[sldev] Client-side limitations when rendering lots of avatars?

John Hurliman jhurliman at jhurliman.org
Tue May 19 11:47:31 PDT 2009


These avatars have no attachments and are all wearing the same outfit,
although I'm pretty sure that will still turn into separate texture bakes
for every one. Even 1000 unique meshes should be in the realm of modern
visual computing ability.

John

On Tue, May 19, 2009 at 11:41 AM, Dahlia Trimble <dahliatrimble at gmail.com>wrote:

> 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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