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	<id>https://wiki.secondlife.com/w/index.php?action=history&amp;feed=atom&amp;title=Avatar_Rendering_Complexity</id>
	<title>Avatar Rendering Complexity - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.secondlife.com/w/index.php?action=history&amp;feed=atom&amp;title=Avatar_Rendering_Complexity"/>
	<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;action=history"/>
	<updated>2026-07-26T12:14:27Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1205135&amp;oldid=prev</id>
		<title>Lette Ponnier: Mostly improvements to punctuation, syntax, and grammar. Also removed the numbering under Current Limitations because there is only one item there right now.</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1205135&amp;oldid=prev"/>
		<updated>2017-01-14T17:00:02Z</updated>

		<summary type="html">&lt;p&gt;Mostly improvements to punctuation, syntax, and grammar. Also removed the numbering under Current Limitations because there is only one item there right now.&lt;/p&gt;
&lt;a href=&quot;https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;amp;diff=1205135&amp;amp;oldid=1200152&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Lette Ponnier</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200152&amp;oldid=prev</id>
		<title>Polysail Resident: /* How Do I Reduce My Own Complexity? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200152&amp;oldid=prev"/>
		<updated>2016-05-19T14:24:55Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;How Do I Reduce My Own Complexity?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:24, 19 May 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l43&quot;&gt;Line 43:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 43:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==How Do I Reduce My Own Complexity?==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==How Do I Reduce My Own Complexity?==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are many possible causes for having higher avatar complexity than you want.  If you&#039;re looking to remove some complexity and help everyone towards a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;less laggy &lt;/del&gt;Second Life here&#039;s some tips ( in approximate order of likelihood ):&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are many possible causes for having higher avatar complexity than you want.  If you&#039;re looking to remove some complexity and help everyone towards a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;smoother more enjoyable &lt;/ins&gt;Second Life &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience &lt;/ins&gt;here&#039;s some tips ( in approximate order of likelihood ):&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;It might be that you&#039;re just wearing too much stuff.&#039;&#039;&#039;  Over the years a lot of residents have acquired 1000&#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&#039;s to get a specific look, or for a special event, or just we&#039;re too lazy to take it off to begin with.  The idea that &quot;it has a script that turns it invisible, that&#039;s good enough right?&quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;moreso &lt;/del&gt;than when they are visible ).  Try going through your &quot;Current Outfit&quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &quot;think&quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;It might be that you&#039;re just wearing too much stuff.&#039;&#039;&#039;  Over the years a lot of residents have acquired 1000&#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&#039;s to get a specific look, or for a special event, or just we&#039;re too lazy to take it off to begin with.  The idea that &quot;it has a script that turns it invisible, that&#039;s good enough right?&quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more so &lt;/ins&gt;than when they are visible ).  Try going through your &quot;Current Outfit&quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &quot;think&quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be &#039;&#039;really difficult&#039;&#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &quot;all mesh causes lag.&quot;  It does not.  Inefficient mesh can degrade viewer FPS &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performace&lt;/del&gt;, however, most mesh is actually more efficient than it&#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) due to their very high triangle count.  This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode and the wireframe view appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the more likely that your complexity score will be low (presuming that you have already removed invisible attachments).  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be &#039;&#039;really difficult&#039;&#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &quot;all mesh causes lag.&quot;  It does not.  Inefficient mesh can degrade viewer FPS &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performance&lt;/ins&gt;, however, most mesh is actually more efficient than it&#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) due to their very high triangle count.  This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode and the wireframe view appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the more likely that your complexity score will be low (presuming that you have already removed invisible attachments).  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Polysail Resident</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200151&amp;oldid=prev</id>
		<title>Polysail Resident: /* How Do I Reduce My Own Complexity? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200151&amp;oldid=prev"/>
		<updated>2016-05-19T14:23:33Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;How Do I Reduce My Own Complexity?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:23, 19 May 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l47&quot;&gt;Line 47:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 47:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;It might be that you&amp;#039;re just wearing too much stuff.&amp;#039;&amp;#039;&amp;#039;  Over the years a lot of residents have acquired 1000&amp;#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&amp;#039;s to get a specific look, or for a special event, or just we&amp;#039;re too lazy to take it off to begin with.  The idea that &amp;quot;it has a script that turns it invisible, that&amp;#039;s good enough right?&amp;quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso than when they are visible ).  Try going through your &amp;quot;Current Outfit&amp;quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &amp;quot;think&amp;quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;It might be that you&amp;#039;re just wearing too much stuff.&amp;#039;&amp;#039;&amp;#039;  Over the years a lot of residents have acquired 1000&amp;#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&amp;#039;s to get a specific look, or for a special event, or just we&amp;#039;re too lazy to take it off to begin with.  The idea that &amp;quot;it has a script that turns it invisible, that&amp;#039;s good enough right?&amp;quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso than when they are visible ).  Try going through your &amp;quot;Current Outfit&amp;quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &amp;quot;think&amp;quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be &#039;&#039;really difficult&#039;&#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &quot;all mesh causes lag.&quot;  It does not.  Inefficient mesh &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;causes lag&lt;/del&gt;, most mesh is actually &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;less laggy &lt;/del&gt;than it&#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) due to their very high triangle count.  This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode and the wireframe view appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the more likely that your complexity score will be low (presuming that you have already removed invisible attachments).  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be &#039;&#039;really difficult&#039;&#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &quot;all mesh causes lag.&quot;  It does not.  Inefficient mesh &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can degrade viewer FPS performace, however&lt;/ins&gt;, most mesh is actually &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more efficient &lt;/ins&gt;than it&#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) due to their very high triangle count.  This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode and the wireframe view appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the more likely that your complexity score will be low (presuming that you have already removed invisible attachments).  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Polysail Resident</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200150&amp;oldid=prev</id>
		<title>Polysail Resident: /* How Do I Reduce My Own Complexity? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200150&amp;oldid=prev"/>
		<updated>2016-05-19T14:21:11Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;How Do I Reduce My Own Complexity?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:21, 19 May 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l47&quot;&gt;Line 47:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 47:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;It might be that you&amp;#039;re just wearing too much stuff.&amp;#039;&amp;#039;&amp;#039;  Over the years a lot of residents have acquired 1000&amp;#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&amp;#039;s to get a specific look, or for a special event, or just we&amp;#039;re too lazy to take it off to begin with.  The idea that &amp;quot;it has a script that turns it invisible, that&amp;#039;s good enough right?&amp;quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso than when they are visible ).  Try going through your &amp;quot;Current Outfit&amp;quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &amp;quot;think&amp;quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;It might be that you&amp;#039;re just wearing too much stuff.&amp;#039;&amp;#039;&amp;#039;  Over the years a lot of residents have acquired 1000&amp;#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&amp;#039;s to get a specific look, or for a special event, or just we&amp;#039;re too lazy to take it off to begin with.  The idea that &amp;quot;it has a script that turns it invisible, that&amp;#039;s good enough right?&amp;quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso than when they are visible ).  Try going through your &amp;quot;Current Outfit&amp;quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &amp;quot;think&amp;quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be &#039;&#039;really difficult&#039;&#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &quot;mesh causes lag.&quot;  It does not.  Inefficient mesh causes lag, most mesh is actually less laggy than it&#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) due to their very high triangle count.  This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode and the wireframe view appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the more likely that your complexity score will be low (presuming that you have already removed invisible attachments).  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be &#039;&#039;really difficult&#039;&#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &quot;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all &lt;/ins&gt;mesh causes lag.&quot;  It does not.  Inefficient mesh causes lag, most mesh is actually less laggy than it&#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) due to their very high triangle count.  This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode and the wireframe view appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the more likely that your complexity score will be low (presuming that you have already removed invisible attachments).  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Polysail Resident</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200149&amp;oldid=prev</id>
		<title>Polysail Resident: /* How Do I Reduce My Own Complexity? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200149&amp;oldid=prev"/>
		<updated>2016-05-19T14:20:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;How Do I Reduce My Own Complexity?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:20, 19 May 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l47&quot;&gt;Line 47:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 47:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;It might be that you&amp;#039;re just wearing too much stuff.&amp;#039;&amp;#039;&amp;#039;  Over the years a lot of residents have acquired 1000&amp;#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&amp;#039;s to get a specific look, or for a special event, or just we&amp;#039;re too lazy to take it off to begin with.  The idea that &amp;quot;it has a script that turns it invisible, that&amp;#039;s good enough right?&amp;quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso than when they are visible ).  Try going through your &amp;quot;Current Outfit&amp;quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &amp;quot;think&amp;quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;It might be that you&amp;#039;re just wearing too much stuff.&amp;#039;&amp;#039;&amp;#039;  Over the years a lot of residents have acquired 1000&amp;#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&amp;#039;s to get a specific look, or for a special event, or just we&amp;#039;re too lazy to take it off to begin with.  The idea that &amp;quot;it has a script that turns it invisible, that&amp;#039;s good enough right?&amp;quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso than when they are visible ).  Try going through your &amp;quot;Current Outfit&amp;quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &amp;quot;think&amp;quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be &#039;&#039;really difficult&#039;&#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &quot;mesh causes lag.&quot;  It does not.  Inefficient mesh causes lag, most mesh is actually less laggy than it&#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at the default distance away from your avatar ( no zooming in or out, just press Esc and leave it there ) &lt;/del&gt;and the wireframe appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;better it is&lt;/del&gt;.  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be &#039;&#039;really difficult&#039;&#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &quot;mesh causes lag.&quot;  It does not.  Inefficient mesh causes lag, most mesh is actually less laggy than it&#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;due to their very high triangle count.  &lt;/ins&gt;This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode and the wireframe &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;view &lt;/ins&gt;appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more likely that your complexity score will be low (presuming that you have already removed invisible attachments)&lt;/ins&gt;.  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Polysail Resident</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200148&amp;oldid=prev</id>
		<title>Polysail Resident: /* How Do I Reduce My Own Complexity? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200148&amp;oldid=prev"/>
		<updated>2016-05-19T14:11:20Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;How Do I Reduce My Own Complexity?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:11, 19 May 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l46&quot;&gt;Line 46:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 46:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;It might be that you&#039;re just wearing too much stuff.&#039;&#039;&#039;  Over the years a lot of residents have acquired 1000&#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&#039;s to get a specific look, or for a special event, or just we&#039;re too lazy to take it off to begin with.  The idea that &quot;it has a script that turns it invisible, that&#039;s good enough right?&quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso ).  Try going through your &quot;Current Outfit&quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &quot;think&quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;It might be that you&#039;re just wearing too much stuff.&#039;&#039;&#039;  Over the years a lot of residents have acquired 1000&#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&#039;s to get a specific look, or for a special event, or just we&#039;re too lazy to take it off to begin with.  The idea that &quot;it has a script that turns it invisible, that&#039;s good enough right?&quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;than when they are visible &lt;/ins&gt;).  Try going through your &quot;Current Outfit&quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &quot;think&quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;You might be wearing poorly designed mesh.&amp;#039;&amp;#039;&amp;#039;  It can be &amp;#039;&amp;#039;really difficult&amp;#039;&amp;#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &amp;quot;mesh causes lag.&amp;quot;  It does not.  Inefficient mesh causes lag, most mesh is actually less laggy than it&amp;#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&amp;#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode at the default distance away from your avatar ( no zooming in or out, just press Esc and leave it there ) and the wireframe appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the better it is.  Just because something was labeled &amp;quot;High Quality Mesh&amp;quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;You might be wearing poorly designed mesh.&amp;#039;&amp;#039;&amp;#039;  It can be &amp;#039;&amp;#039;really difficult&amp;#039;&amp;#039; at times to distinguish the difference between a well made mesh and a inefficiently designed one.  Outwardly their appearance is often almost identical.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &amp;quot;mesh causes lag.&amp;quot;  It does not.  Inefficient mesh causes lag, most mesh is actually less laggy than it&amp;#039;s sculpt and prim predecessors.  The easiest way to tell how much complexity an item will add to your avatar is to try the DEMO.  If you&amp;#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode at the default distance away from your avatar ( no zooming in or out, just press Esc and leave it there ) and the wireframe appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through your avatar in this mode the better it is.  Just because something was labeled &amp;quot;High Quality Mesh&amp;quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Polysail Resident</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200147&amp;oldid=prev</id>
		<title>Polysail Resident: /* How Do I Reduce My Own Complexity? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200147&amp;oldid=prev"/>
		<updated>2016-05-19T14:06:42Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;How Do I Reduce My Own Complexity?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 07:06, 19 May 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l47&quot;&gt;Line 47:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 47:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;It might be that you&amp;#039;re just wearing too much stuff.&amp;#039;&amp;#039;&amp;#039;  Over the years a lot of residents have acquired 1000&amp;#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&amp;#039;s to get a specific look, or for a special event, or just we&amp;#039;re too lazy to take it off to begin with.  The idea that &amp;quot;it has a script that turns it invisible, that&amp;#039;s good enough right?&amp;quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso ).  Try going through your &amp;quot;Current Outfit&amp;quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &amp;quot;think&amp;quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;It might be that you&amp;#039;re just wearing too much stuff.&amp;#039;&amp;#039;&amp;#039;  Over the years a lot of residents have acquired 1000&amp;#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&amp;#039;s to get a specific look, or for a special event, or just we&amp;#039;re too lazy to take it off to begin with.  The idea that &amp;quot;it has a script that turns it invisible, that&amp;#039;s good enough right?&amp;quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso ).  Try going through your &amp;quot;Current Outfit&amp;quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &amp;quot;think&amp;quot; about them.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be really difficult at times to distinguish the difference between a well made mesh and a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;poorly &lt;/del&gt;designed one.  Outwardly their appearance is often almost identical.  The easiest way to tell how much complexity an item will add to your &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;score &lt;/del&gt;is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode at the default distance away from your avatar ( no zooming in or out, just press Esc and leave it there ) and the wireframe appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the mesh &lt;/del&gt;in this mode the better it is.  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;You might be wearing poorly designed mesh.&#039;&#039;&#039;  It can be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&lt;/ins&gt;really difficult&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039; &lt;/ins&gt;at times to distinguish the difference between a well made mesh and a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inefficiently &lt;/ins&gt;designed one.  Outwardly their appearance is often almost identical&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.  The difficulty in making this distinction has lead to a sort of urban myth in SL that &quot;mesh causes lag.&quot;  It does not.  Inefficient mesh causes lag, most mesh is actually less laggy than it&#039;s sculpt and prim predecessors&lt;/ins&gt;.  The easiest way to tell how much complexity an item will add to your &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;avatar &lt;/ins&gt;is to try the DEMO.  If you&#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode at the default distance away from your avatar ( no zooming in or out, just press Esc and leave it there ) and the wireframe appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your avatar &lt;/ins&gt;in this mode the better it is.  Just because something was labeled &quot;High Quality Mesh&quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Polysail Resident</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200145&amp;oldid=prev</id>
		<title>Polysail Resident: /* Why Do Some Of My Attachments Raise My Complexity So Much? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200145&amp;oldid=prev"/>
		<updated>2016-05-19T11:59:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Why Do Some Of My Attachments Raise My Complexity So Much?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:59, 19 May 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l51&quot;&gt;Line 51:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 51:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Why Do Some Of My Attachments Raise My Complexity So Much?==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the biggest contributors to an attachments high complexity is the number of sculpted prims ( sculpties ) it&amp;#039;s made out of.  A lot of older hairs, shoes and non-human avatars have incredibly high sculpt counts.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;One of the biggest contributors to an attachments high complexity is the number of sculpted prims ( sculpties ) it&amp;#039;s made out of.  A lot of older hairs, shoes and non-human avatars have incredibly high sculpt counts.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Other major factors include how many partially transparent ( alpha ) textures the object has as well as whether the object contains parts that are shiny, glowing, displaying animated textures, media, or whether it is emitting particles.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If your attachment is made out of mesh reading this page may provide a little more insight into what is going on behind the scenes:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If your attachment is made out of mesh reading this page may provide a little more insight into what is going on behind the scenes:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Polysail Resident</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200144&amp;oldid=prev</id>
		<title>Polysail Resident: /* How Do I Reduce My Own Complexity? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200144&amp;oldid=prev"/>
		<updated>2016-05-19T11:49:53Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;How Do I Reduce My Own Complexity?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:49, 19 May 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l46&quot;&gt;Line 46:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 46:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;It might be that you&#039;re just wearing too much stuff.&#039;&#039;&#039;  Over the years a lot of residents have acquired 1000&#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&#039;s to get a specific look, or for a special event, or just we&#039;re too lazy to take it off to begin with.  The idea that &quot;it has a script that turns it invisible, that&#039;s good enough right?&quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso ).  Try going through your &quot;Current Outfit&quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &quot;think&quot; about them.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;It might be that you&#039;re just wearing too much stuff.&#039;&#039;&#039;  Over the years a lot of residents have acquired 1000&#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&#039;s to get a specific look, or for a special event, or just we&#039;re too lazy to take it off to begin with.  The idea that &quot;it has a script that turns it invisible, that&#039;s good enough right?&quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso ).  Try going through your &quot;Current Outfit&quot; folder and removing unneeded attachments.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &quot;think&quot; about them&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.  Removing them, and then adding your feet back when you remove the boots later will help everyone lag less&lt;/ins&gt;.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;You might be wearing poorly designed mesh.&amp;#039;&amp;#039;&amp;#039;  It can be really difficult at times to distinguish the difference between a well made mesh and a poorly designed one.  Outwardly their appearance is often almost identical.  The easiest way to tell how much complexity an item will add to your score is to try the DEMO.  If you&amp;#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode at the default distance away from your avatar ( no zooming in or out, just press Esc and leave it there ) and the wireframe appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through the mesh in this mode the better it is.  Just because something was labeled &amp;quot;High Quality Mesh&amp;quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;You might be wearing poorly designed mesh.&amp;#039;&amp;#039;&amp;#039;  It can be really difficult at times to distinguish the difference between a well made mesh and a poorly designed one.  Outwardly their appearance is often almost identical.  The easiest way to tell how much complexity an item will add to your score is to try the DEMO.  If you&amp;#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode at the default distance away from your avatar ( no zooming in or out, just press Esc and leave it there ) and the wireframe appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through the mesh in this mode the better it is.  Just because something was labeled &amp;quot;High Quality Mesh&amp;quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Polysail Resident</name></author>
	</entry>
	<entry>
		<id>https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200143&amp;oldid=prev</id>
		<title>Polysail Resident: /* How Do I Reduce My Own Complexity? */</title>
		<link rel="alternate" type="text/html" href="https://wiki.secondlife.com/w/index.php?title=Avatar_Rendering_Complexity&amp;diff=1200143&amp;oldid=prev"/>
		<updated>2016-05-19T11:48:22Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;How Do I Reduce My Own Complexity?&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:48, 19 May 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l46&quot;&gt;Line 46:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 46:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;Try removing your hair or shoes first and see how much complexity you lose.&amp;#039;&amp;#039;&amp;#039;  Many older sculpt based hairs and shoes ( and even some newer mesh ones that are improperly made ) can have 60-250K complexity in a single attachment.  Try removing these first.  If you have one attachment that&amp;#039;s putting you over limit try looking for an item that is similar but made out of mesh.  Then &amp;#039;&amp;#039;TRY THE DEMO&amp;#039;&amp;#039; and see how much complexity the new item adds to your score.  The average well designed avatar attachment should not exceed 3-10K Complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;It might be that you&#039;re just wearing too much stuff.&#039;&#039;&#039;  Over the years a lot of residents have acquired 1000&#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&#039;s to get a specific look, or for a special event, or just we&#039;re too lazy to take it off to begin with.  The idea that &quot;it has a script that turns it invisible, that&#039;s good enough right?&quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso ).  Try going through your &quot;Current Outfit&quot; folder and removing unneeded attachments.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&#039;&#039;&#039;It might be that you&#039;re just wearing too much stuff.&#039;&#039;&#039;  Over the years a lot of residents have acquired 1000&#039;s of items in our inventories, sometimes we try to wear a little too much of that all at once.  Sometimes it&#039;s to get a specific look, or for a special event, or just we&#039;re too lazy to take it off to begin with.  The idea that &quot;it has a script that turns it invisible, that&#039;s good enough right?&quot; is sadly not a correct one.  These hidden attachments will still add to your overall complexity ( sometimes even moreso ).  Try going through your &quot;Current Outfit&quot; folder and removing unneeded attachments&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;.  An excellent example of this would be removing your mesh feet while wearing a pair of knee high boots.  No one can actually see your feet inside the boots, yet every viewer will still have to &quot;think&quot; about them&lt;/ins&gt;.  If you are still substantially over your target complexity, try removing excess jewelry, pets or other avatar attachments.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;You might be wearing poorly designed mesh.&amp;#039;&amp;#039;&amp;#039;  It can be really difficult at times to distinguish the difference between a well made mesh and a poorly designed one.  Outwardly their appearance is often almost identical.  The easiest way to tell how much complexity an item will add to your score is to try the DEMO.  If you&amp;#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode at the default distance away from your avatar ( no zooming in or out, just press Esc and leave it there ) and the wireframe appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through the mesh in this mode the better it is.  Just because something was labeled &amp;quot;High Quality Mesh&amp;quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#&amp;#039;&amp;#039;&amp;#039;You might be wearing poorly designed mesh.&amp;#039;&amp;#039;&amp;#039;  It can be really difficult at times to distinguish the difference between a well made mesh and a poorly designed one.  Outwardly their appearance is often almost identical.  The easiest way to tell how much complexity an item will add to your score is to try the DEMO.  If you&amp;#039;re trying to understand what the difference between a well made mesh and a poorly designed mesh is, the poorly made ones often have overly dense wireframes ( https://wiki.secondlife.com/wiki/Wireframe ) This is visible when viewing the item in the viewer Wireframe mode.  If you keep your camera in third person mode at the default distance away from your avatar ( no zooming in or out, just press Esc and leave it there ) and the wireframe appears solid there is a really high likelihood that item will have very high complexity.  The easier you can see through the mesh in this mode the better it is.  Just because something was labeled &amp;quot;High Quality Mesh&amp;quot; on the marketplace does not necessarily mean it will have low complexity.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Polysail Resident</name></author>
	</entry>
</feed>