[sldev] [VWR] VWR-489 Multiple Attachments per Attachment Point.

Dale Mahalko dmahalko at gmail.com
Fri Aug 14 00:10:31 PDT 2009

On Thu, Aug 13, 2009 at 10:11 AM, Carlo Wood<carlo at alinoe.com> wrote:
> On Thu, Aug 13, 2009 at 02:40:38PM +0200, Marine Kelley wrote:
>> Actually many people need more objects on more attach points, so a
>> limit of 30 objects would be a bit low. And as the viewers are able to
> Instead of limitting the number of attachments (or points),
> the limit should be set on the total number of prims attached,
> and that limit should be set *high*, so that under no circumstances
> users will run into it until they try to abuse it for griefing.

Actually the attachment limit should probably be more granular than
the number of prims, going all the way down to the number of triangles
per face of the prims being attached.

So set the limit at (random example) 40,000 triangles per avatar at
any one time. You may wear any number of attachments and prim linksets
up to 40,000 triangles, but once you hit that limit, the server
prevents any further attachments.

This would also provide defense against "griefer attachments" such
that sure, you can wear one ultra-detail attachment if you like, but
that is going to limit what else you can attach to your avatar, and
you certainly can't wear 30 ultra-detail attachments at once.

If this were implemented, on login to the world, the sim would check
the attachments on avatars and force detachment of objects until the
avatar is under the set 40,000 triangle limit, and inform the user
what has occurred.

This could become a server adjustable limit that estate owners can
specify. "To attend this concert you may only have 5,000 triangles
across all attachments to assure good sim speed for everyone, or you
will be denied teleport access."

And there would need to be a "triangle readout" somewhere, to help
people manage triangles in use, such as an info item in the avatar

Doing this would generally help people to become more directly aware
of the "weight" of various types of prims and how it affects simulator
and rendering performance.

- Dale

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