Simplify Land Impact Calculation
planned
Signal Linden
Simplify the calculation of Land Impact (LI) by eliminating all relevance of object scale on LI. It is highly confusing that the size of an object impacts its LI, especially when an object switches from old to new accounting methods, suddenly becoming much more expensive LI-wise than it was previously.
Context
Second Life has two methods of calculating the LI of content:
- "Old" style
Basic prims with blinn phong materials are counted using the original LI method: 1 prim = 1 LI.
- "New" style (Mesh and Material Calculations)
Mesh content and objects with new-style PBR materials use a newer style of accounting that takes many things into account, including object scale, download size, etc.
- Download weight
- Physics weight
- Server weight
- Display weight
Solution
Let's err towards simplicity here:
- Eliminate impact of scale on LI
The goal should be that users should not be surprised when working with LI. Eliminating the scale from the calculation would mean that LI would not wildly vary based on the size of an object. This should make the accounting system much less variable and confusing.
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Miles Doge
Yes PLEASE. I always thought it was silly scale was a factor in all of this.
Cain Maven
This would be awesome! The size consideration have always been a complication that I would love to be without :)
Kelly Shergood
As long as it does not cause the LI of any existing objects to increase, including if the object is relinked, I could support this. Note there are legitimate reasons to zero out the bottom LODs if an object is complex and only intended to be seen from a short distance (e.g., the inside of a vehicle which is only visible to occupants from a meter or two away)
Warship Waifu
As a long time ship builder on this platform ive learned many tricks to get land impact down on 100m long vessels but even then that can only go so far, despite having custom physics and lods while the entire model is generally made to be on the lower end of poly counts for secondlife. we are still punished on scale alone meaning we need to sometimes sacrifice more detailed lods
an easy vote for me
Ariesviper Waifu
should be a good change for people unless it turns out the calculations were doing something like base size is <10,10,10>, since that would result in an increase in land impact for things smaller then that in the current system, if something like that was currently in place, and the size stuff was removed
presumably though this should help with land impact if there wasn't some higher base value to compare with... should help a lot with the ships we work with, we had to remove some edge detail stuff on the iowa class battle ship for instance, since even small things were causing LI to balloon
Tiridates Mikadze
Long overdue
badunicorn Resident
nice one!
Signal Linden
planned
Rosa Hexem
LETS GOOOOOOOOO 🎉🎉🎉🎉
Thornotter Resident
Agree 100%. Just about every tree mesh object has the bottom two LODs blanked out as a “hack” to reduce LI. Results in all of my trees popping in and out of existence as I walk around.
Meanwhile I can do a megascale build using prims and sculpties with the same number of triangles but have a far lower LI.
Makes no sense. An uploaded cube should have the exact same LI at any size as a prim cube.
Supreme Waifu
I vote it be reversed. The smaller and more complex (higher tris/texture memory) your object is, the higher its land impact. Really stick it to the creators who upload their Sub-D models.
I jest (kind of...) but removing scale calculation would help TREMENDOUSLY especially with people who have homesteads and the like. A full size sim with only 5k limit is pretty hard to make feel lively.
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