Firstly just a quick note for designers – thank you all for the huge amount of interest in the Mesh Body Addicts Fair! You can find the application and information by clicking HERE 🙂
So this week I thought I’d take some time out to to investigate a new feature (I guess it’s a feature) that LL is working on as part of the official viewer. After reading about it for some time on the amazing Nalate’s blog (which if you’ve never seen, you should, she’s incredibly informative) I decided to get the ‘quick graphics viewer’ (read about that and more here) and give it a go myself.
After the intial panic of not knowing how to use the viewer (it’s been some time since I’ve used the official viewer), I managed to teleport to Blueberry (the last location I was at) to suss out what these Jellydolls (or jelly babies as they have been referred to – but are technically called Muted Avatars) look like.
The big question for me was simple – was this going to cause problems for those of us that wear mesh heads/bodies? The Quick Graphics viewer essentially measures all avatar’s Rendering Complexity, which is
“a numerical score representing how difficult it is to draw an avatar, ranging from a few hundred to hundreds of thousands. It is affected by your avatar’s shape, clothing, and attachments.a complex formula that makes up a render weight.” – Taken from the info article here.
Essentially, the higher the render complexity, the more lag is created for those around you, and yourself. For that reason, the viewer sets a limit (which for me was 80,000 but is apparently allocated depending on your computer’s abilities?) of the highest Visual Complexity level it will accept, and after that everyone becomes a Jellydoll!
It’s important to note that you can change your own limit to be higher, and you can (at least on the Quick Graphics Viewer) right click on a person and choose to render them fully despite their Avatar Rendering Complexity number.
Jibberish? It’s not, though whether or not I’m explaining it well is another matter.
So, what do they look like? Here’s some for you!
Now what you’re seeing is two Jellydolls – the viewer shows their ARC above their heads at the top, then it shows the distance they are from your camera view, then finally at the bottom their size (I’m assuming that’s more relevant to objects than people).
Now my inital thought was – okay simple, I’ll look at the mesh bodies and see what their ARC is – but then I realised something important. Textures form a really big part of ARC – so whilst my Maitreya body was at around 10,000 – when I changed skins, it jumped right up to 12,000! That said, the numbers aren’t hugely high for mesh bodies alone – but when I added hair my ARC jumped up another 2,000 – 30,000 depending on the hair, and the same for clothing, which got right up to 100,000 on its own!!
So, there’s a definite science to it, and I’m still learning about how all of this will affect the mesh body/head community. If it does become a feature in Firestorm and other viewers, it will definitely decrease lag, but at what cost? Personally, as long as I can override it, I’m happy – and in some cases, maybe it wouldn’t be so bad to see some people as Jellydolls haha.
What do you think?
Mesh Head – Alex by LOGO
Mesh Body – Isis by Belleza
Skin – Lia by Glam Affair (Available at Kustom9) – LOGO applier
Hair – Sharon by Mina Hair (Available at Shiny Shabby)
Tiara – Oakley Tiara by Blueberry (Exclusive item at The Epiphany)
Outfit – White Corset/White Panties/Lace Stockings Transparent by Addams (Available at The Epiphany) – Belleza (all), Maitreya & Slink (both) sizes available – GATCHA items