Pictured: In-game shot of an Elder Scrolls Online avatar from 2013 (video below)
Adeon Writer puts it succinctly:
For what it's worth, VRChat has a rating system of "Excellent, Good, Medium, Poor, Horrible"
Any avatar above 70,000 triangles is considered Horrible.
For reference, most Second Life avatars are about 200,000 to 300,000 triangles.
Many Second Life avatars use more triangles in a single shoe that most AAA games use for an entire map.
People wonder why 20 FPS in SL is sometimes considered unusually smooth.
20 FPS is laughably bad. Compare with, say, Elder Scrolls Online, which has high quality avatars (see above and below) that are also highly optimized, so the MMO seems to be in the 40-60 FPS range. More from Adeon:
You don't need triangles to make things detailed. Maybe in Second Life, because Second Life doesn't have custom shaders or a proper material system, so throwing raw triangles at it is all you can do.
But in AAA games you don't. That's why they look so much better than Second Life, at only one tenth of the triangles.
At the end of the day, SL will be used for the way it's already currently being used, and nothing is ever going to change with it. If you don't like it, you could leave, but you already would have, so if you haven't, you won't, so no need. Status quo lives on.
I'd say he's partially right on the last point: Most SLers haven't left the virtual world, but they have largely given up on large group events beyond shopping extravaganza, and now spend much more time taking solo screenshots of themselves. And so a virtual world designed for several dozen people to be in the same space together at the same time effectively becomes a solo world for the most part.
But Adeon is right the status quote will live on, because when I pointed out this problem to Linden Lab's CEO, he literally shrugged and said "Users are going to do what users are going to do."
Hat tip on the Elder Scrolls Video: This Kotaku story by Mike Fahey.
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