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

Carlo Wood carlo at alinoe.com
Fri Aug 14 02:28:55 PDT 2009


On Fri, Aug 14, 2009 at 02:10:31AM -0500, Dale Mahalko wrote:
> 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.

Agreed

> 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.

The limit should really be user definable and be a function of the FPS.

But, a very important number would be the *default* that is set (by LL),
because that will determine who most people will perceive a given scene.
The default should be pretty high, to avoid that noobs won't see
content like jewelery wrongly. If a user *wants* to see missing prims
then that should be conscious choice of that user.

Implementing this limit serverside would be a mistake, since it
is a client problem: a large number of triangles are hard to render.

Different clients will have problems at a different number of
triangles. If a minority of the users has an old, slow PC from
the 90's then that doesn't mean that someone with a state of
the art gaming PC should have the same limit!

-- 
Carlo Wood <carlo at alinoe.com>


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