|
|
(One intermediate revision by the same user not shown) |
Line 1: |
Line 1: |
| {{Multi-lang}} | | {{#widget:Redirect|url=/t5/English-Knowledge-Base/Calculating-prim-equivalent-weight/ta-p/974163}} |
| {{Navbox/Mesh|basics}}
| |
| Prim equivalence is Second Life's mechanism for calculating the computational weight of an object in terms of traditional [http://wiki.secondlife.com/wiki/Viewerhelp:Glossary#prim prims]. All mesh objects and all objects with a physics shape type other than '''Prim''' have a prim-equivalent ''weight'' for the purposes of consuming a land parcel or region's prim capacity. Therefore, an object with a prim equivalent weight of 42 is equal to a linked object composed of 42 normal prims.
| |
| | |
| By using prim equivalence, we make sure that mesh objects and traditional prim objects receive fair shares of Viewer and server resources, encouraging content creators to continue designing prim-efficient objects even if they're working with uploaded meshes.
| |
| | |
| == How it works ==
| |
| For each object in the Second Life world, Second Life compares three important performance factors: ''download weight'', ''physics weight'', and ''simulation weight''. It then chooses the highest of these weights and assigns it to the mesh as the mesh's prim-equivalent value.
| |
| | |
| Normally, only the resulting prim-equivalent value is visible in the Viewer. To view physics weight, set ShowAdvancedBuilderOptions to '''TRUE''' in the DEBUG SETTINGS window.
| |
| | |
| Here's a very quick overview of the different weights; for more information on each, follow the links below:
| |
| * '''[[Mesh/Mesh_Streaming_Cost|Download weight]]''': Calculated by determining how much bandwidth is required to download and view the object. Larger and more visually complex objects have a higher download weight. You can reduce the download weight of complex objects by generating or uploading less complex meshes for differing levels of detail when you [[Mesh/Uploading a model|upload a model]].
| |
| * '''[[Mesh/Mesh_physics|Physics weight]]''': Calculated by determining the complexity of the object's physics model. You can reduce the complexity of a mesh's physics model by using the analysis and simplification tools in the [[Mesh/Uploading a mesh|Upload Model window]], by uploading your own less-detailed physics model, or by choosing a different physics shape type, such as '''Convex Hull''', on the Features tab of the Build Tools window. Vehicles must have a physics weight of 32 or lower, but may have higher download or simulation weights.
| |
| * '''[[Mesh/Mesh_Server_Weight|Simulation weight]]''': Measures the impact an object has on Second Life's server resources. Objects that are composed of many prims and have physics enabled and/or contain scripts tend to have high simulation weights.
| |
| | |
| == How to find an object's prim-equivalent value ==
| |
| When an object is [http://wiki.secondlife.com/wiki/Viewerhelp:Glossary#rez rezzed] inworld, you can find its prim-equivalent value by editing it and viewing the [http://community.secondlife.com/t5/English-Knowledge-Base/Build-Tools/ta-p/700039 Build Tools] window. Next to the number of objects and prims you have selected, a third number labeled ''prim equivs'' indicates the prim-equivalent value.
| |
| | |
| [[Image:Prim_equivalent weight.png]]
| |