Difference between revisions of "Talk:Limits"

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Drongle McMahon has these limits posted in the [http://community.secondlife.com/t5/Mesh/Is-topology-important-in-SL-as-in-other-game-engines-when/m-p/1903839#M19458 forum]: ''In fact there is a limit of 174752 triangles, beyond which additional triangles will appear as holes. This is because the 64k vertices per material is (presently - it's reported as a bug) pre-empted by a limit of 21844 triangles per material, after which a new material is "secretly" started by the uploader. It will go on making new materials beyond 8 x 21844 (=174752) triangles, but the extra triangles then get dropped by the limitation to 8 materials, causing the holes. When you go over the 21844 triangle limit, the vertex count will start to climb steeply, even with smooth shading, because the materials get highly interspersed so that the same vertices have to appear in multiple material lists. So the moral of the story is to keep below 21844 triangles per material, for now, if you want to avoid some unexpected effects.''
Drongle McMahon has these limits posted in the [http://community.secondlife.com/t5/Mesh/Is-topology-important-in-SL-as-in-other-game-engines-when/m-p/1903839#M19458 forum]: ''In fact there is a limit of 174752 triangles, beyond which additional triangles will appear as holes. This is because the 64k vertices per material is (presently - it's reported as a bug) pre-empted by a limit of 21844 triangles per material, after which a new material is "secretly" started by the uploader. It will go on making new materials beyond 8 x 21844 (=174752) triangles, but the extra triangles then get dropped by the limitation to 8 materials, causing the holes. When you go over the 21844 triangle limit, the vertex count will start to climb steeply, even with smooth shading, because the materials get highly interspersed so that the same vertices have to appear in multiple material lists. So the moral of the story is to keep below 21844 triangles per material, for now, if you want to avoid some unexpected effects.''


'''2014/4''' - Drongle McMahon explained in an IM:  I think the 21844 applies to strictly collada that uses <polylist>. For <triangles>, a similar thing should happen, but could be at larger triangle counts if there are triangles re-using identical (pos, norm, uv) vertices. The intended 65536 vert limit would still get bypassed, but the max triangle count before getting holes could be bigger. I can't test this unless I go back to Blender 2.49 and the old python exporter, which I don't want to do. Blender now uses <polylist>s even if they are all triangles, but other exporters might still use <triangles>. (It could be tested by using a highly subdivided sphere with flat or smooth shading to see if the maximum increases with smooth.)  I put more detail in a comment in the jira (BUG-1001). Letting you know in case you want to update the wiki (limits) where you had added this information. [[User:Nalates Urriah|Nalates Urriah]] 11:31, 2 April 2014 (PDT)
'''2014/4''' - Drongle McMahon explained in an IM:  I think the 21844 applies to strictly collada that uses <polylist>. For <triangles>, a similar thing should happen, but could be at larger triangle counts if there are triangles re-using identical (pos, norm, uv) vertices. The intended 65536 vert limit would still get bypassed, but the max triangle count before getting holes could be bigger. I can't test this unless I go back to Blender 2.49 and the old python exporter, which I don't want to do. Blender now uses <polylist>s even if they are all triangles, but other exporters might still use <triangles>. (It could be tested by using a highly subdivided sphere with flat or smooth shading to see if the maximum increases with smooth.)  I put more detail in a comment in the jira ({{Jira|BUG-1001}}). Letting you know in case you want to update the wiki (limits) where you had added this information. [[User:Nalates Urriah|Nalates Urriah]] 11:31, 2 April 2014 (PDT)


==Avatars per region limits==
==Avatars per region limits==

Revision as of 12:39, 2 April 2014

Needs substantiation

Various items moved here to keep the main page clean. These require a source and confirmation.

  • Building above 768m can cause prim drift, distortion, misalignment, shifting and general weirdness. For small/precise builds, it's best to work at a lower level.
  • Estate (private island) terraformability is settable to a max of +/-100 m by the estate owner or managers.
    • However, baking the land will allow it to be raised to at least 300 m. haven't tested any higher.--Liny Odell 03:11, 6 May 2009 (UTC)
  • FPS as high as 120 and more have been observed, but FPS above 70 mostly seem to occur at times of network instability. --Bayru Jiagu
    • This isn't a limit, since the upper absolute isn't defined. - Torley-favicon.png Torley on 2009-10-07 @ 10:49 AM PST

Ban List Limit

This page says that the number of people in an estate ban list is limited to 500. As far as I know, it's been 300 for a year or so. Did this change recently, maybe in the RC client? Lex Neva 10:31, 5 July 2008 (PDT)

I'm not a pro on this so it is just a guess, but I would tend to think that the limit change would be connected to new simulator software, rather then to a new client, since the sim stores the list of people who aren't allowed to enter. The client is just displaying it(?)
That beeing said, please browse to SVC-747 and watch for the comment made by Seraph Linden at 11/Jan/08 07:59 AM
Because of the date, in case it was a client issue, then it should be at least fixed since 1.19
Greetz, =) Zai Lynch(talk|contribs) 11:29, 5 July 2008 (PDT)

Ban Altitude Limits

It looks very much as if these limits on the effective altitude of a ban don't apply when the parcel is a complete region. Whether this is intentional, or a side effect of the parcel boundary being a region boundary, I don't know. Since you can't see a banline from the other side of a region boundary, something odd could be happening. WolfBaginski Bearsfoot 17:40, 27 November 2010 (UTC)

Prim Size Limits

I once saw instructions on how to make a prim that's larger than 10x10 but that the system considers to be 10x10. It isn't a megaprim and anyone can do it. It's a flat diamond shape. Does anyone know how? --Shadoe Landman 13:04, 6 July 2008 (PDT)

You can create >10m disks from tubes, rings, and torii. Set the twist Twist at: Begin: 90, End: 90, and Hole Size at: X: 1.00, Y: 0.05. --McCabe Maxsted 23:38, 8 July 2008 (PDT)

for the one the OP was talking about, I believe what you do is flatten a box, then set shear in both axes to the max (I always forget the name fo the parameter, is it really shear? the one that kinda tilts the prim without rotating it). I could swear I knew another trick beside these 2, can't remember right now :/ I think it involved twist, or perhaps this one I siad also needs you to make twist begin and end be 45 degrees, I'm not sure now...I think there also used to be another one I can't remember right now, where if one of the axes (probably the Z, can't rememeber for sure) wasn't made flat, the prim wouldn't stretch to the maximum size achieved with that specific torture, I can't remember, oh wait, yeah, twist 45 degrees, then flatten in X or Y axis, for cubes only I believe --TigroSpottystripes Katsu 11:54, 17 July 2009 (UTC)

Mesh Limits

Drongle McMahon has these limits posted in the forum: In fact there is a limit of 174752 triangles, beyond which additional triangles will appear as holes. This is because the 64k vertices per material is (presently - it's reported as a bug) pre-empted by a limit of 21844 triangles per material, after which a new material is "secretly" started by the uploader. It will go on making new materials beyond 8 x 21844 (=174752) triangles, but the extra triangles then get dropped by the limitation to 8 materials, causing the holes. When you go over the 21844 triangle limit, the vertex count will start to climb steeply, even with smooth shading, because the materials get highly interspersed so that the same vertices have to appear in multiple material lists. So the moral of the story is to keep below 21844 triangles per material, for now, if you want to avoid some unexpected effects.

2014/4 - Drongle McMahon explained in an IM: I think the 21844 applies to strictly collada that uses <polylist>. For <triangles>, a similar thing should happen, but could be at larger triangle counts if there are triangles re-using identical (pos, norm, uv) vertices. The intended 65536 vert limit would still get bypassed, but the max triangle count before getting holes could be bigger. I can't test this unless I go back to Blender 2.49 and the old python exporter, which I don't want to do. Blender now uses <polylist>s even if they are all triangles, but other exporters might still use <triangles>. (It could be tested by using a highly subdivided sphere with flat or smooth shading to see if the maximum increases with smooth.) I put more detail in a comment in the jira (BUG-1001). Letting you know in case you want to update the wiki (limits) where you had added this information. Nalates Urriah 11:31, 2 April 2014 (PDT)

Avatars per region limits

The limits on the number of avatars per region are soft limits, I beliece... i.e., if you have more than that many avis on the sim, the server slows down and crashes. Is the larger number listed for a private estate sim caused by the fact that there are (typically) a very small number of other sims which can see that sim? Tammy Nowotny 11:43, 15 July 2008 (PDT)

Region Name and Parcel Name Length Limits

Any way we can get both of these added to the limits list? Not sure what they are. -- Kenn Nilsson at 10:41 AM February 6th, 2009

I added the max. parcel name length (63 characters). Don't know about max Region name length tho... Zai signature.png Lynch (talk|contribs) 18:47, 6 February 2009 (UTC)
Found the Region name limits in the KB. Although it might not be a technical limit, it's at least a limit via guidelines, see Guidelines for Private Region Naming. The bar in Admin → God Tools accepts 63 characters tho. Dunno If they would be successfully saved in case one had the needed abilities...
Zai signature.png Lynch (talk|contribs) 02:57, 13 February 2009 (UTC)

SLurls and (probably) the effects of converting integers to floating point numbers and back (Also: NOR rule for this article???)

I'd like to add the following, after "Absolute height limit"

  • Highest z-value of an SLurl, that will still teleport you to a positive altitude - 2147483583
    • This is lower than the Absolute height limit above probably because of precision issues. Any value higher than 2147483583 would be rounded up to something beyond 2147483647 and thus cause an overflow, while 2147483583 will still be rounded down to 2147483520 (see below).
  • Highest altitude you can teleport to with an SLurl - 2147483520

, but I don't have sources to cite, as I found these values by trail and error (or rather, by manual bisection). Does the header of this article imply a no original research rule? --Boroondas Gupte 23:06, 9 September 2009 (UTC)

Most of the stuff added to the article is original research (like testing how many characters fit into a certain window), so I think that we don't enforce NOR. A source would probably be the KB counterpart of this page, but it was derived from the Wiki version, hence it doesn't state more than the Wiki does. As long as a limit is verifyable by others, it should be added, I think.
--Zai signature.png (talk|contribs) 00:42, 10 September 2009 (UTC)
done. (I decided to start a new section for it.)
--Boroondas Gupte 09:18, 10 September 2009 (UTC)
To prevent funny but not-really-useful trivia from squirreling in, I've updated the disclaimer. We can make exceptions — related to the above, "What's the highest an avatar has flown?" is a historically popular question that more Residents wonder about than test. So this contribution is appreciated. :) - Torley-favicon.png Torley on 2009-10-07 @ 10:52 AM PST

Textures

The page strongly recommends using the smallest textures you can due to resource limits. It should be pointed out that uploaded textures can always be scaled down automatically and delivered at whatever resolution resources will allow but those resource limits will only become less limiting in time but the texture quality can never scale up beyond the original image resolutions. In other words, there are long-term trade-offs involved in texture size choice in addition to the short-term considerations and it might be best to temper the current advice or at least call this out.

Object Contents

Is there any hard and/or practical limit to the number of items an object can have in its contents? Siann Beck 12:16, 21 November 2009 (UTC)

There are hard limits but you are unlikely to ever hit them. On the other hand you are more likely to hit the practical limits. An object with a hundered plus items in it's inventory is hard to manage (updates due to adding or removing inventory can take a long time to complete). -- Strife (talk|contribs) 22:39, 21 November 2009 (UTC)

Although it may be true that one is unlikely to ever hit a certain hard limit, it would still be useful to have it stated instead of referred to cryptically, hm? Nemesis Greatrex 13:22, 1 December 2009 (UTC)

Could be 2^31. -- Strife (talk|contribs) 05:49, 3 December 2009 (UTC)

Description Not True UTF8?

I remember playing with the description before and finding that it didn't accept/retain some characters, one of them being the pipe. Other text inputs handle it just fine. Might be something to look at. Also, I added hovertext and just used the standard formatting -- 254 bytes UTF8 string. I have no idea if it's a UTF8 string of 254 bytes, but I do know I shoved 254 characters into it and pulled them back out afterwards, even after a rerez. I recall the description losing half of its length after a rerez in the past. -Stickman 05:42, 30 March 2010 (UTC)

Isn't the pipe ("|") part of ASCII? --Boroondas Gupte 21:59, 30 March 2010 (UTC)
LlSetObjectDesc Footnote -> The pipe character historically has been used to separate fields in the serialized version of inventory. --Kuraiko Yoshikawa 22:23, 30 March 2010 (UTC)
When we had pipe support (when it was also being used to separate fields in the serialized inventory), while it was never possible to create fake inventory items (description length limits nixed that), it was however possible to create an object that could not be rezzed. Not very useful. That was about the same time someone figured out they could generate inventory items for uuids by forging notecard inventory. I miss the good old days sometimes. Anyway, that is why pipe support was removed. -- Strife (talk|contribs) 00:22, 1 June 2011 (PDT)

It looks like only ASCII characters (and not all of them, see pipe for instance) can actually be used for prim names, prim descriptions and inventory names. So either this page about limits is plainly wrong, or there is an embarrassing bug. Since the bug would have been there for as long as I can remember (I was "born" in 2007), I guess the first explanation is the right one. Still, it would be nice being able to use accented characters and other unicode niceness. US English is not the only language around here! I am surprised I cannot find any JIRA reference about this. --Satomi Ahn 04:32, 6 June 2012 (PDT)

Is it ASCII-7 or ASCII-8? If it's ASCII-8 characters, we need to look at how many extend range ascii characters you can fit into a description. If it fits half the number of the extended range characters as it would ASCII-7 characters, then it's UFT-8 limited to the ASCII-8 range. If it's the same number of characters than it's ASCII-8 and not UTF-8. If it doesn't support extended range characters at all, then it's ASCII-7.
I recall them adding UTF-8 support to inventory and then it disappearing. I could be wrong. -- Strife (talk|contribs) 20:59, 6 June 2012 (PDT)

Profile Pictures

Profile pictures in Viewer 2.2 seem to be back to 4:3, rather than 1:1. Can anyone confirm this? And get the official word on whether this is a permanent change or not? --Samm Florian 05:23, 31 October 2010 (UTC)

It will stay messy for a while. The new 2.5 web profiles use 1:1, but there will be 4:3ish presentations until all older viewers and the current world.secondlife.com eventually fade away. --Cerise Sorbet 10:51, 1 February 2011 (PST)
VWR-21777 is tagged "needs-design", so I guess there was no decision made, yet. --Boroondas Gupte 03:42, 5 February 2011 (PST)

Unassisted fly height

The unassisted fly high is a bit higher since the explicit ban height for parcels is being raised to 5000m. https://wiki.secondlife.com/wiki/Beta/BlueSteel#12.03.30.252593 It is possible to hover without tools by 5065m. Daemonika Nightfire 14:37, 21 November 2012 (PST)

Animation Length

I was interested to see that the upper limit for animation length is now stated as 60 seconds. I see that this is a very recent change on the page. I've searched around a little but other references I've found say still 30 seconds is the limit, could anyone point me in the direction of any more information about this change please? Sandry Logan 07:44, 23 January 2013 (PST)

This page claims the size limit (probably of the animation in the internal format) has been doubled from 60Kb to 120Kb. The time doubling probably has to do with it. --Pedro Oval 12:52, 26 February 2013 (PST)

Animation Priority

The table for the maximum animation priority says: "4, with custom tools 5". But it seems to me that the maximum admitted by the viewer is 6, with 7 reserved for some internal usage. Could someone confirm this? --Pedro Oval 13:04, 26 February 2013 (PST)

Sound File Limit

Sound files have a limit of 1 sample less than that within which the sample rate will create a 10 second file (mono) or 2 samples less if stereo. Thus, a 9.999 second file will upload successfully, but not a 10 Second file. I tested this using all versions of the viewer from 1,23 to 3.0 and using CoolEdit and Audacity as sound file editors. If someone can test this for corroboration, the advised limit can be updated.