[sldev] Client-side limitations when rendering lots of avatars?
Dahlia Trimble
dahliatrimble at gmail.com
Tue May 19 11:41:36 PDT 2009
Are they really the same mesh? most have different levels of morphs applied
for shape variation, many have prim accessories, and they may be running
different animations. They also have varied textures. I suspect these may be
some of the limiting factors.
On Tue, May 19, 2009 at 11:15 AM, John Hurliman <jhurliman at jhurliman.org>wrote:
> Are there any hard-coded values or other settings in the viewer that would
> prevent it from rendering a lot (three to four digit range) of avatars on
> the screen at once? There's no reason an upper end machine with dual SLI
> nVidia 8800GTX (768MB) cards and 4GB of system memory should balk at drawing
> 1000 of the same mesh on the screen at once in a basic scene. What are the
> relevant settings to tweak with?
>
> John
>
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