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New 1.32 HUD bug?
08-13-2013, 08:30 AM (This post was last modified: 08-13-2013 08:47 AM by Tad Carlucci.)
Post: #7
RE: New 1.32 HUD bug?
Each KittyCatS! has so many assets that the recent update had to make allowances for the asset and inventory servers not being able to provide a full list of them. This was claimed to be a Second Life bug, but it was caused by the huge inventory each cat carries.

KittyCatS! have so many textures, including sculpt maps, that regions with a large number of cats are taking longer and longer to fully display. Consider: with 15,000 prims available, and at 2 prims per box, it is possible to have 7,500 cats on a region. Each box uses six (I think, might be seven) textures, including the sculpt map. That means it's possible (even probable) that at a region with a large number of cats, we won't fully see the region until we have downloaded an image for Fur/Ear combination, a shadow for each, as well as EVERY Eye combination, and EVERY Whisker combination. The only shared resources are the generic box texture and the sculpt map. And that's just boxes.

KittyCatS! have a LOT of scripts. Even when not running, those scripts take up resources.

KittyCatS! are physical, and move, taking time out of each slice for the physics engine to determine if they have collided.

KittyCatS! always have a listen, which hears everything in range, consuming processing time.

KittyCatS! always have a web socket open, consuming resources.

And, now, we have a script which, when running, waits for the owner to move, do some (sounds like: non-Pathfinding) "path finding" and moves the cat to follow the avatar.

To my mind, KittyCatS! is not making the effort to reduce their contribution to lag and, in fact, with every new feature, is doing more to make it worse.

And "recent" does not mean "the past year or two" it means "the past few weeks". Don't forget, also, that I do have to listen to Charm complain every time she needs to go to a high cat count region. So I don't need to ever log in to be fully aware it's been a growing problem for the past couple of years.

On thinking about it: the Big Win would be to redesign the 2D ("image") modes to use discrete textures instead of the logarithmically growing number of combinations. This would not only greatly improve the in-world experience, it would greatly improve load times for the web pages, as well. This problem has gotten so bad that there has even been some "staff-lag" getting the textures you need uploaded to the various servers so your "image" mode cats and boxes, Pedigree Views, and Cattery, display correctly.
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Messages In This Thread
New 1.32 HUD bug? - Arya89 Resident - 08-05-2013, 11:34 AM
RE: New 1.32 HUD bug? - Mari Halderman - 08-11-2013, 10:03 PM
RE: New 1.32 HUD bug? - Tad Carlucci - 08-12-2013, 08:07 AM
RE: New 1.32 HUD bug? - Winter Phoenix - 08-12-2013, 02:25 PM
RE: New 1.32 HUD bug? - Tad Carlucci - 08-12-2013, 03:40 PM
RE: New 1.32 HUD bug? - Tatiana Cheng - 08-13-2013, 07:10 AM
RE: New 1.32 HUD bug? - Tad Carlucci - 08-13-2013 08:30 AM
RE: New 1.32 HUD bug? - KittyCat Princess - 08-13-2013, 12:30 PM
RE: New 1.32 HUD bug? - Tatiana Cheng - 08-13-2013, 08:29 PM
RE: New 1.32 HUD bug? - Ninithil Resident - 08-17-2013, 12:03 PM
RE: New 1.32 HUD bug? - Kayleigh McMillan - 08-17-2013, 12:14 PM
RE: New 1.32 HUD bug? - Ninithil Resident - 08-17-2013, 12:58 PM
RE: New 1.32 HUD bug? - Ninithil Resident - 08-17-2013, 02:31 PM



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