tag:blogger.com,1999:blog-8535237502203989352.post7157646874938132298..comments2024-03-18T05:12:06.594-07:00Comments on 2nd Sex: LL Declares War on ContentLillie Yifuhttp://www.blogger.com/profile/10647849826458298630noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-8535237502203989352.post-77633077961477454962008-05-06T07:17:00.000-07:002008-05-06T07:17:00.000-07:00let's face it, we are starting to have a large lag...let's face it, we are starting to have a large lag footprint. regardless if the difficulty is in server side or user side, it is about time we tone down a bit or patronize shops that makes efficient use of prims...:)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8535237502203989352.post-75647811289178140532008-05-05T08:49:00.000-07:002008-05-05T08:49:00.000-07:00When I see similiar tool for 'object rendering cos...When I see similiar tool for 'object rendering cost' I will trust words about it's for residents and not corps more.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-8535237502203989352.post-28485125171625260182008-05-03T08:22:00.000-07:002008-05-03T08:22:00.000-07:00Lillie - the figures shown are for client-side ren...Lillie - the figures shown are for client-side rendering costs, that is the amount of resource on your PC rendering requires, not the amount of resource on LLs servers. The *only* one the will have an impact on LLs servers is keeping track of the number of the position of prims in attachments - although as attachment prims have lower overheads than otherwise this isn't as significant as you might think unless you have vast numbers. Flex, transparency, particles, texture mapping etc all only impact on the users PC - and of course this can easily be reduced by using faster and more capable PCs, particularly the graphics card capabilities - although I seem to recall you were complaining a week or so back about having to upgrade that. Can't have it both ways hun :-)hirohttps://www.blogger.com/profile/02962122136633750031noreply@blogger.com