more attachment points
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Zanya Resident
A good head, body, and hair can take up 8 attachment points just on their own, and basic utility HUDS another 6-8, so this is long overdue. At least another 10 would account for mesh bodies and parts without substantially affecting lag.
Lindinha Hyun
It would be very good
Rheia Silvercloud
For individuals with particularly complex avatars, especially furry ones, one ends up easily hitting attachment cap in some cases just including ones' head, ears, eyes, mouth, tail, HUD for the head et al, hair, hands, feet, body, body HUD, then clothing and any additional HUDs needed. The cap, while satisfactory for human basic avatars, breaks once one slides to many if not all forms of non-human, be it furry, alien, etc., that uses unusual or non-human body parts. While understandable that this cap may have been put in place to prevent computers from 2011 from being overwhelmed, especially in a modern mesh environment, it has become an increasingly tight straitjacket since.
steph Arnott
Rheia Silvercloud, nothing to do with computers from 2011, it is because of several factors such as broadband date downloaded packet and LL server sim load. LL has to find a goldylocks mean else vast majority will have data capping implimented by service providers. Result sim crash, massive lag avitar complixity reduced to under cap limit.
Rheia Silvercloud
steph Arnott To be honest, it's also about client-side issues, and those are built for lowest system possible to run SL circa 15 years prior. The sim itself, which isn't actually displaying the avatar (and thus suffers no lag regardless), isn't the primary point of issue here. The client, which DOES have to display the avatar at the chosen level of detail (dependent upon client settings) is the bottleneck and possible point of failure. Thus, LL sets things up with the idea that SL must run "acceptably" (a term as variable as I could possibly imagine, as I have never to this day seen what that means in terms of hardware vs. performance) on a machine approximately 66% of the age of SL in the first place. Currently, even a modest (and no longer commonly used, possibly defunct) service such as Digital Subscriber Line can handle the actual data bandwidth.
AlettaMondragon Resident
YES! 150 at least!!!
SL Feedback
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SL Feedback
Hello, and thank you for your feature request regarding more attachment points. This is indeed a popular suggestion among our residents. We found that another resident had previously brought this up in Second Life's previous bug tracking system (BUG-232322). We are merging your comments with the existing request to help prioritize it. While we don't have an estimate on when this might be implemented, please keep an eye on future updates. We appreciate your input and hope you continue to share your ideas to help improve Second Life. Thank you! ♥
Rheia Silvercloud
SL Feedback Another option, though one likely highly controversial in the eyes of both creators and Linden Labs would be to enforce bodies, heads, and other attachment / rigged items to be Copy/Mod/No-Trans, thus allowing the items to be linked together seamlessly to eat only one single attachment point. The same for clothing. This one change would permit avatars to make use of TWO attachment points if all body parts are linked and all (rigged) clothing items are linked, leaving only unrigged props and attachments as free-floating. This same method would also stop single-point overcrowding (too many attachments on a single point such as the Right Hand).