This is a great tutorial by SL content creator Penny Patton on how to trim a Second Life avatar's Draw Weight. That Linden Lab feature shows you how much effort it takes to render your SL avatar onscreen (green being fast, red being slow), but as Penny notes, it's caused SLers to complain that the range "was unrealistic, that we'd all have to wander around naked to get ourselves down into the green, or even the orange." However, she goes on, "the truth is, the rendering levels displayed by Draw Weight are not unreasonable at all, it's just that content creators are making no effort to produce reasonably optimized content for avatars." (And so, thanks to the Tragedy of the Commons, we have a whole world of slow-ass rendering avatars.)
However, there's some solutions to this, which Penny lists in much detail -- and as you can at right, it's possible to greatly trim down avatar Draw Weight without hardly changing an avatar's appearance. Solutions such as:
- Many attachments, including new mesh attachments, tend to have a prim hidden inside of them which serves no purpose other than to clog VRAM up with a huge texture nobody sees. I ripped out every single one of those "root prims".
- My mesh body has several clothing/tattoo layers. I don't use those, or any of the scripted functions of the body. So I ripped out every unused layer, plus the scripts.
- I replaced every sculpted prim I could with a mesh attachment.
- I removed every single attachment which was covered up by other attachments. My eyes, for example, have sphere prims over them with a texture adding a glistening effect. It looks great, but with my mask no one can see them. So off they went!
Much more here. Trouble is, most SLers will probably not make the effort Penny's making. Maybe Linden Lab should offer users a L$ stipend for getting their avatars in the green.
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