Slink, a popular virtual world brand for avatar enhancements, produces what's basically the Tesla for mesh bodies in Second Life -- not just sleek and stylish, but energy efficient and good for the environment. This is because their creator, Siddean Munro, painstakingly optimizes them to have the least number of triangles without hurting visual quality.
This is an important update to a much-discussed New World Notes post from 2018, where I included Slink among the list of mesh bodies found to be poorly optimized, a key source to virtual world pollution -- i.e., lag and non-displaying avatars. Ms. Munro disputes Slink's inclusion in that post, so I will update it accordingly. And since then, in any case, she has updated her mesh bodies to be more efficient.
"I do work hard to make sure all my meshes are as optimal as they can be, use as few textures and scripts. as possible and that they are also laid out and written efficiently," she tells me.
As evidence, she offers this image below:
Continue reading "Slink Mesh Bodies Are Well-Optimized for Second Life Avatars -- Here's How" »
Second Life Avatars Have More Way More Triangles Than AAA Games Like Elder Scrolls Online, But Gain Little More Detail -- And Much More Lag
Pictured: In-game shot of an Elder Scrolls Online avatar from 2013 (video below)
Adeon Writer puts it succinctly:
20 FPS is laughably bad. Compare with, say, Elder Scrolls Online, which has high quality avatars (see above and below) that are also highly optimized, so the MMO seems to be in the 40-60 FPS range. More from Adeon:
Continue reading "Second Life Avatars Have More Way More Triangles Than AAA Games Like Elder Scrolls Online, But Gain Little More Detail -- And Much More Lag" »
Posted on Monday, September 28, 2020 at 03:02 PM in Avatars and Identity, Comment of the Week | Permalink | Comments (10)
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