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Tuesday, October 09, 2012


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Second Life mesh objects have 4 different LODs that work similar, but there's no enforcement on how many vertices there can be in each LOD besides the hard cap of 65,536. So anyone in Second Life can be as laggy or efficient as they want to be with the attachments they wear.

So Second Life has the tools for this kind of enforcement, but Linden Lab would probably destroy the economy if suddenly each avatar had an "Avatar Impact" limit the same way rezzed objects have a "Land Impact" limit.

It's definitely great this issue is tackled now so that they don't have to worry about it later.

shockwave yareach

Do not our meshes already get stored as combinations of LOD?


We all shared our pictures of the new avatars in the forum thread where you asked for them:


Also you can find many pictures of the old and the new avatars in the Cloudparty Flickr Group: http://www.flickr.com/groups/cloudparty/


I tried playing second life before and I must say the graphics quality is very good. I'd like to see what the future holds with the further development of this game.


Even VRML from the mid-1990's had LOD, but CP seems to be the first VR to actually try enforcing it. Judging by the discussion on the CP forums, some of the SL designers weren't familiar with the concept.


Check out my new one (Snoop 'Fritz Meier' Dogg) :)


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