Fairs Offer A Great Opportunity To Encourage Good Building Practices


Skin Fair 2014

2014’s Skin Fair is now open! That means lots of goodies from skin makers, makeup designers and more. Come see old favorites and find new discoveries in three sims of deliciousness. For more information, be sure to visit http://skinfair.wordpress.com/. At the Skin Fair, you’re sure to find something that tickles your fancy.

Visit in Second Life

The Skin Fair is in full swing and will be running until March 30th. Script limits will no longer be enforced as is oft the case with script limits, enforcement was causing upset. The usual reason for the upset is that people find themselves teleported home or find themselves booted out of Second Life because of teleport failure before they’ve even  realised they are being informed they have breached a limit. The really bad part of this is that in many cases, the combination of a scripted device scanning new arrivals and then the teleport process of booting them out is actually causing more load on the sim than the visitor who is deemed to be too heavily scripted.

Ideally there would be a better way of doing this, some sort of arrivals area where people were kept until such time they had reduced their scripts. However that’s not an easily achieved goal in Second Life. Fairs in Second Life are often busy events and the organisers rightly want to minimise causes of latency. The problem is that all too often scripts are seen as the be all and end all, when there are many other factors, especially in terms of textures.

Therefore fairs offer an ideal opportunity for Linden Lab to discuss the concepts outlined in their good building practices wiki guide, they could even point organisers in the direction of Penny Patton’s Building A Better Second Life guide. Penny has some brilliant suggestions around reducing texture sizes and using fewer and more efficient scripts.

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The Partially Hidden Cost Of Display Costs

I’ve mentioned the Good Building Practices section of the official Second Life Wiki before, I’ve also mentioned the extremely useful Texture Usage page in that section. The good building practices is an under promoted resource in my opinion, Linden Lab haven’t forgotten about it, I see that they have added a case study on how June Dion used normal and specular maps to add details to a Katana imported from Lightwave. However that’s not what I’m going to talk about today!

The Texture Usage page describes a situation many of us will recognise:

We have all been there, teleporting to a new location, everything grey, the need to stand there for 10 minutes waiting for everything to load. Even then many textures still remain blurry. Some people give up and teleport away, some people leave to make coffee. Land owners can lose traffic over it. Store owners can lose customers over it. So optimizing your textures to ensure that they load quickly, without losing any of the visual impact, is important.

The tip is to use as small a texture size as is reasonable, with advice to try and avoid using 1024 x 1024 textures if possible. Now some people will argue this point, because good usage of 1024 x 1024 textures can actually make an item efficient in terms of performance, however as a general rule, you should not use a 1024 x 1024 texture when a 256 x 256 will suffice, but it’s not a simple numbers game because the number of textures you use is also a factor.

I’ll do a small example, I created a prim and used a single 512 x 512 texture on it:

An Image Should Be Here
Single Texture

Now I’m going to click the more info link because that’s where I can find out some extra inforamtion about the display costs of my item:

An Image Should Be Here
Single Texture Stats

Now this has a display cost of 404, but what happens if instead of using a single texture, I use three different textures on my prim? Well in this case I’ll use two 512 x 512 textures and one 64 x 64 texture.

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Linden Lab Could Do More To Encourage Good Building Practices

I’ve mentioned before that I’m a fan of Linden Lab’s wiki page of Good Building Practices. However now I think it’s time to turn this up a notch with Linden Lab actively promoting said resource and part of the reason for this is my own stumblings with Mesh. The thing is, these tips are good for all of our Second Life experiences.

The thing with Mesh is that you can reduce the number of faces on a cube and still display all you need to, you can also reduce the number of textures that need to be loaded, which in turn reduces the amount of work our video cards need to do, which improves the Second Life experience as a whole.

The other thing with Mesh is encouraging people to build more efficiently full stop. User generated content is an important factor in Second Life, it’s what makes the world vibrant but it also has the potential to cause problems, often unintentionally because people don’t have the resources available to encourage them to build more efficiently. This leads to people feeling that all Mesh is bad for Second Life, it’s not, but the lack of promotion of available material can leave people with a bad impression.

There are good and bad practices with Mesh, high poly models are not ideal for Second Life, they may look beautiful in a static environment but in the more dynamic environment of Second Life they can be problematic to say the least.

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