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Reader Comments (6)

Posted: Apr 24th 2008 6:40AM (Unverified) said

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about the texture improvements if I was to make the changes (and knew how to programa nd such), this is one of the main ideas abot textures I would put effort on implementing

once again allow unlimited (or at least 2 megapixels or more) resolution for textures, and have the client decide when to stop downloading higher and higher resolution version of the textures based on stuff like the size of the prim, usage of ram and vram, conection speed, cache size etc

it really upseted me when they reduced the maximum texture resolution and made my nipples become blurry, I had put so much effort in the details in them :/

(the nipples is just one of the many things that got messed up, or became impossible to do with the downsizing of the textures)

Posted: Apr 24th 2008 6:43AM (Unverified) said

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ah, and I almost forgot somthing important, there would also be some setings to allow people to pump up the resolution of textures above what is recomended for their system in case they want to trade performance for quality of image
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Posted: Apr 24th 2008 9:00AM (Unverified) said

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I disagree with Tigro on one level. We're talking about a platform with mostly amateur content creators who don't understand the need for efficient building and how it affects performance. I've seen many, many builds (especially stores) where 1024x1024 textures are applied to square prims less than 1 meter x 1 meter - this is definitely overkill. What I'd like to see is an incentive based system to force people to learn: make the cost per-pixel. For example, keep 256x256 textures a L$10 upload. Make 512x256, or 256x512 a L$20 upload. Make 512x512 a L$40 upload. Make a 1024x1024 a L$160 upload. Add an additional cost if an alpha channel is included on the source graphic.

This cost will force people to learn the same methods that professional 3-D designers use; much of the problem with Second Life builds is that it is being built by amateurs (myself included), and teaching some of the techniques used by professionals (and continuing to add features that other 3-D environment use, like avatar imposteurs) would be a big help. Do your earings really need 1024x1024 textures on them? :)

Posted: Apr 24th 2008 11:07AM (Unverified) said

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No FlipperPA - a lot of my uploads are 256 by 512 because they are imports of my RL photo groupings which I am rebuilding in [two letter grouping removed for legal reasons] in my upcoming vanity store and thats the minimum res I can use to actually make them worth looking at. so bite me

Posted: Apr 24th 2008 5:05PM (Unverified) said

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Actually, as an artist and illustrator in SL, i totally agree with Flipper's comments. I agree, there is a certain minimum size i would upload my own work at for SL, but if that means paying a slight higher fee to do so in exchange for the overall reduction in lag such a fee structure would contribute to, then so be it.

Far too many folks are unknowingly and knowingly responsible for the lag we experience in world today. More people need to understand the appropriate use of textures, prims and scripting before they go spouting off about how bad SL is.

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Posted: Apr 27th 2008 11:37PM (Unverified) said

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you missed the point, the textures would be stored at higher resolution, but the client usually not download the full resolution image unless the machine and internet connection were powerfull enough, or the user decided to trade performance for texture details

if you stumbled upon a prim with a 4 megapixel texture, your client would most likelly download and display way less than that. a bit like how textures currently load, first a single color, then a very blurred version (lower resolution rescaled to fit the visual space the full resolution would take) and incrementally downloading more and more details

this would not only allow people to have higher resolution textures but would also help with performance when there are big textures in the scene

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