[sldev] P2P/Squid Web Textures: Enabling Greater Quality Images - draft 2

Dzonatas dzonatas at dzonux.net
Sat Jul 7 09:05:10 PDT 2007


dale at daleglass.net wrote:
> Huh? That's some bad math there.
>   
LOL, i was counting bitplanes instead of bytes. My bad.

> First we see what it looks like, and based on that we could see what
> could be done. Other possiblities include tweaking compression quality,
> or allowing uncompressed uploads but charging more for them.
>   

Even if there is an extra charge, it still doesn't immediately help the 
sim network performance.

>
> IMO, if you want to reduce bandwidth usage that's a very good goal to
> have, but the logical thing would be to start from the BIG things, not
> from the tiny ones.
>
> For example, how about *reducing* quality? Make the price dependent on
> texture size and compression quality. This would give the people an
> incentive to avoid upload things that are larger than necessary.
>   
That has been suggested for awhile even by LL. It would be another 
sim-side change... more things to support... more work piled on LL.

> There's no reason why you couldn't accept uncompressed images only up to
> 64x64.
>   

Thought about that, also. It still doesn't reduce cost on the sim 
network, and it would be another sim-side change.

How do we avoid sim-side changes until they are actually needed? Is 
there anything to prevent the steps being done externally?


-- 
Power to Change the Void
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