- Can you rip people textures with sl cache viewer full#
- Can you rip people textures with sl cache viewer windows#
The texture detail in the upper right corner is no less a resolution, but now we're using a single texture map instead of, potentially, upwards of six.Ĭombine textures, use ALL the space in a texture map and wrap it around the visible surfaces of your mesh. This reduces the amount of texture memory your creation eats up while also allowing you to maintain higher resolutions for your textures. Notice how the artist has combined as many elements as possible into a single texture, leaving very little unused black space. So how should texturing be done? More like this Mesh is great, low-poly builds allow for better performance than we could get from sculpts and prims, but overloading builds with too many huge textures extinguishes any performance gain. This is why so many people experience poor performance in mesh-heavy environments. The performance impact of so many huge textures cannot be understated. Outside of the "Daikatana arrow" you never see texturing that inefficient in a videogame, and that is a part of why much prettier videgames run much more smoothly than SL. Realistically, this house could have been textured with no more than three 512x512 textures and looked more or less identical.
Can you rip people textures with sl cache viewer windows#
Not counting the two windows and the single door, the house uses eighteen 1024x1024 textures. With the geometry alone, my framerate shot straight back up to 75+.įrom another store I purchased a simple, one room house. When I rezzed the set in an otherwise empty sim, my framerate dropped from 75fps to 5fps and remained that way until I removed all of the textures. It used three 1024x1024 textures, a 1024x512 texture and a 512x512 texture. In the same bar set was a tip jar, a small drinking cup with a sign reading "Tips" leaning against it. I bought a bar counter, basically a wooden box, which turned out to have eight unique 1024x1024 textures. I've seen this on everything from houses to drinking cups. Additional texture detail is then added via multiple similar textures, usually at 1024x1024 resolution What you wind up with is something like this Ī tiny bit of texture detail, huge area of unused black space.
Can you rip people textures with sl cache viewer full#
This is usually the result of applying the same texture to every surface in the 3D modelling program, using offsets for smaller surfaces, then baking shadows and exporting the full 1024x1024 textures even though the model only uses a small visible area. Often only utilizing small sections of these textures, the rest being unused data that you never see when looking at the object in-world. People using 1024x1024 textures on every surface, large and small. There is a really bad trend with mesh content. Most people only have 512MB of VRAM and Second Life refuses to use more than that for textures regardless. Here's some numbers for you, to help illustrate why slapping 1024x1024 textures on everything is bad Too many large textures are one of the biggest reasons SL gets such poor framerates and why everything takes so long to rez. Textures eat up bandwidth to download, processing power for the sim to retrieve them from the asset server and deliver them to your viewer, and then your videocard needs to store them in memory and render them. This is a big one that few seem to consider. They add up, so the more people who follow these tips, the better SL looks and runs for everyone.
However, there are little things you can do to alleviate these issues somewhat. That's reality, and it applies to the virtual world no matter how hard you click the heels of your no-mod ruby red slippers, with 600 resize/texture change/colour change scripts in each, together. There is no single problem LL can fix that will magic the lag away. I'm sorry to say there is no "silver bullet" to solve these problems. Out of SL through efficiently made content.