Above -- human avatar with Maitreya body, polycount total circled
My report earlier this month that some of the top-selling mesh bodies in Second Life -- such as Maitreya, Belleza and SLINK -- are extremely resource heavy, and degrading SL performance for everyone around them, has caused a lot of conversation. Many readers claim the polycounts being reported can't possibly be that much. So here's an easy way to check for yourself:
Download the acclaimed, graphics-optimized Black Dragon SL viewer, then select Dragon > My Useful Features > Performance Tools > Advanced Complexity Window. As you can see above, the Maitreya body here uses well over 100,000 polygons.
How much is that? By contrast, a character in Red Dead Redemption 2, the latest AAA hit, has polycounts estimated in the 40,000-60,000 polygon range. (Here's a handy site showing character polycounts for other top AAA games with high-end graphics.)
You want to see something insane? Here's a Belleza body with over 500,000 polygons:
Does Epic Not Linden Lab Better Deserve the Title of Metaverse Builder?
Second Life is a predecessor of Epic's Fortnite, which is fast evolving from a battle royale shooter to a full-fledged virtual world, all of which leads JohnC to make this observation:
It's very true Epic has always been a strong supporter of user-generated level modding and other UGC. (Fortnite itself evolved into being from an internal game modding jam.) JohnC's comment reminds us that the idea of building a metaverse is not just a dream of technologists like Philip Rosedale, but has very much been a goal of many game developers for decades. Second Life co-founder Cory Ondrejka had a pretty extensive background in game development before coming to Linden Lab -- he even lead developed a fantasy battle arcade game which once sat in Linden's lobby! -- so it's not surprising that he was the main point person who showed off Second Life to game developer colleagues who ultimately went on to create Fornite.
Speaking of which, notwithstanding JohnC's distaste of the Quake editor, it was also intended as the precursor for the metaverse. Read this classic Wired article from 1996:
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Posted on Monday, December 17, 2018 at 02:44 PM in Comment of the Week, New World Gaming | Permalink | Comments (4)
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