers over my head. They’re about the same. In fact the Lemon Tea is slightly lower. But its having a dramatic impact on performance.

In other words… Avatar Draw Weight measures some reasons why you will suffer lag – but even if the reason is related to a texture issue, Avatar Draw Weight might be missing it…

I’ve picked Lemon Tea here because I still have it in my inventory. The problem it gives occurs with any item, tail or not, worn or rezzed, that uses transparency flipping.

 

Getting Aspect Ratio right on a mesh photo frame

After my last long and technical post. Today I have a simple thought, with a bit of fun. :)PictureFrames

I probably waste a LOT of texture cache on putting up photos all over my SL house… I’ve bought my fair share of mesh frames for this, and find none of them are set up right for the aspect ratios of the images I upload.

This is one of those ‘rather basic’ building things a first time and maybe even experience land holder / renter / person with SL Home might struggle to figure out a way to deal with.

How to get that wonderful screenshot they’ve uploaded to not look stretched skinny or wide, despite putting it into a mesh frame that was supposed to look just perfect.

I tend to upload all of my screenshots as images I have saved at one of

  • 1:1 (the aspect ratio of the modern profile system).
  • 4:3 (old TV and old monitor aspect ratio – in Landscape)
  • 3:4 (basically old TV on its side – portrait ratio)

My mesh frames come in all kinds of random. Usually they are the correct ratio by the numbers on the prim size… but because the builder didn’t check how wide the shadow prim or frame was… the image part can be all over the place…

The ones in this image are from {What Next} – Anna Picture Frames. I have moved the positions a bit for my own setup.

I once tried fixing this with math… and it was a mess. So now I do this:

Rez another prim, set it to one of:

  • 1m tall and 1m wide (1:1)
  • 1m tall and 0.75m wide (4:3)
  • .75m tall and 1m wide (3:4)

Then color it red and made it 40% transparent, and make it thicker (depth) than the photo frame.
PictureFramesRedPrim
Move it over my frame, and use the “gray” corner to stretch it right. DO NOT use the red, green, or blue corners as those stretch individual sides – you want to stretch the whole thing uniformly.

Once it’s “close” to where I want, I switch prims to the frame:
PictureFramesFramePrim
And stretch that on each individual side (red, green, blue) – until my red prim fits ‘as nicely as I can eyeball’ inside the frame.

Now I can put up my pictures and not have them look stretched.

PictureFramesDone

And here you have me Pussycat, and my alts Bunny and Reggae. Which is a lot more personalized than the random stuff that came with this frame.

As I make a bit of a bold return to being a sometime (or maybe mostly or maybe rarely, not sure how it will end up yet) SL nudist, it seems fitting to put up nude art. Good way to test my comfort level with this and see this is really me, or just a passing mood.

I used to / have a lot more alts. But this is the active scene for me now. Recently took the rest of my crowd – deleted their profiles, and tossed them onto an empty spot. Most of them were made back in the days when I was testing things like new welcome centers, the then new single word name thing, and so on – but I kept feeling them temptation to go shopping for them… so I had to cut this down to a manageable list… :P

How to NOT buy bad stuff in SL

Everybody knows they should demo things before buying them… but how many people know what to even look for when demoing.

Sure there is the obvious “do I like it”, “does it fit my avatar”, “does it match my theme”, “is it Copy/Mod or is this store’s owner a jerk?”

But there are three much more important tests that most people don’t know about – even though we all know about what happens when the results of these tests are bad… Most of us just don’t know how to find out before we’ve shelled out our precious loot for the latest fad…

So… Here is what you should really be looking for, how to look for it, and why you need to look for it.


The three steps in the try things out that way too many people never do…

  • Check out its script burden – very important.
  • Check out its avatar draw weight – the most important.
  • Zoom way the heck back and see what it looks like – situationally important.

Script Burden and Avatar Draw Weight will determine whether or not the item contributes to slowing down your SL, maybe randomly crashing you or others, and so on… ie: client-side appearance of lag that is actually your video card freaking out…

Zooming back will tell you how well they optimized stuff. It relates to what happens at a distance far enough to trigger a new ‘LOD’ (level of detail)…


 

So here are some screenshots and advice to show how to check and set all of these:

Script Burden:

Script Burden is my term for two things, Script Memory and Script Time. As users of SL we can only see Script Memory Allocation, and not the actual memory, nor the script time. We “CAN” use the LSL scripting language to find… script time allocation, but not the actual time…

Allocation is like making a reservation at a restaurant that only seats people at tables of 4. If you have 5 people, that is 2 tables, if you have 7 people, that is 2 tables… If you tell the restaurant you expect 5 people, it allocates two tables, and then only 2 of you show up… you still allocated 2 tables… but only used 2 seats…

Script time allocation… that’s like google maps telling it will take 23 minutes to drive there… Even if once you hit the road, it actually only took 19 minutes… you still allocated ’23 minutes’ of your life to expecting to be sitting in traffic… and the restaurant won’t serve you until 23 minutes have passed because that is when you made your reservation…

So its all about guessing here, when we can only see one leg of the elephant…

This is why you will often hear people say checking scripts is useless. Because its guesswork. But an educated guess is still better than just ignoring all evidence…

Checking the script memory allocation of things is STILL VALUABLE. The allocation tends to be a good estimate for how much resources something is going to eat up. If it is high it tends to indicate something that will slow you and everyone in the same sim, and any other sims on the same server, as you down. Yes, each sim in SL shares a server with 4 other sims – you have no idea where they are, but some jerk on one of them could be running a 700mb scripted hair piece from 2009 and totally killing your SL… That jerk might even be you… so here is how to find out if it is you so you can get some control back to your experience… (you can’t do anything about that other person except link them to this blog and pretend you’re being friendly and didn’t notice that giant flashing lag beast over their heads) :P

Here is a screenshot showing where to find your script cost:

ScriptCount

So: World -> About Land -> Script Info -> My Avatar

Older items tend to be very bad about this. Many older items have been repackaged as freebies… so always check this if you get a freebie…

Yeah, my AO is a minor beast… Its the biggest thing I use, by a large amount. But a few years ago it would have been seen as small. Things are getting better in SL… Basically if your total here is ‘under 3 to 5mb somewhere’ you are “probably” not the problem. I say probably because we haven’t checked the other issues yet… :)

(My AO is reasonable, BUT consider that it limits what else I can also wear… especially if I had an older system… or if a friend of mine did, and many do… and I don’t want to be crashing my friends while I’m trying to chat them up…)

No-Mod hair is the most common cause of high script issues – because from 2009 to 2011 there was a popular ‘resize’ system going around the hair shops that required putting an individual script into every single strand of the hair… The linden’s added a new linkset script system in 2010 or so, I made it a freebie, as have others – and since 2011 versions of the linkset system have spread, each working a different way, but all finally low on script memory. However every now and then there is someone still using the old method.

Avatar Draw Weight:

This is the most important test you can run. Its a big performance issue, and a generally unknown factor.

While most people today know about scripts, almost nobody knows about this one. And many who do confuse it with the old system (ARC) that it replaced. The old system… was broken and gave meaningless data. The new system, is accurate and pretty much paints a red sign over the head of all the people around you who probably just aren’t quite aware of the impact of what they’re wearing and why they and/or people around them are feeling so much lag in SL. Keep that in mind… most people don’t know the causes of this stuff. So once you do, lay off the blame game, and just try to help people find solutions.

AvatarDrawWeight

Advanced -> Performance Tools -> Show Draw Weight for Avatars -> Look over your head for a colored number.

And note the 72,604 number over my head there – that is just high enough to start causing lag. People are often way over this. If you bust past 100,000 to 200,000 or so – you can start causing random people around you, or yourself, to crash… I’ve seen people over 400,000; sadly not uncommon.

Ever wonder why you’re happily hanging out somewhere, and then SL just up and dies on you? Now you know… Something with a very high Draw Weight just got noticed by your graphics card.

I saw “Something” and not “someone” on purpose… This issue is even WORSE with rezzed things like houses and furniture… Anyone who’s been happily walking about and hit upon a new scene made in mesh or sculpty and suddenly notices their computer starts crawling or the fan kicks on… that’s bad Draw Weight items around you… Its VERY COMMON in the Gatcha scene… and I see it a LOT in some fancy shops and clubs that are burdening down their build with ‘cute but badly made’ items…

You can’t do anything about it if somebody at a venue you like has rezzed all the bad stuff… except try to tell them and hope they’re not one of those weird folks that freaks out anytime somebody talks to them… BUT you can control it on your own stuff…

I don’t tend to wear that hair anymore as a result… It was about 30,000 or so of the number you saw up there…

So… you just bought some fancy new mesh kitchen and want to know this for it… how do you tell? Well… you actually CAN wear your kitchen in SL… :) So that is one way – wear it, and then check your scripts and draw weight.

Another way is to go into wireframe mode and look at all the lines… This one is guesswork. If the lines are “all up in my business like some crazy cat lady” – so thick you can’t see Jack from Jill… or rather, so thick that you CAN see Jack… if the lines in wireframe are so thick the object almost looks solid… that’s your nightmare object right there. The wireframe test can be done in the store, before you buy it… But its a bit of a guess. I HAVE seen a low wire item that was laggy, and a densely wired item that was low lag… and these were both mesh bodies by the way…

Here is where you can find wireframe mode, with obligatory cat lady in your business:

Wireframe

Develop -> Rendering -> Wireframe

So this is a hint of where to start looking, not the final proof… MOST of the time the more solid the object in this view, the more laggy it is being… but not always. I wish I knew how to tell what kinds of shapes in wireframes were bad… I’ve seen that very point discussed on a Poser forum back in 2000 or so… the shapes of these polygons matters, but what shape is good… Not sure…

And yeah – my tail there is pretty solid. Its the only mesh tail like it I know of… it IS laggy, but it is true animated. There are another few mesh tails that animate by changing transparencies on different parts of the mesh – they are even MORE laggy…

Notice my hair is also pretty solid: but, it is actually a LOW lag hair from booN (booN also makes some cornrows I LOVE on my human alt – best looking hair in SL, but they ARE very laggy, so I had to pack them up and no longer use them… /cry). Shoutout here: booN has the best looking hair in SL in my opinion, half of it is very laggy, the other half is very well optimized. I don’t know why because its not about is it new or old… But the shop has many styles and I highly recommend them. Just test before buying.

See the pink heart inside of me… that’s from the nipples… I wish this modeler made those mod so I could remove that thing – the nipple set is low lag, but it’d be about half the lag it does have if it didn’t have to render a high detail mesh heart inside your body…

But the highest render cost in this entire screenshot? My eyes. Maybe you didn’t notice that they’re basically solid… If I could replace those eyes I could probably double the number of other things I wear. FATE Mesh eyes did get a script reducing update about a year or more ago, but the mesh itself is still too high detail.

Zooming back test, renderVolumeLOD, and correcting popular bad advice.

The last test for seeing the quality of something is to zoom yourself way the heck back, and see what happens. How far back can you go before the item breaks apart visually, turns into a triangle, or some other weird thing happens…

And is this distance too short for you, personally, and how you plan to use the item. For example… does it really matter if that new mesh toilet you bought breaks up into a giant single triangle 90m away, if its going into a bathroom in your little skybox on a small plot somewhere? Probably not…

But if the same thing happened to your hair at only 90m away… then you’re going to end up looking bald to a lot of people. And a few months back I bought some beautiful hair for an alt and had this happen at only 5m away because I forgot to zoom back before hitting buy… /cry+delete…

So this one is “PARTIALLY” a subjective preferences and “how you use it” test… But its one many people don’t know to do because they’re not aware of how mesh is both made and ‘rendered’ (drawn on your screen).

Advanced -> Show Debug Settings -> rendervolumeLODFactor

AdvanceMenuShowDebug

rendervolumeLODFactor

To run this test it is first IMPORTANT to set your “renderVolumeLOD” to 2 (or lower):

Notice the 4 in that image. That’s an old screenshot. Many people, self included, used to recommend 4. I actually used to recommend 9… I don’t know why… It was BAD ADVICE.

Remember that at 4 or higher you have disabled SL’s optimization code… so SL will lag a LOT more at 4 than at a lower setting. You want it at the default (1.00 – official viewer), 2, or at most 3…

A common hack to getting the “Avatar Draw Weight” to be low is to optimize an item by turning it into a triangle at ‘far away LODs’… and then telling people to ‘break’ their LOD setting (rendervolumeLOD) by setting it to 4, so that they never see this… but that breaking actually comes at a VERY HIGH cost… and is one of the biggest reasons users of SL on ‘normal computers’ and not ‘suped up gaming machines’ think its laggy…

Ideally you should have your ‘renderVolumeLOD’ debug setting at either default or 2. NEVER the commonly recommended 4, because at 4 you have disabled SL’s optimization code… slowing down your experience and creating… client side lag…

But once you drop to 2, and zoom back, you quickly learn how badly some stuff is made…

And you want to do this BEFORE testing items so that you can wear them, zoom back, and see if they “break”. If they do – its a badly optimized item. Buy something else.

So… renderVolumeLOD now set at 2, it it time to take your camera up to something silly – camera distance 512m (DO NOT do this normally – you “ping” everything in your camera distance, the farther it is, the laggier your SL, and everyone in your range that you need to ‘ping’ and get an update from also takes a hit. Normally I keep my camera between 64m and 128m – 64m is ideal for avoiding having to see that your neighbors put a building with improper texture repeats on top of a beach that has fullbright trees… AND without using support pillars… :) ).

You might notice that I also have advanced lighting off. I usually have it on – but it has no impact on this test. You don’t need it on or off for testing this kind of thing.

Here I am close up, everything looks good:

CloseUpCamLOD

Just a little bit back, my coffee machine has vanished. I am fine with this because it is usually in my skybox in a small kitchen that’s only about 2m wide by 3m long. Out here it’d be an issue, so I may need to rethink using it here:

MediumCamLOD

A bit more back, the platform has deformed:

FarCamLOD

This kind of is a problem… and as soon as I find a replacement, this platform might need to go… Because honestly that is not that far back.

What is going on here is improper optimization done in order to cause these items to have a lower ‘Land Impact’ cost. This also happens with worn items – but I just didn’t remember any worn things, that I still own, that break so easily – I tend to not buy them, or delete them once I find them (like the alt’s hair I mentioned above)…

Notice that the trees, the art canvas, the table behind me, and the campfire below all never broke. They are all actually LOWER land impact than the platform that DID break… Why?

Because the ‘hack’ to break things at distance LOD is just that – its a hack done instead of doing proper optimization. It is a sign that the 3D modeler is likely a hobbyist who has learned from other hobbyists and has never had to model for a paycheck at something like a gaming company – where having low polygon good LOD models is vital for a video a game to work online…

The stuff that didn’t break – much of it, like that art canvas from Dysfunctional (same shop as the trees – Dysfunctional tends to be quite functional :) ) is actually 1LI items… but they are very well optimized by people who were either professionals, or just hobbyists turned SL merchants that learned from the right training advice (because often hobbyists are way better than professionals… Hobbyists tend to be either very bad or very good, professionals work to standards and end up ‘in the middle’ in most fields… in my opinion)…

The table that didn’t break is made by the same person that made the platform that did break – so just because a builder gets one item wrong, don’t discard their entire brand. Test every item individually unless you start to find a very consistent bad pattern – this platform builder’s stuff is usually on my list of good examples – here is just an exception.

Now remember to turn your camera distance back down after doing this test…


So… I hope the above manages to be useful in informing people on what to test for before making that purchase.

Getting these things under control will greatly improve your SL experience – particularly if you not on a top-end computer.

 

Yes I have called out two or three brands that I like in this. I’m not getting anything from them, I just like them, this is my blog, and I’m going to say my piece on it. :P

 

Footnote on LOD:

Some may wonder where I got the idea that a high LOD is bad. If you think about how LOD works, how your graphics card renders detail, and how optimization works it ought to be obvious. You can see it in any video game really – settings to lower the detail in order to improve performance because the more you tax your system, the harder it gets on that system.

But here is a quote, from a meeting the Lindens had with the Firestorm team some time back. What they say in this, is something you will see said in any real-time 3D graphics platform. This advice is not at all new:

Here is a quote, from a meetings with the Lindens, that covers why a high LOD is bad:

http://modemworld.me/2014/05/20/may-17th-firestorm-meeting-audio-and-transcript/

12:02 JL: If you turn-up your LOD, you’re going to see things really nice … it’s also more complex because your video card is rendering more things … So if you want to take really nice pictures in SL, crank up your LOD; but it’s going to have an effect on the performance of your viewer.

12:55 JL: So what a lot of content creators do – and if you’re one of the content creators that do this, yes I’m pointing at you … is they want their stuff to look really good, so they’ll have their LOD cranked up really high …. and then they’re making their necklace or their shoes … and it looks really great to them, it looks really perfect and they package it up and they send it out. And people who don’t have their LOD cranked up, get that item and it looks like crap. And then the content creators says, “Oh, it’s because you have your LOD down too low; turn up your LOD and it’ll look fine.”

13:40 JL: Let me tell you something. If you’re that content creator, if you’re that person, you are doing it wrong. You make your content at a low LOD, and you make it look good at a low LOD level, and it is guaranteed to look good at a higher level … That’s the way to do it, because that’s how you make sure it looks good for everybody. not be making it to settings most people can’t use … you make your content based on a low LOD level, and that makes sure it’s going to look good on a low LOD level and on a high LOD level.

JL: Don’t tell people to turn their LOD up … it’s not good for them … because they forget they’ve turned it up and then they have really bad performance because they go to a region full of all kinds of prims and avatars with mesh and all these things, and their viewer performance is just utterly crap And they come to us and say, “Firestorm is a piece of crap. I just ran Singularity in the same situation and Singularity runs really well in the same situation!” But it’s not the same situation, because the LOD isn’t turned-up on Singularity …

JL: And that’s very common. People will compare one viewer with another viewer, not realising that they’ve changed a setting in one viewer that they haven’t in the other, and that setting has a huge impact on performance … Just leave the LOD alone in the viewer.

15:36 EM: The ideal setting for most people is between 2 and 4, which is why our LOD slider only goes to 4.

15;44 TS: And in fact, LOD is restricted in the viewer, there is an upper bound above which, no matter how high you set it, won’t make any difference anyway. My fuzzy memory tells me that number is four, but i could easily be wrong. i haven’t looked at that chunk of code in quite some time.

16:03 JL: If you want to do pictures, go into Preferences and crank-up your LOD. But when you’re done taking pictures, bring it back down again. Or just jiggle the graphics slider, because the LOD is affected by what setting you have in the performance slider. So if you choose low, it’ll have a lower LOD, and if you choose Ultra it will have the highest LOD that we would possibly recommend. But for content creators, drop your LOD when you make your content, make it look good on a low LOD and you’re going to be putting out a really good product.

16:57 TS: Which is why the defaults are good choice, because they’ve been tweaked pretty well … for most systems.

17:38 JS: Just generally speaking, we have had arguments, big arguments, internally on the team on what we should make default LODs. We try to follow along with Linden Lab, although seldom do we agree with Linden Lab’s defaults. We’ve spent a lot of time trying to choose what we feel are the safest LOD levels for each quality setting on the slider.

16:13 TS: Linden Lab has a lot more tolerance for low frame rates than we do and what our users tend to do.

So they say from 2 to 4. The default is actually 1.00 (official viewer). Why did I pick 2? Well, a bit of intuition really… I’ve been trying to get it lower and lower over time and trying to find the point where lowering it isn’t helping me anymore, but is instead breaking too many things. I think that is 2 to 2.5 maybe… Now if you’re obsessed about min/maxing what your system can deliver out of SL, you can play around with this and try to find a sweet spot in there that is better than where I’m at.

Most quality mesh still holds up at 2… so I’d rather not go any higher, because I want to maximize every last piece of performance gain I can get…

4 though… at 4 NOTHING breaks no matter how far I go out. That’s a pretty good indication that the optimization is no longer in play… So 4, 4 is too high. And at 2 – yes, you will see a performance gain.

 


See also this more recent article for added information:

Avatar Draw Weight, the Horrors of Transparency Flipping, and “Second Life: Render Speed Tricks from Nalates Urriah”
– You should test with all of that in mind when doing the tests here.


 

 

ps: Just because a person is exploring nudity in SL, does not mean its appropriate to toss your random weird freak sex fantasies at them…

How to set a top-down camera

I’ve always wanted the ability to have my camera stay like this:

TopCamera

when walking about. Not all the time, but for tricky situations. This can be very handy for moving through crowded or cluttered spaces – if you can see all the obstacles and avoid them.

So, here are the settings to do this to your ‘Side Camera’. I don’t use that camera for anything, so I decided to make it useful for this.

cameraoffsetgroupView
X: 1.400
Y: 0.000
Z: 7.300

focusoffsetgroupView
X: 0.000
Y: 0.000
Z: -3.000

Freebie Script release -Visitor Tracking By Parcel Landowner or Region

I put out a new freebie yesterday. I’ve long been frustrated that visitor scripts always gave me most of what I wanted but not exactly what I wanted… so I decided to look and see if writing one would be too complex or not. Figured it all out, and decided to put it out there as a freebie.

You can get it here:

https://marketplace.secondlife.com/p/Visitor-Tracking-By-Parcel-Landowner-or-Region/8125839

The feature set here is simple and yet, I hope, powerful. As configured the script will scan to the parcel limits every 20 seconds and add any names it has never seen before to the list of visitors. So it will only record a person once, and doesn’t do any complex metrics like how long or when or how often. Its just a listing of who has been by before, ever.

When you ask it for the list, it will give them back to you as a link to their profile, shown as “display name (name)”. I’m not aware of any other visitor tracker that gives them back as like like that, and yet that line of the code is directly from the wiki on SL’s LSL scripting language.

VisitorListByParcel

The script also manually updates the list everytime you ask it for the list, right before telling it to you – so that if somebody suddenly appears way out there on your land (and you happen to be near the script) you can use it to just get instant feedback with a link. You can request the list by touching it, or with a chat command to either say the list to just you or to public chat.

And that is fullperms so you can edit it and read what I did. There are some other fullperm visitor scripts out there, but they are very old and use ranged based laggier scanning methods. This one uses a newer LSL command added in 2012 (so not so new actually) that scans by parcels, landowners, or regions. And there are configs in the script to change which of these it will use, as well as how often it will scan.

My included notecard about the script:

This is a free fullperm script to record all visitors to a parcel (or region).

Unlike most visitor recorders this is not based on range, but by parcel or region boundaries.

Names are only recorded once, no matter how often they visit, so this is not a traffic monitor.
The list will reset if the script is resaved or reset.

Names are listed back as profile links, for easy access to information about your visitors.

The owner can either touch the object with the script or say ‘list’ to see the list,
or optionally say ‘listPublic’ to send the list to public chat.

If anyone else touches the object it merely quietly reruns the scan. Otherwise it will scane every ‘scanHowOften’ seconds.

Simply place this script into any object and, as it is currently configured it will scan the current parcel every 20 seconds

You can edit the script and change how often it scans, or change it to scan the region or all parcels in the region owned by the same owner as the current parcel:
integer scanDistance = AGENT_LIST_PARCEL; // this parcel
nteger scanDistance = AGENT_LIST_PARCEL_OWNER; // parcels with the same owner
integer scanDistance = AGENT_LIST_REGION; // this region

Grab a free fullperms copy here:
https://marketplace.secondlife.com/p/Visitor-Tracking-By-Parcel-Landowner-or-Region/8125839

And if you have any suggested modifications / improvements, let me know.

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