Difference between revisions of "Mesh/Rendering weight"

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m (Factor for animated textures is 4.0 accoding to viewer code, see LLVOVolume::getRenderCost())
 
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{{Navbox/Mesh|tech}}
{{Navbox/Mesh|tech}}
Render weight represents the amount of work your computer must do in order to display an object.  It does not affect [http://community.secondlife.com/t5/English-Knowledge-Base/Calculating-land-impact/ta-p/974163 land impact], but high render weight values may result in low visual performance on some hardware.
Render weight (called "display" in the viewer) represents the amount of work your computer must do in order to display an object.  It does not affect [http://community.secondlife.com/t5/English-Knowledge-Base/Calculating-land-impact/ta-p/974163 land impact], but high render weight values may result in low visual performance on some hardware.


Render weight values are calculated by category as described below.  Results are rounded down to the nearest whole number.
Render weight values are calculated by category as described below.  Results are rounded down to the nearest whole number.
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## rigged mesh x1.2
## rigged mesh x1.2
## planar mapped x1.0 (negligible impact)
## planar mapped x1.0 (negligible impact)
## animated textures x1.4
## animated textures x4.0
## alpha x4.0
## alpha x4.0
# additions
# additions

Latest revision as of 12:02, 9 June 2016

Render weight (called "display" in the viewer) represents the amount of work your computer must do in order to display an object. It does not affect land impact, but high render weight values may result in low visual performance on some hardware.

Render weight values are calculated by category as described below. Results are rounded down to the nearest whole number.

To see avatar weights, open Me>Preferences... from the main menu. Under the Advanced tab, enable "Show Advanced Menu". Back at the main menu, pick Advanced>Performance Tools>Show Draw Weight for Avatars.

  1. 1000 points for the base avatar
    1. (-200 points for each baked texture marked invisible)
  2. Base cost
    1. Base cost is a weighted average of the number of triangles times 5. Triangle count is weighted by the count of triangles at each LOD and the area each LOD is visible from, giving the average number of triangles visible within the visible range of the object. This uses the same distribution function as the streaming cost code, but left in terms of triangles, not scaled to prims.
    2. This is the base cost for regular prims, sculpties, and mesh prims.
  3. Multipliers (per prim)
    1. glow x1.5
    2. bump x1.25
    3. flexi x5
    4. shiny x1.6
    5. invisiprims x1.2
    6. rigged mesh x1.2
    7. planar mapped x1.0 (negligible impact)
    8. animated textures x4.0
    9. alpha x4.0
  4. additions
    1. particles: + 100 points per prim
    2. light emitting prims: + 500 points per prim
    3. media-enabled faces: + 1500 points per face
    4. for each unique texture (including sculpt textures) in the linkset: + 256 + 16 * (resX/128 + resY/128)