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	<title>Comments on: Less is More &#8211; Don’t be THAT Guy!</title>
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	<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html</link>
	<description>Always Fairly Unbalanced</description>
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		<title>By: Imnotgoing Sideways</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68571</link>
		<dc:creator>Imnotgoing Sideways</dc:creator>
		<pubDate>Wed, 22 Dec 2010 20:58:43 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68571</guid>
		<description>If my ARC is anything below 20k, I assume something is missing and go hunting in my inventory. (^_^)

You&#039;d think, given SL is a 3D app, that people would use computers capable of rendering 3D. (O.o)

No lag on me!!! =^-^=

Y&#039;all should see my 3,000,000 ARC AV. It games the number and won&#039;t lag anyone. (^_^)y</description>
		<content:encoded><![CDATA[<p>If my ARC is anything below 20k, I assume something is missing and go hunting in my inventory. (^_^)</p>
<p>You&#8217;d think, given SL is a 3D app, that people would use computers capable of rendering 3D. (O.o)</p>
<p>No lag on me!!! =^-^=</p>
<p>Y&#8217;all should see my 3,000,000 ARC AV. It games the number and won&#8217;t lag anyone. (^_^)y</p>
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		<title>By: Gundel Gaukelei</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68569</link>
		<dc:creator>Gundel Gaukelei</dc:creator>
		<pubDate>Wed, 22 Dec 2010 18:18:33 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68569</guid>
		<description>@ Intlib &lt;i&gt;a) sim physics engine calculates potential collisions based on each vertex that acts physically, the more vertexes on an avatar, the more potential collisions they create, as just one example. This drags down sim Time Dilation to a crawl, akin to being in a black hole event horizon.&lt;/i&gt;

The last time I checked, attachments did not add a single vertex to the collision mesh because they were phantom.</description>
		<content:encoded><![CDATA[<p>@ Intlib <i>a) sim physics engine calculates potential collisions based on each vertex that acts physically, the more vertexes on an avatar, the more potential collisions they create, as just one example. This drags down sim Time Dilation to a crawl, akin to being in a black hole event horizon.</i></p>
<p>The last time I checked, attachments did not add a single vertex to the collision mesh because they were phantom.</p>
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		<title>By: Tux</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68526</link>
		<dc:creator>Tux</dc:creator>
		<pubDate>Tue, 21 Dec 2010 10:51:18 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68526</guid>
		<description>I can get my ARC into millions without causing lag.  Plus this gives me the ability to troll the ARC Nazi&#039;s.  Not that I ever would of course!</description>
		<content:encoded><![CDATA[<p>I can get my ARC into millions without causing lag.  Plus this gives me the ability to troll the ARC Nazi&#8217;s.  Not that I ever would of course!</p>
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		<title>By: Tracey Humphreys</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68517</link>
		<dc:creator>Tracey Humphreys</dc:creator>
		<pubDate>Mon, 20 Dec 2010 20:31:49 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68517</guid>
		<description>There is the lag caused by people constantly ordering others to take their shoes off.</description>
		<content:encoded><![CDATA[<p>There is the lag caused by people constantly ordering others to take their shoes off.</p>
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		<title>By: Van</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68516</link>
		<dc:creator>Van</dc:creator>
		<pubDate>Mon, 20 Dec 2010 20:30:08 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68516</guid>
		<description>I followed the link on this article, and as it says also here.... &quot;ACR is a MEASURE used to HELP determine...&quot; ONLY A MEASURE TO HELP!...  So what is funny is, When does Ruth become Nazi? Too funny... Guys need to create a fight where there is none; Supposedly virtual communities regulate themselves, but that is a lie, because only more combatant people express their opinions, and we continually end up with &quot;sides&quot; and fingerprinting...  What&#039;s good is that at least people blogging end up showing their true-colours.</description>
		<content:encoded><![CDATA[<p>I followed the link on this article, and as it says also here&#8230;. &#8220;ACR is a MEASURE used to HELP determine&#8230;&#8221; ONLY A MEASURE TO HELP!&#8230;  So what is funny is, When does Ruth become Nazi? Too funny&#8230; Guys need to create a fight where there is none; Supposedly virtual communities regulate themselves, but that is a lie, because only more combatant people express their opinions, and we continually end up with &#8220;sides&#8221; and fingerprinting&#8230;  What&#8217;s good is that at least people blogging end up showing their true-colours.</p>
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		<title>By: IntLibber</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68515</link>
		<dc:creator>IntLibber</dc:creator>
		<pubDate>Mon, 20 Dec 2010 20:19:34 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68515</guid>
		<description>Soror,
I&#039;ve been on other grids, which typically feature with only a single av in the sim a permanently depressed time dilation (Avatar Hangout is one, due to packing too many sims on a server), an ability to crash the sim that approaches a sneeze, among other limitations.</description>
		<content:encoded><![CDATA[<p>Soror,<br />
I&#8217;ve been on other grids, which typically feature with only a single av in the sim a permanently depressed time dilation (Avatar Hangout is one, due to packing too many sims on a server), an ability to crash the sim that approaches a sneeze, among other limitations.</p>
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		<title>By: Van</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68514</link>
		<dc:creator>Van</dc:creator>
		<pubDate>Mon, 20 Dec 2010 20:10:33 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68514</guid>
		<description>So, is it a good idea to tell &quot;less experienced players&quot; to unattach stuff in a large event or not? And apparently everyone agrees that its is Scripted Attachements and HUDs, yes?  WhoooHoooo The impossible an agreement between Alphaville bloggers, is this even possible????</description>
		<content:encoded><![CDATA[<p>So, is it a good idea to tell &#8220;less experienced players&#8221; to unattach stuff in a large event or not? And apparently everyone agrees that its is Scripted Attachements and HUDs, yes?  WhoooHoooo The impossible an agreement between Alphaville bloggers, is this even possible????</p>
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		<title>By: soror Nishi</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68498</link>
		<dc:creator>soror Nishi</dc:creator>
		<pubDate>Mon, 20 Dec 2010 01:06:33 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68498</guid>
		<description>As there are other grids that mange to host more than 50 ais per sim, I am afraid I will go along with those that blame LL.
SL is in no state to host large events,as we have seen, if they did the work and provided the necessary facilities, people could wear what they wanted.
LL can&#039;t even host their own birthday party properly.</description>
		<content:encoded><![CDATA[<p>As there are other grids that mange to host more than 50 ais per sim, I am afraid I will go along with those that blame LL.<br />
SL is in no state to host large events,as we have seen, if they did the work and provided the necessary facilities, people could wear what they wanted.<br />
LL can&#8217;t even host their own birthday party properly.</p>
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		<title>By: IntLibber</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68487</link>
		<dc:creator>IntLibber</dc:creator>
		<pubDate>Sun, 19 Dec 2010 19:43:45 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68487</guid>
		<description>Oh there is a fifth source of lag that you dont see: all the http requests of people trying to teleport into a sim but cannot because the sim is full.</description>
		<content:encoded><![CDATA[<p>Oh there is a fifth source of lag that you dont see: all the http requests of people trying to teleport into a sim but cannot because the sim is full.</p>
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		<title>By: IntLibber</title>
		<link>http://alphavilleherald.com/2010/12/less-is-more-don%e2%80%99t-be-that-guy.html/comment-page-1#comment-68486</link>
		<dc:creator>IntLibber</dc:creator>
		<pubDate>Sun, 19 Dec 2010 19:38:19 +0000</pubDate>
		<guid isPermaLink="false">http://alphavilleherald.com/?p=4871#comment-68486</guid>
		<description>Darien,
Unfortunately, your statement that its somehow due to LL laziness that ARC is a problem, when in fact, it is a multifacted issue of several kinds:

a) sim physics engine calculates potential collisions based on each vertex that acts physically, the more vertexes on an avatar, the more potential collisions they create, as just one example. This drags down sim Time Dilation to a crawl, akin to being in a black hole event horizon.

b) script time usage: if your blingtard&#039;s typical hairdo has a color changer script in each and every prim of their hair, of their shoes, and jewelry, as well as a bling script in every prim of the jewelry or any other shiny prim on their avie, then an avatar can generate easily over 2-3 milliseconds of script time delay on the sim script engine. Multiply that by 60 avatars and that drags the sim to a crawl.

c) frequent teleports/relogs: every time someone teleports or logs into a sim, their client has to re-download ALL of the content in that sim, as well as all the content within their draw distance in any neighboring sims. If your draw distance is at 512 meters, and you are in a mainland club, you are downloading all the content from about 10 sims (which comes to 150,000 prims just in builds, as well as all the prims and textures on all the avatars within that draw distance), which is coming through the server you are in, and loading the network at the datacenter those servers are at. If each person has to relog every 15 minutes cause they think that they&#039;re being lagged due to a connection issue, then you are going to have a constant download burden on the sim of one avatar every 15 seconds, and when it takes over a minute to download your average sim, you see how that can be a constant load on the server.

d) prims and textures: If you have sims full of people, and every avatar has every attachment point connected to a 256 prim linkset (and now you can attach two attachments to each attachment point), that is 64 attachments x 256 prims x 60 avatars per sim x 10 sims = over 9.8 million prims, and as many as 60 million textures. If youre average texture is 1 megabyte, thats 60 megs to download in textures... thats more than downloading the entire Second Life Client application.</description>
		<content:encoded><![CDATA[<p>Darien,<br />
Unfortunately, your statement that its somehow due to LL laziness that ARC is a problem, when in fact, it is a multifacted issue of several kinds:</p>
<p>a) sim physics engine calculates potential collisions based on each vertex that acts physically, the more vertexes on an avatar, the more potential collisions they create, as just one example. This drags down sim Time Dilation to a crawl, akin to being in a black hole event horizon.</p>
<p>b) script time usage: if your blingtard&#8217;s typical hairdo has a color changer script in each and every prim of their hair, of their shoes, and jewelry, as well as a bling script in every prim of the jewelry or any other shiny prim on their avie, then an avatar can generate easily over 2-3 milliseconds of script time delay on the sim script engine. Multiply that by 60 avatars and that drags the sim to a crawl.</p>
<p>c) frequent teleports/relogs: every time someone teleports or logs into a sim, their client has to re-download ALL of the content in that sim, as well as all the content within their draw distance in any neighboring sims. If your draw distance is at 512 meters, and you are in a mainland club, you are downloading all the content from about 10 sims (which comes to 150,000 prims just in builds, as well as all the prims and textures on all the avatars within that draw distance), which is coming through the server you are in, and loading the network at the datacenter those servers are at. If each person has to relog every 15 minutes cause they think that they&#8217;re being lagged due to a connection issue, then you are going to have a constant download burden on the sim of one avatar every 15 seconds, and when it takes over a minute to download your average sim, you see how that can be a constant load on the server.</p>
<p>d) prims and textures: If you have sims full of people, and every avatar has every attachment point connected to a 256 prim linkset (and now you can attach two attachments to each attachment point), that is 64 attachments x 256 prims x 60 avatars per sim x 10 sims = over 9.8 million prims, and as many as 60 million textures. If youre average texture is 1 megabyte, thats 60 megs to download in textures&#8230; thats more than downloading the entire Second Life Client application.</p>
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