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Avatar Complexity

Ai Austin edited this page Aug 11, 2020 · 8 revisions

Experiments with Ruth2 v4 mesh parts to establish their avatar complexity...

Experiments with main "Ruth2v4Draft9" (as at Draft11 10-Aug-2020)

  • All tests are with mesh uploader LOD: Default Default 100 100
  • Physics is either None selected or "Lowest".
  • NP=No Root Prim; P=With 0.1m Cube Root Prim with 4x4white texture set 100% transparent
  • Alpha Mode is Blending or Alpha Mask with Cutoff 128

No Texturing, No Root Prim, as Uploaded

Ruth2v4 (Body+Head+Hands) DefDef100100 Physics None Upload (as uploaded - no texturing, no root prim) 1,518

BoM Texture, Alpha Mask Cutoff 128 Versions

Ruth2v4 (Body+Head+Hands) DefDef100100 PhysNone BoM Mask128 NP 2,382

Ruth2v4 (Body+Head+Hands) DefDef100100 PhysNone BoM Mask128 NoP 2,719

Ruth2v4 (Body+Hands+Head) DefDef100100 PhysLowest BoM Mask128 P 2,725

BoM Texture, Alpha Blend Versions

Ruth2v4 (Body+Head+Hands) DefDef100100 PhysNone BoM Blend NP 6,072

Ruth2v4 (Body+Head+Hands) DefDef100100 PhysNone BoM Blend P 6,409

Ruth2v4 (Body+Hands+Head) DefDef100100 PhysLowest BoM Blend P 6,433

Conclusions:

  • Physics none or Physics lowest makes little difference.
  • Physics none, PhysicsCube PhysicsTriPlane earlier established as basically the same complexity.
  • Linking to a 0.1m 4x4white 100% transparent root cube makes little difference.
  • Alpha Mask Mode Cutoff 128 adds about 1,000
  • Alpha Blend Mode roughly triples the overall complexity over Alpha Mask cutoff 128.
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