Tapple Gao Posted June 20, 2011 Share Posted June 20, 2011 If a sim is filled with 20 copies of one mesh, the streaming cost for all of those prims should be the same as the streaming cost for any one of them, since there is only one mesh asset to download Link to comment Share on other sites More sharing options...
Lindens Nyx Linden Posted June 20, 2011 Lindens Share Posted June 20, 2011 ideally this would be beneficial, but currently we don't have the infrastructure for this level of optimization. Would be nice to give a discount in the future for this level of optimization, but not a strict requirement for the initial release. Link to comment Share on other sites More sharing options...
Drongle McMahon Posted June 20, 2011 Share Posted June 20, 2011 But I thought the streaming cost was now supposed to be a surrogate triangle loading cost as well, and that that is what was now dominating the adjustment. In that case, instancing would not deserve a discount, or would it? Do GPUs recognize and take advantage of instancing? Does the CPU save enough overhead? Link to comment Share on other sites More sharing options...
Lindens Nyx Linden Posted June 20, 2011 Lindens Share Posted June 20, 2011 We would have to compensate for the render load in some way, and ideally we'd have to take advantage of hardware instancing. Either way we cannot enable discounts for instancing for the initial release. Link to comment Share on other sites More sharing options...
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