Pictured: Slink Redux body bundle, a rare example of popular SL mesh avatar content that's also well-optimized
Last Friday I wrote about the new Black Dragon viewer update which checks whether a mesh avatar is well-optimized or not. Reader "Down With Underboob" (LOL) tried it out in SL over the weekend, to see how much mesh content was poorly optimized, and came away shocked:
So I took Black Dragon out for a spin at a fairly busy club. There's only one avatar in the place who is "decently optimized" per the report. This guy is wearing a system avi and system clothes… I like what BD offers, but please get real. Nobody wants to go back to looking like an avatar from 2008. Photographers like to use BD's capabilities, but again, they're not going to use system avatars to pass these complexity tests.
Show me some mesh bodies, heads, and clothes that pass these tests and don't look like they're from 2008, and I'll consider trying them. Does he think we're all going to run around bald? I don't want Warcraft hair in SL. Until then, I'll stick with what I have. I'm satisfied with the 15-20 fps I get at this club and I can get upwards of 100 FPS when I'm hanging out on my platform at home in Bellisseria.
I'd also point out that he's tilting at windmills if he thinks designers are going to start posting complexity/triangle counts in their vendor ads.
I'd say it's the responsibility of the many SL bloggers and YouTubers to report on the complexity/triangle counts of the content they feature, warning them that high poly items will likely cause lag. Failing to do so would be like a real life fashion reporter failing to mention the clothing items they're recommending are made of toxic materials.
As to her request for optimized mesh to try out, Slink is among the few mesh body creators well-known for optimization.
But is there a market for good optimization in general? Reader "Seph" thinks not so:
There is no 'optimizing'. Second Life's material system is en par with what was available in the late 90s/early 00s, except it's worse due to a bunch of other reasons like the barely existent lighting system to take advantage of the sparse materials there are.
When you say 'optimize' you take 'look good' out of the equation because more polygons is the only way to get desired detail in Second Life. 'Optimize' for games usually means 'ok stay looking as good but better performance', often accomplishable by transferring mesh detail to material textures. Either not possible in Second Life often, or not worth it because of bad lighting or people not having materials even on.
The way to get reduced poly counts in Second Life is for Linden Lab to develop a better material and lighting system. 'til then mesh IS optimized; to look good and satisfy customers.
Trust me if low poly and uglier was a selling point everyone would be making it and buying it.
Again, this is why I called Slink the Tesla of mesh bodies –not just sleek and stylish, but energy efficient and good for the environment. After all, the Second Life community faces a very similar challenge with mesh content as the real world community does with climate change: Anyone who knows how virtual worlds work knows that poorly optimized mesh directly contributes to a poor, laggy social experience — the same way that anyone who believes in science acknowledges the reality of human-caused climate change. The challenge is turning that knowledge into a collective will to make the systemic changes needed to create a better virtual world.
Tesla created new interest and excitement in electric cars and next generation batteries, shifting the automotive industry in that direction. But are there enough SL brands that are the Teslas of mesh to create new interest and excitement in optimized mesh? And does the community have the will to advocate for them?
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