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20 March 2009

 
There are some upcoming changes that make a lot of sense to me (not that I know anything, but even so) - limiting avatar script memory to a personal pool of ram sounds extra-specially good given that there is scripted hair with bazillions of scripts (although for same scripts the creators can take advantage of the bytecode sharing of mono-compiled scripts) and broadly-used scriptalicious HUD attachments. Parcel script allotments seem like they make sense, too.

Right now we are flailing in the dark without tools to know what's going on, and it seems like in order to have the tools we need to have the limits - fair limits. I don't think this is a bad thing. The resources are finite, and if the juice is all sucked up by Mr. So and So's highly complex scripted what-nots, no one else in the sim gets a fair shake. As with the Avatar Rendering Cost, which a person can use to roughly compare the relative hits of, say, hair styles when shopping, I think we'll find out that Script A, while doing virtually the same task as Script B, might use a different amount of memory - and choose accordingly, or even (unthinkable to some people) do without it entirely.

It seems as though it will necessarily be a difficult and complicated application of this simple idea, as SL is so very complex, but it doesn't seem bad to me. It seems as though implementation would do away with nasty surprises (surprise - nothing is working in the sim because there's too much vying for the limited resources), which in turn seems to be LL's focus.

posted by - 4:57 PM

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