Difference between revisions of "Mesh/Costs and fees"

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(Redirected page to Mesh/Prim equivalence)
 
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{{Navbox/Mesh}}
#REDIRECT [[Mesh/Prim equivalence]]
 
There are multiple aspects to assessing the "cost" of a mesh:
 
* '''Linden Dollar fee''' at upload time: mesh uploads will eventually require a L$ payment at the time of upload, just as textures do today.  Initially there will be no charge during the open beta period.  When implemented, the charge is likely to be based on the complexity of the uploaded model. The exact charge has not been decided yet.
* '''Prim equivalence''' assessed at rez time.  Rezzing a mesh object will count against the prim limit of the simulator. Computing prim equivalence is still under active development, but is currently the greater of the two following values:
** '''physics cost''': the type and complexity of the physics shape chosen for a mesh will influence the server load via cost of physics calculations, such as collision detection. Meshes that use a convex decomposition are ideal for physics cost. Meshes that use a simplified mesh representation for physics will be weighted according to complexity and mesh density. We will be releasing more information on physics cost shortly. [[Mesh/Mesh physics|Learn more about mesh physics.]]
** [[Mesh/Mesh Streaming Cost|'''streaming cost''']]: meshes must be streamed (sent to the user) at different levels of detail based on their sizes and the distance of observers from them. See the linked page for the factors that currently affect a mesh's streaming cost.
* There is also a cost paid in '''rendering overhead'''; more complex meshes will impose a higher graphics load on any client observing them. This will be integrated into our avatar rendering cost and object rendering cost displays.
 
[[File:Cost_explained.jpg|700px]]

Latest revision as of 08:24, 23 June 2011