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 Post subject: Help reduce lag
PostPosted: Mon Dec 05, 2011 9:18 pm 

Joined: Sat Sep 11, 2010 10:03 am
Posts: 2698
Inworldz and other openSIM grids have a weakness in that any changes to objects sends messages to all viewers in the region no matter how far away they are located. Normally this is not a big issue, but when one has several hundred objects changing their attributes every second or so, it can cause a lot of viewer bandwidth to be eaten, which for many people will appearas moderate to severe lag.

I create a box containing several christmas blinking light bulbs. They are full perm, a gift to the community. The scripts in them are also full perms. All I require is that you keep these free. Do not sell them. Do not repackage them and sell them. They are meant to be free, always. Please share them.

This is how they work. The bulb is a simple sculpt with a texture half black / half white. The script uses texture animation (a viewer-side effect) to run a 2-frame animation of black and white. The bulbs can be colored however you wish. The script changes the rate of the blink roughly once every 10 - 15 seconds to randomize the blinking rate, making the bulbs, when next to each other have a nice sparkle effect.. This is low enough to keep the viewer message down to an extreme minimum.

The box may be found at my store next to the TV.:

http://places.inworldz.com/Ardhon%20en%20Ceredir/54/116/315

http://slurl.com/secondlife/Ardhon%20en%20Ceredir/54/116/315

Enjoy!



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 Post subject: Re: Help reduce lag
PostPosted: Mon Dec 05, 2011 10:04 pm 

Joined: Sat Sep 11, 2010 10:03 am
Posts: 2698
I also packaged a multiprim controller script. Now you will be able to link up to 255 lightbulbs and have one script control them.



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 Post subject: Re: Help reduce lag
PostPosted: Tue Dec 06, 2011 4:40 am 
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Joined: Mon Apr 19, 2010 8:38 am
Posts: 7107
Location: Miami
Awesome of you Balpien- thanks so much :)



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 Post subject: Re: Help reduce lag
PostPosted: Tue Dec 06, 2011 4:53 am 
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Joined: Mon Jun 14, 2010 3:08 am
Posts: 4339
Location: Wales
Got it, thanks :-)



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 Post subject: Re: Help reduce lag
PostPosted: Tue Dec 06, 2011 1:57 pm 
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Joined: Sat Oct 02, 2010 4:39 pm
Posts: 441
Location: Scotland
Can any one Help please - What does "Vertices" in a object mean and does this effect lag on a sim?
:shrug:
rig :frogger:



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Barrel Keg - http://places.inworldz.com/Borealis/81/99/22
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 Post subject: Re: Help reduce lag
PostPosted: Tue Dec 06, 2011 6:37 pm 
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Joined: Fri Jun 11, 2010 5:11 am
Posts: 427
woot! TY Balpien... off to pick up a set right now :)



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 Post subject: Re: Help reduce lag
PostPosted: Tue Dec 06, 2011 6:50 pm 
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Joined: Fri Jun 11, 2010 5:11 am
Posts: 427
@rig - verticies are the points at which the wireframe lines that make up everything in IW meet - type control shift R next time you are in IW to see the underlying wireframe - type again to toggle mack to normal view. (wireframe view - this is how all 3d stuff looked when I first encountered it back in the 80s and it wasn't usually even in more than one colour;)

the more of these junctions your viewer has to do the math for the more "lag" however, though sculpties, sphere and tori have more verticies than a box, the "lag" induced by your machine having to render them is vastly outweighed by other "lag" inducing aspects - which depending on your machine's components and settings will include: lots of huge textures, number of alpha/glow/flexi prims in your vicinity, even your network connection speed.



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 Post subject: Re: Help reduce lag
PostPosted: Tue Dec 06, 2011 7:30 pm 
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Joined: Sat Oct 02, 2010 4:39 pm
Posts: 441
Location: Scotland
Wow thank you quad, that is so interesting as we started to use large picture textures and so it's made us more aware of what we are doing now and NOT go overboard,
thanks again for your answer,
smiles :tup:
rig :frogger:



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"rig's photos" - http://rigsphotos.blogspot.co.uk/
Barrel Keg - http://places.inworldz.com/Borealis/81/99/22
Group - "New Worldz Galleries" for Infor. and Free Photos!
Profile Picks - rig torok for LM's to our galleries at Borealis and Galleria
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 Post subject: Re: Help reduce lag
PostPosted: Tue Dec 06, 2011 8:10 pm 
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Joined: Wed Jun 29, 2011 6:00 am
Posts: 726
Location: Texas
Quote:
verticies are the points at which the wireframe lines that make up everything in IW meet - type control shift R next time you are in IW to see the underlying wireframe


coolest..new thing to use



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 Post subject: Re: Help reduce lag
PostPosted: Tue Dec 06, 2011 10:11 pm 
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Joined: Fri Jun 11, 2010 5:11 am
Posts: 427
@ rig - if the images are not going over about 4m in any dimension then 512 x 512 is fine for photos/images on a prim face, but use Photoshop to do the conversion from a rectangle to a square as it has a better algorithm and the image will be just a tad clearer than if you let IW do the resizing - also save as png or TGA as these are lossless file formats and this means you lose less data in the IW conversion to the special jpeg format used inworld.

Or use a 1x2 or 2x1 format and have 1024x512 - which is still smaller than a 1024x1024 in file size.

If you are going to display lots of images at measures smaller than 2m in world then 512 max dimension is more than enough and in fact in some instances you can get away with 256 - if selling resizable photos or "paintings" in world you can include a hi rez version inside your display prim and set to sell contents - that waty your client gets a lovely hi rez version to take home but your display area is not laggy in the texture department



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