Seriously Inaccurate LI Count
Eren Padar
I have a build made entirely of prims. No sculpties, no mesh. When the item is UNLINKED, it totals 56 LI. But if the item is LINKED, the LI jumps to over 800!!!
It seems irrational that there should be such an extreme discrepancy between LI calculations just because a creation is linked. Proposal: that LL re-visits the LI count algorithm and correct this discrepancy. VISUALLY I can validate that the build itself contains only 56 prims... thus 56 LI. Linking such a build should cause no LI increase at all... and to lay the cards on the table... is unfair to residents who are paying a premium for virtual land.
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Allegory Malaprop
You've got something in there that's mixing the LI calculations. Unlinked, regular prims and sculpted prims, without materials, count 1 LI each, regardless of prim torture- or more radically, physics. Physics is usually what causes this radical LI bloat problem.
If even only ONE prim in a linkset is mesh, or has custom normals or specular, or has a PBR material, or has Physics set to anything other than default, the entire linkset changes to meshmath.
Meshmath is some complicated stuff. It's great in that 2 boxes = 1 LI. It's not so great in that your torus is now 800 LI because Physics.
Click the More Info link in the Build tools with the object selected- it's below the top tools selection section, above the position/size/rotation etc. inputs. That will open and tell you where in general your cost is coming from- I'll put a bet on Physics with a jump like that. Mesh LI cost takes the largest of the three variables of Download, Physics, and Server that you will see in that box.
Note: these numbers are only calculated for the entire linkset, when you select individual prims in it, it will load forever and just not. So you've gotta check the full cost without Edit Linked, and then start finding your problems with Edit Linked and see what they change your costs to.
Allegory Malaprop
Download is "how complex is this thing" and mostly (except for tortured prims!) is fractional LI per object (boxes, that have not been cut, twisted, hollowed, etc. are only .1!) of old school prims. However once you've hollowed and twisted a thing, bets are off. Sculpts have a range of Download cost by size- tiny sculpts have tiny cost, big sculpts start adding up and can end up costing much more in meshmath (Download currently has a size component that raises costs, there is a Feedback currently Planned that may change that).
Physics is "how complex is it to walk on this thing" and is...complicated. You can selectively go through your link set and set child prims (NOT THE ROOT PRIM) to Physics None in the Features tab in Build to try to bring your Physics cost down- this effectively makes just that child prim Phantom, but more than Phantom entirely removes it from Physics calculations. Setting an entire linkset to Phantom does NOT change the Physics cost. Again, tortured prims be complicated, so those will bloat your cost. Toruses also be complicated. (Physics in general...it's a mess, and just stick with making anything you don't want to walk into/through/on to None.)
Server is "how many things are here" and is (number of separate prims in linkset) x 0.5 plus (number of scripts in linkset) x 0.25. It makes the floor limit of any linkset 1/2 the number of prims (.5 rounds up) in the linkset, so with simple prims you can actually reduce your LI cost. (It also has a semi hidden ceiling of number of prims in the linkset, so you can have a higher Server cost due to a lot of scripts without that costing ridiculous LI.)