Difference between revisions of "Avatar Rendering Cost"

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{{Help|Viewer=*|Glossary=*|Avatar=*}}
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'''Avatar Rendering Cost''' (ARC) shows a point score above each [[avatar]]'s head which indicates how "laggy" they are on the viewer-side.  ARC is found in [[Advanced Menu]] > Rendering > Info Displays > Avatar Rendering Cost.  The score is a factor of the size and number of [[texture]]s used, and the number and type of primitives used. Avatars with large textures, lots of [[flexi-prim]] parts and high prim count objects, and/or invisible parts will score higher than one that uses fewer/smaller textures, using a few [[sculpty|sculpties]] instead of many basic primitives, etc.
{{Obsolete|ARC is now called Draw Weight, and calculated differently. See [[Mesh/Rendering weight]] for more current information.}}
== What is "ARC"? ==


The score are color coded.  The center of the Yellow band is about a score of 1,000.  The numbers turn fully red at 2,000.  It's generally best to be considerate of others when putting together your avatar, and to do what you can to stay under a score of 2,000, especially in crowded areas. Under 1,000 is even better.  These are only guidelines, but be aware that the higher your score is, the more lag you generate for other [[Resident]]s, particularly those with older machines.
'''"ARC" stands for "Avatar Rendering Cost", an educational tool to help you understand more about sources of Viewer-side lag.''' Using a point score, Avatar Rendering Cost shows how each avatar affects the [[How_to_check_viewer_performance_from_your_end_-_Video_Tutorial|rendering performance of the Viewer]]. The point score is shown over an avatar's head in green, yellow or red, depending on how costly an avatar is for a graphics card to render.


ARC is somewhat controversial - there are people who have made a game of creating high ARC avatars that don't produce much lag. However, if you keep in mind that it's an estimate, it can be a useful tool.
[[Image:kb_Doc_Tester_demo_of_ARC.png]]


==Lowering your rendering cost==
Learn more in this video:


Most people can make an avatar which looks similar to their normal avatar, but has a lower ARC. It can be a good idea to keep a low-ARC avatar to take to high-lag or popular events, or to wear to classes that are likely to generate lag (such as building or scripting classes).
{{KBvideo|4168147}}


# Start by bringing the ARC up: [[Advanced Menu]] > Rendering > Info Displays > Avatar Rendering Cost
== How is the Avatar Rendering Cost determined? ==
# Make a note of all the attachments you wear on your regular avatar.
# Detach everything. (Right click on yourself, select Detach, then select Detach All.)
# Gradually attach each item, making a note of which items increase your ARC most.
# If you're a competent builder yourself, look at "How ARC is calculated" and remove unnecessary particles, flexi, bumpmapping, texture animation and prims from copy/modify high-ARC objects.<br>Some hairstyles, for instance, have more than one style within the same object, with the second style being invisible. You can reduce the ARC of that hair just by making a version without the second style - and look exactly the same.
# Otherwise, you can look for low ARC objects that have a similar look to the high ARC version. Use demos to figure out the ARC of an object before purchase.


==What to do if someone with high rendering cost is causing you lag==
Each face/polygon on an avatar's attachment is assigned a point (times a multiple). Characteristics of that face which might slow down rendering determines the multiple. All the points get added together and presented as "the final cost" estimate of rendering the avatar.


If you have [[avatar impostors]] enabled, [[mute]] them. They will be replaced by an imposter, with the effective rendering cost of 1. Their original rendering cost will still be displayed. This is particularly useful on machines that get poor framerates, you can mute high cost avatars to help increase your framerate in crowded areas.
The scores are color coded. The center of the yellow band is a score of about 1,000. The numbers turn fully red at around 2,000 (2,048, to be precise). It's generally best to be considerate of others when putting together your avatar, and to do what you can to stay under a score of 2,000, especially in crowded areas. Under 1,000 is even better. These are only guidelines, but be aware that the higher your score is, the more lag you generate for other [[Resident]]s, particularly those with older machines.


==Video Introduction==
{{KBcaution|ARC isn't the end-all for pinpointing Viewer lag. It's a useful estimate which should be used in conjunction with other tools.}}
<videoflash>TG_o0mpyk0c</videoflash>


== How ARC is calculated ==
== What types of characteristics affect each face/polygon? ==


* An avatar with no attachments has a score of 1.
{{Todo|The scoring system has been updated for Viewer 2 but some other parts of this page need to be updated.}}
: You can have the fanciest possible Linden (aka mesh) clothing, hair, and shoes, and still have a score of 1.


* An avatar with no attachments has a score of 100.
** You can have the fanciest possible Linden (aka mesh) clothing, hair, and shoes, and still have a score of 1.
* 10 points for each prim.
* 10 points for each prim.
: This is a base cost for the prim, other points add to this cost.
** This is a base cost for the prim, other points add to this cost.
* 5 points for each unique texture (on prims).
** Colored but untextured prims don't add ARC for textures.
** Textures used to make clothing, hair, shoes, etc don't add ARC.
** Each texture counts once, so hair that has fifty prims but only one texture across all the hair adds only 5 points for textures. (Note that most hair has at least two textures, one with transparency to make the 'ends', and one without for the main bulk of the hair. So hair like that adds 10 points for textures.)
* 1 point for each invisiprim.
* This isn't transparency, but the invisiprim texture used for blocking avatar skin. Its most frequent use is prim heels, it's also often used for furry or tiny avatars.
* 1 point for each prim with glow. (If Glow value is set higher than 0.0 in Texture tab of the build tools)
* 1 point for each prim with shininess. (If Shininess is other than "None" in Texture tab of the build tools)
* 1 point for each face of every prim that's planar-mapped. (If Mapping is "Planar" in Texture tab of the build tools)
** [[Video Tutorial/Planar texture mapping]]
* 1 point per meter, per axis, for each prim.
* This most often affects skirts, capes, long hair, large wings and long tails.
* 4 points for each prim with bump mapping. (If Bumpiness is other than "None" in Texture tab of the build tools)
* 4 points for each prim face with transparency.
** Note that this is per face, not per prim.
** This includes partial transparency, like 'endy' hair.
** It also includes prims which don't seem to have invisibility, but do - if it shows up as red when you turn 'highlight transparent' on (under the view menu), it counts.
* 4 points for each prim face with an animated texture.
** Note that this is per face, not per prim.
* 8 points for each prim that's flexible.
* 16 points for each prim that emits particles.
** The most common use of particle emitters is [[bling]].
 
== How do I enable ARC? ==


* 5 points for each unique texture (on prims).
# Turn on your [[How do I open the Advanced menu (Formerly known as the Client menu.)|Advanced menu]].
: Coloured but untextured prims don't add ARC for textures.
# Enable '''Advanced''' > '''Rendering''' > '''Info Displays''' > '''Avatar Rendering Cost'''. Or in SLV 2.8/3.0 '''Advanced''' > '''Performance Tools''' > '''Show Avatar Rendering Cost'''
: Textures used to make clothing, hair, shoes, etc don't add ARC.
: Each texture counts once, so hair that has fifty prims but only one texture across all the hair adds only 5 points for textures. (Note that most hair has at least two textures, one with transparency to make the 'ends', and one without for the main bulk of the hair. So hair like that adds 10 points for textures.)


* 1 point for each invisiprim.
[[Image:kb_ARC_Default_.png]]
: This isn't transparency, but the invisiprim texture used for blocking avatar skin. Its most frequent use is prim heels, it's also often used for furry or tiny avatars.


* 1 point for each prim with glow.
== ORC - Object Rendering Cost ==


* 1 point for each prim with shininess.
[[Image:ORC.jpg|200px]]


* 1 point for each face of every prim that's planar-mapped.
'''ORC''' (''Object Rendering Cost'') is a tool similar to ARC, that measures how selected objects affect the rendering performance of the Viewer. When you select any object, its ORC value is displayed in the main tab of the Edit window, as shown in the picture above.
: [[Video Tutorial/Planar texture mapping]]


* 1 point per metre, per axis, for each prim.
== Lowering your rendering cost ==
: This most often affects skirts, capes, long hair, large wings and long tails.


* 4 points for each prim with bump mapping.
Most people can make an avatar which looks similar to their normal avatar, but has a lower ARC. It can be a good idea to keep a low-ARC avatar to take to high-lag or popular events, or to wear to classes that are likely to generate lag (such as building or scripting classes).


* 4 points for each prim face with transparency.
# Start by bringing the ARC up: [[Advanced Menu]] > Rendering > Info Displays > Avatar Rendering Cost
: Note that this is per face, not per prim.
# Make a note of all the attachments you wear on your regular avatar.
: This includes partial transparency, like 'endy' hair.
# Detach everything. (Right click on yourself, select Detach, then select Detach All.)
: It also includes prims which don't seem to have invisibility, but do - if it shows up as red when you turn 'highlight transparent' on (under the view menu), it counts.
# Gradually attach each item, making a note of which items increase your ARC most.
# If you're a competent builder yourself, look at "How ARC is calculated" and remove unnecessary particles, flexi, bumpmapping, texture animation and prims from copy/modify high-ARC objects.<br>Some hairstyles, for instance, have more than one style within the same object, with the second style being invisible. You can reduce the ARC of that hair just by making a version without the second style - and look exactly the same.
# Otherwise, you can look for low ARC objects that have a similar look to the high ARC version. Use demos to figure out the ARC of an object before purchase. *IMPORTANT NOTE* If you mute someone then you will not hear or see messages sent to you from them, and vice versa.
 
== What to do if someone with high rendering cost is causing you lag ==


* 4 points for each prim face with an animated texture.
If you have [[avatar impostors]] enabled, [[mute]] them. They will be replaced by an impostor, with the effective rendering cost of 1. Their original rendering cost will still be displayed. This is particularly useful on machines that get poor framerates, you can mute high cost avatars to help increase your framerate in crowded areas.
: Note that this is per face, not per prim.


* 8 points for each prim that's flexible.
*IMPORTANT NOTE* If you mute someone then you will not see or hear any of their conversation, or messages, and vice versa.


* 16 points for each prim that emits particles.
== See also ==
: The most common use of particle emitters is bling.


==See also==
* '''[[Lag]]'''
* [[Lag]]
* {{slkb|5470|What is Avatar Rendering Cost?}}


[[Category:Advanced menu]]
[[Category:Avatar]]
[[Category:Performance and stability]]
[[Category:Land]]
[[Category:Content creation]]

Latest revision as of 15:05, 25 January 2012

KBwarning.png This article is out of date!
ARC is now called Draw Weight, and calculated differently. See Mesh/Rendering weight for more current information.

What is "ARC"?

"ARC" stands for "Avatar Rendering Cost", an educational tool to help you understand more about sources of Viewer-side lag. Using a point score, Avatar Rendering Cost shows how each avatar affects the rendering performance of the Viewer. The point score is shown over an avatar's head in green, yellow or red, depending on how costly an avatar is for a graphics card to render.

Kb Doc Tester demo of ARC.png

Learn more in this video:

<videoflash type="vimeo">4168147|640|480</videoflash>

How is the Avatar Rendering Cost determined?

Each face/polygon on an avatar's attachment is assigned a point (times a multiple). Characteristics of that face which might slow down rendering determines the multiple. All the points get added together and presented as "the final cost" estimate of rendering the avatar.

The scores are color coded. The center of the yellow band is a score of about 1,000. The numbers turn fully red at around 2,000 (2,048, to be precise). It's generally best to be considerate of others when putting together your avatar, and to do what you can to stay under a score of 2,000, especially in crowded areas. Under 1,000 is even better. These are only guidelines, but be aware that the higher your score is, the more lag you generate for other Residents, particularly those with older machines.

KBcaution.png Important: ARC isn't the end-all for pinpointing Viewer lag. It's a useful estimate which should be used in conjunction with other tools.

What types of characteristics affect each face/polygon?

Stuff to do: The scoring system has been updated for Viewer 2 but some other parts of this page need to be updated.


  • An avatar with no attachments has a score of 100.
    • You can have the fanciest possible Linden (aka mesh) clothing, hair, and shoes, and still have a score of 1.
  • 10 points for each prim.
    • This is a base cost for the prim, other points add to this cost.
  • 5 points for each unique texture (on prims).
    • Colored but untextured prims don't add ARC for textures.
    • Textures used to make clothing, hair, shoes, etc don't add ARC.
    • Each texture counts once, so hair that has fifty prims but only one texture across all the hair adds only 5 points for textures. (Note that most hair has at least two textures, one with transparency to make the 'ends', and one without for the main bulk of the hair. So hair like that adds 10 points for textures.)
  • 1 point for each invisiprim.
  • This isn't transparency, but the invisiprim texture used for blocking avatar skin. Its most frequent use is prim heels, it's also often used for furry or tiny avatars.
  • 1 point for each prim with glow. (If Glow value is set higher than 0.0 in Texture tab of the build tools)
  • 1 point for each prim with shininess. (If Shininess is other than "None" in Texture tab of the build tools)
  • 1 point for each face of every prim that's planar-mapped. (If Mapping is "Planar" in Texture tab of the build tools)
  • 1 point per meter, per axis, for each prim.
  • This most often affects skirts, capes, long hair, large wings and long tails.
  • 4 points for each prim with bump mapping. (If Bumpiness is other than "None" in Texture tab of the build tools)
  • 4 points for each prim face with transparency.
    • Note that this is per face, not per prim.
    • This includes partial transparency, like 'endy' hair.
    • It also includes prims which don't seem to have invisibility, but do - if it shows up as red when you turn 'highlight transparent' on (under the view menu), it counts.
  • 4 points for each prim face with an animated texture.
    • Note that this is per face, not per prim.
  • 8 points for each prim that's flexible.
  • 16 points for each prim that emits particles.
    • The most common use of particle emitters is bling.

How do I enable ARC?

  1. Turn on your Advanced menu.
  2. Enable Advanced > Rendering > Info Displays > Avatar Rendering Cost. Or in SLV 2.8/3.0 Advanced > Performance Tools > Show Avatar Rendering Cost

Kb ARC Default .png

ORC - Object Rendering Cost

ORC.jpg

ORC (Object Rendering Cost) is a tool similar to ARC, that measures how selected objects affect the rendering performance of the Viewer. When you select any object, its ORC value is displayed in the main tab of the Edit window, as shown in the picture above.

Lowering your rendering cost

Most people can make an avatar which looks similar to their normal avatar, but has a lower ARC. It can be a good idea to keep a low-ARC avatar to take to high-lag or popular events, or to wear to classes that are likely to generate lag (such as building or scripting classes).

  1. Start by bringing the ARC up: Advanced Menu > Rendering > Info Displays > Avatar Rendering Cost
  2. Make a note of all the attachments you wear on your regular avatar.
  3. Detach everything. (Right click on yourself, select Detach, then select Detach All.)
  4. Gradually attach each item, making a note of which items increase your ARC most.
  5. If you're a competent builder yourself, look at "How ARC is calculated" and remove unnecessary particles, flexi, bumpmapping, texture animation and prims from copy/modify high-ARC objects.
    Some hairstyles, for instance, have more than one style within the same object, with the second style being invisible. You can reduce the ARC of that hair just by making a version without the second style - and look exactly the same.
  6. Otherwise, you can look for low ARC objects that have a similar look to the high ARC version. Use demos to figure out the ARC of an object before purchase. *IMPORTANT NOTE* If you mute someone then you will not hear or see messages sent to you from them, and vice versa.

What to do if someone with high rendering cost is causing you lag

If you have avatar impostors enabled, mute them. They will be replaced by an impostor, with the effective rendering cost of 1. Their original rendering cost will still be displayed. This is particularly useful on machines that get poor framerates, you can mute high cost avatars to help increase your framerate in crowded areas.

  • IMPORTANT NOTE* If you mute someone then you will not see or hear any of their conversation, or messages, and vice versa.

See also