[12:15] McCabe Maxsted: I have a question, if you don't mind
[12:16] Nyx Linden: sure
[12:16] MystiTool HUD 1.0.22: Entering chat range: limonov Verne (19m)
[12:16] McCabe Maxsted: why can't rendering avatars be separated from the particle count setting, so they don't appear invisible?
[12:17] Nyx Linden: actually I fixed a bug a little while ago for that, so if you turn off particles anyone who is "ruthed" appears as a white sphere [
link, for those who are curious]
[12:17] Nyx Linden: don't think that's made it into the RC yet
[12:17] McCabe Maxsted: I remember that; I wasn't a big fan
[12:17] McCabe Maxsted: it was in the 1.21 nightly
[12:17] McCabe Maxsted: at least, for a while
[12:17] Nyx Linden: ah
[12:18] McCabe Maxsted: why can't they just be particles?
[12:18] BigPapi Linden: what do you mean?
[12:18] McCabe Maxsted: I mean, not be affected by the particle setting. An exception
[12:18] Nyx Linden: that's only used if particles are turned off. If you specifically change your settings so that you don't render particles, we want to use something else to represent a ruthed avatar
[12:19] BigPapi Linden: The fix gets around that.
[12:19] BigPapi Linden: However, we treat the two particle types as different
[12:19] BigPapi Linden: Since we have a particle pool that we add the ruth particles to.
[12:19] BigPapi Linden: The renderer doesn't know those particles are any different.
[12:20] Morgaine Dinova loves BigPapi's raptor
[12:20] McCabe Maxsted: it can't tell the source?
[12:20] BigPapi Linden: Not really. We also don't want to add lots of logic to particle culling or particle budgets.
[12:20] Kevin Paisley is Online
[12:21] BigPapi Linden: Since for performance reasons we need each individual particle's rendering to be as fast as possible.
[12:21] BigPapi Linden: But nyx's fix allows you to see ruthed avatars even if you set the particle budget to 0
[12:21] McCabe Maxsted nods. Makes sense. Would it be possible to have two separate pools?
[12:21] McCabe Maxsted: or is that too much of a performance drain?
[12:22] Morgaine Dinova: A derived class with a parameter override wouldn't create a slowdown, other than the virtual dereference.
[12:22] BigPapi Linden: Not that much of a performance drain, but it would require changing around more of the renderer. Nyx's fix is cleaner.
[12:22] McCabe Maxsted: it creates more user confusion, though
[12:23] BigPapi Linden: the white sphere?
[12:23] McCabe Maxsted: yeah, having two different types of avatars that newbies won't be able to understand, multicolored IIRC based on your shader settings
[12:24] McCabe Maxsted: simpler for the user to just have one avatar, one unrezed avatar
[12:24] McCabe Maxsted: and always know what's what
[12:24] Nyx Linden: it should be consistent unless you're changing your settings back and forth
[12:24] McCabe Maxsted: which we are always doing
[12:24] McCabe Maxsted: as residents
[12:24] BigPapi Linden: Yes, but it does look similar, and that would also require adding another slider to allow you to budget avatar particles too. :)
[12:24] Aimee Trescothick is Offline
[12:25] McCabe Maxsted: I think it could safely be a default, without a preference
[12:25] BigPapi Linden: Plus the engineering resources to change the renderer to allow you to it that way.
[12:25] Aimee Trescothick is Online
[12:25] MystiTool HUD 1.0.22: Entering chat range: Aimee Trescothick (1m)
[12:25] Nyx Linden: I think this should be sufficient for now -feel free to create a feature request and gather votes if you feel that its a big issue though
[12:26] Morgaine Dinova: I guess the LL manpower issue is the deciding factor. Short of providing a patch for them ...
[12:26] McCabe Maxsted nods. I guess so