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My object detail is set at the maximum level, and yet, changing the rendervolumeLODfactor to the default still produces this issue. Only when I get to values of 4 or above do I not have the problem viewing sculpties at any distance. 4 still shows the issue when you are quite far away and going to 5 shows the sculpt properly even when zoomed right out on it so you can barely see the sculpt at all anyway. 3-4 should be a good default setting for most people's SL clients.
Both the slider and the debug setting are manipulating the same value. The slider simply can only push the value up to 2.0 at the most. The debug setting allows it to go further. But since the two are the same the default cannot be outside the range of the slider, is all I'm saying.The problem you see with the shoes unfortunately is a creator who built content under possible-only-by-debug graphic settings and did not keep in mind how this content would appear normally.
Changing the default object detail value to anything other than Medium (1.125) isn't possible, as this setting is highly intensive, high values are easily one of the most intensive settings the viewer can produce, and would cripple lower end systems. Edit: Just as an aside, this particular problem (avatar mesh clipping though sculpties at lower LOD) will be solved by VWR-812, so increasing the default graphical pull of SL (at least for now) may not be necessary. Ah yep I understand now. Perhaps the slider does need to have a higher default setting! I'm not that technical, but I do know that increasing the LOD solves the issue and doesn't add exponentially to clientside lag, at least not that I experience. As for crippling lower end systems. SL is a highly graphical intensive experience. I don't see how anyone on the low/low/low setting could possibly be getting anything out of SL in a world of low rez textures and blobby sculpted prims. Just my opinion.
the shoes are my creations and I don't know how those particular sculpts could have been created with any more LOD efficiency than they have been. the JIRA you linked is related to a different, yet equally important issue - the issue of having to use invisiprims instead of being able to make the SL avatar invisible through textures on the avatar itself. The image I posted above where the avatar is clipping through the sleeves of the sweater (or the avatar head showing through the sculpted hair) shows that the sculpt is losing detail at a fairly short camera distance, causing more of the avatar to be visible than intended. This isn't something that can be resolved through making the avatar invisible. It's LOD related. It would be better to implement VWR-10173 first, or SNOW-371.
Respectively: a new slider that affect sculpt LOD without increasing LOD for everything else at the same time, and using emerald's sculptie patch that makes LOD always maximized for sculpts. VWR-16338 (this issue) is not a good idea since it TRULY overwhelms some of the oldest computers usable in SL. |
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Perhaps the slider itself could have a higher max value.