Updates:
- Skybox, but, box no more! We are proud to present, The Do...
- Naturally curved by sea waves and time, in only ONE prim, th...
- Aegean Off Sim Oceanic & Archipelago Waves. The ultimate...
- Waves Collection 2010 is here! The New Mediterranean S...
- The Linden® sea waters changed. And will not be the same, ...
MEGAPRIMS and LAG
Megaprims cause hell of a Lag ?
Yes they do cause lag.
When SIM server CPU has to calculate COLLISIONS with megaprims.
Or even worse, when collisions happen with objects set as PHYSICAL ( Sadly, some waves vendors do sell waves with prims set as physical! )
Collisions happen when things bump on megaprims, collision calculations happen when megaprims are used as floors and avatars walk on them. For each step an avatar takes on a megaprim, and each time avatar’s shoe touches the floor, the SIM server CPU goes a bit hotter so to speak. In the worse case of a physical object, there are MORE calculations need done after collision, regarding movement of both objects after collision happens. ( ie something pushes an avatar, and due to this collision avatars position and movement will be affected, also prim's projectory will be affected... aka lots of math :D
All our megaprims used in waves, are set to PHANTOM.
Phantom means that in terms of physics, ( collisions) those huge objects simply do NOT exist for the calculations mathematical engine!. No calculations ever happen for collisions with phantom objects.
Its as if this wave object don’t exist at all, this is how you can WALK THROUGH our waves, or even – god forbid- even swim in them hehehehe
Megaprims cause hell of a Lag ?
Yes they do cause lag.
When SIM server CPU has to calculate COLLISIONS with megaprims.
Or even worse, when collisions happen with objects set as PHYSICAL ( Sadly, some waves vendors do sell waves with prims set as physical! )
Collisions happen when things bump on megaprims, collision calculations happen when megaprims are used as floors and avatars walk on them. For each step an avatar takes on a megaprim, and each time avatar’s shoe touches the floor, the SIM server CPU goes a bit hotter so to speak. In the worse case of a physical object, there are MORE calculations need done after collision, regarding movement of both objects after collision happens. ( ie something pushes an avatar, and due to this collision avatars position and movement will be affected, also prim's projectory will be affected... aka lots of math :D
- Megaprims in our waves:
All our megaprims used in waves, are set to PHANTOM.
Phantom means that in terms of physics, ( collisions) those huge objects simply do NOT exist for the calculations mathematical engine!. No calculations ever happen for collisions with phantom objects.
Its as if this wave object don’t exist at all, this is how you can WALK THROUGH our waves, or even – god forbid- even swim in them hehehehe
- Megaprims in our other products