[sldev] Rendering Limits
Ann Otoole
missannotoole at yahoo.com
Thu Jun 18 08:18:01 PDT 2009
Soft,
It is your opinion you are expressing as to what is overkill.
Which is why we need Linden Lab to be converted to a standard corporation where software developers are relegated to coding to customer requirements and do not make any decisions whatsoever.
You are going to experience a severe backlash over your decision to destroy most of second life.
That being said as long as you do not disable the customer's ability to opverride your unqualified decision that was not based on customer requyirements then it is all good. Because everyone is just going to up rendermaxnodesize to get the viewer back to where it was operating perfectly well.
Also you should be embarrassed for categorizing as and calling most of the content creators and artists in Second Life griefers.
We made this world. You would not even have this job if SL did not look good because of our work.
We pay your salary.
________________________________
From: Soft <soft at lindenlab.com>
To: Harleen Gretzky <gretzky.harleen at gmail.com>
Cc: sldev <sldev at lists.secondlife.com>
Sent: Thursday, June 18, 2009 10:45:30 AM
Subject: Re: [sldev] Rendering Limits
I'll attach the diff. It addresses cases where baddies were creating
attachments tuned to lag out viewers with wild vertex counts. With the
necklace for VWR-13868, view it in wireframe mode or turn on
render->info displays->sculpt to see why it's a really unusual asset:
at the typical resolution and view distance, it's going to have like
30 faces per pixel. It's literally got more polygons than both teams
in a typical console basketball game.
If anyone is really attached to affected assets and wants to
contribute an alternative patch, it might be possible to do something
like dropping LOD on sculpts and tori when a set is wildly expensive.
I think more time didn't go into that because the few non-griefer
assets we were given were overkill for a space the size of a room, let
alone as an attachment. There are many more tasks requiring graphics
dev time, which affect more resis.
On Wed, Jun 17, 2009 at 9:02 AM, Harleen
Gretzky<gretzky.harleen at gmail.com> wrote:
> Can you elaborate on what the new rendering limits are?
>
>
> On Wed, Jun 17, 2009 at 9:35 AM, Kent Quirk (Q Linden) <q at lindenlab.com>
> wrote:
>>
>> rendering limits where we never had them before
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