After
Artica posted an updated snapshot of hir avatar on Second Life, I figured I might as well post what I've been working on.
Recently, Linden Lab reintroduced Avatar Rendering Complexity (previously known as Avatar Rendering Cost/Weight). The catch this time is that the default viewer (and all viewers, mind you) will have a default limit in place unless turned off. In the default viewer, this limit is 80,000 Complexity. The deal with complexity is the higher it is, the more difficult, in theory, it is for your PC (or anyone else for that matter) to render. If your avatar is outside this default limit, people who have not changed their settings will see you as a random colored "jelly doll," which means your avatar doesn't even get rendered at all.
Since I am doing a lot of VR stuff, I figured I might as well reduce my cost for my own benefit (faster rendering just from my avatar costing less). When I started improving my avatar, my cost was a staggering 204k complexity! Over time, I managed to get this down to my final number: ~71.5k, which is JUST enough to be below the default complexity limit!
For curiosity, I put on my first version of my avatar to see the changes since I first started. Not only did I get a more detailed body, my height was better matched to my own, and I didn't really lose any details that I first started with. Most of the time, people tend to lose something in the midst of avatar optimization, so I'm glad my losses are barely noticeable.
Some additional things worth pointing out:
- The first version Therion did not have variable speech. It was pretty much just a flap jaw.
- Said jaw system also used 6 scripts on its own to work. Mine only needs 1 and has reduced memory costs.
- Since my body is now a solid mesh object, I can add a normal map to add more realistic fur texturing.
- The small fur prims on the paws account for over 10,000 complexity on their own. That's why I removed them.
- The eyes were attached to the skull. My improvements changed this by making the eyes on the actual eyeballs so they can look around.
- Kind of like how the fur on the paws cost so much complexity, I was able to reduce the head by changing the teeth to more optimized mesh variants from some KZK avatars.
- I also removed the uvula. I'm not a vore fan, and you can almost never see it even when I'm talking, so it was removed to reduce complexity.
- I pretty much just re-scripted the entire damn avatar. It was a much needed thing.
- Texture quality was reduced on fangs, paw digits, the forearm, tail, hooves, and horns. Some of these were 1024x1024... and yes, the old teeth ALSO had this problem!
- The studs in my studded scarf are not worth 16,000 complexity!
Artica posted an updated snapshot of hir avatar on Second Life, I figured I might as well post what I've been working on.Recently, Linden Lab reintroduced Avatar Rendering Complexity (previously known as Avatar Rendering Cost/Weight). The catch this time is that the default viewer (and all viewers, mind you) will have a default limit in place unless turned off. In the default viewer, this limit is 80,000 Complexity. The deal with complexity is the higher it is, the more difficult, in theory, it is for your PC (or anyone else for that matter) to render. If your avatar is outside this default limit, people who have not changed their settings will see you as a random colored "jelly doll," which means your avatar doesn't even get rendered at all.
Since I am doing a lot of VR stuff, I figured I might as well reduce my cost for my own benefit (faster rendering just from my avatar costing less). When I started improving my avatar, my cost was a staggering 204k complexity! Over time, I managed to get this down to my final number: ~71.5k, which is JUST enough to be below the default complexity limit!
For curiosity, I put on my first version of my avatar to see the changes since I first started. Not only did I get a more detailed body, my height was better matched to my own, and I didn't really lose any details that I first started with. Most of the time, people tend to lose something in the midst of avatar optimization, so I'm glad my losses are barely noticeable.
Some additional things worth pointing out:
- The first version Therion did not have variable speech. It was pretty much just a flap jaw.
- Said jaw system also used 6 scripts on its own to work. Mine only needs 1 and has reduced memory costs.
- Since my body is now a solid mesh object, I can add a normal map to add more realistic fur texturing.
- The small fur prims on the paws account for over 10,000 complexity on their own. That's why I removed them.
- The eyes were attached to the skull. My improvements changed this by making the eyes on the actual eyeballs so they can look around.
- Kind of like how the fur on the paws cost so much complexity, I was able to reduce the head by changing the teeth to more optimized mesh variants from some KZK avatars.
- I also removed the uvula. I'm not a vore fan, and you can almost never see it even when I'm talking, so it was removed to reduce complexity.
- I pretty much just re-scripted the entire damn avatar. It was a much needed thing.
- Texture quality was reduced on fangs, paw digits, the forearm, tail, hooves, and horns. Some of these were 1024x1024... and yes, the old teeth ALSO had this problem!
- The studs in my studded scarf are not worth 16,000 complexity!
Category All / All
Species Canine (Other)
Size 1280 x 705px
File Size 126.6 kB
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