Difference between revisions of "Category:Mesh"

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Mesh tests required:
Mesh tests required:
* Mesh decomposition tool
* Mesh decomposition tool. [[Mesh_Import_test]] needs more detail.
* Mesh viewer performance
* Mesh viewer performance
* Mesh sim performance
* Mesh sim performance

Revision as of 16:43, 6 October 2010

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Mesh tests required:

  • Mesh decomposition tool. Mesh_Import_test needs more detail.
  • Mesh viewer performance
  • Mesh sim performance
  • Prim size change
    • (encroachment checking)
    • (allow manual return of encroaching objects)
    • Performance testing for larger prims
  • Load testing. assets<->sim, sim data<->client, client rendering, etc
  • caching of mesh objects
  • temporary meshes count toward parcel and region prim count Mesh_Prim_Equivalence_test
  • Physics shape type
  • Target overall scene triangle count at 128m, medium detail (currently 125K/tris)
  • Target viewport streaming cost at 128m, medium detail (currently 2MB)
    • "I got this number by flying around some prim heavy builds (the city north of Ahern) with all rendering disabled but prims, view distance set to 128m, and prim detail set to mid, and watching the peak triangle count per frame in the statistic floater. The average was around 75k/triangles per frame with a peak of 150k, so for meshes a good target would be 125k. On MeshHQ 3, after disabling all rendering but prims (meshes fall under the same category as prims in the render pipeline), the peak triangle count per frame was close to 300k/triangles. On that build, there was no LoD enforcement and a ratio of 8KB/prim for mesh costs, so I'm hoping with a ratio of 4KB/prim and strict LoD enforcement, recreating that build within the new criteria will result in under 125k/triangles per frame."
  • test swapping meshes onto mesh objects.
    • high prim equiv. mesh onto a physical object
    • drag a boneless mesh onto a boned object on ground (and also attachment)
  • A linkset is not allowed to cost less than 1/2 the number of prims. That's to account for basic work the sim has to do in handling the LLTasks
  • PurePhysicsCost will be the sum of the physics resource costs of the prims before rounding and before accounting for that 1/2 num prims limit on linksets. PurePhysicsCost will determine if you can make a linkset dynamic (e.g., a vehicle)

Pages in category "Mesh"

The following 107 pages are in this category, out of 107 total.

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