Closed sl-service-account closed 9 months ago
Grumpity Linden commented at 2017-06-14T18:07:31Z
Thank you for that! Both are clever ideas, but lead to various complexities and potential harassment vectors that lead us to be unable to accept your suggestions.
Kyle Linden commented at 2017-06-14T18:07:59Z
Hi Carl,
Thank you for your suggestion. The team has reviewed your request and determined that it is not something we can tackle at this time.
Please be assured that we truly appreciate the time you invested in creating this feature request, and have given it thoughtful consideration among our review team.
This wiki outlines some of the reasoning we use to determine which requests we can, or can't, take on: http://wiki.secondlife.com/wiki/Feature_Requests
Thanks again for your interest in improving Second Life.
How would you like the feature to work?
The current Avatar Complexity feature is useful in that it reduces the rendering overhead when avatars exceed a certain complexity (by rendering them as jelly dolls). However, the current implementation could be improved in two ways (IMHO):
So it would seem more intuitive for the user to set a max TOTAL complexity. If this is exceeded, then the viewer could "shed" avatars (starting at the most complex) until the complexity is below the threshold. This would handle things like parties and gatherings rather more cleanly than at present, and get out of the way when in a private setting with only a few friends.
Why is this feature important to you? How would it benefit the community?
I think these features would decrease the need for users to continually tweak the avatar rendering settings, as in many cases the viewer would make more intelligent decisions about which avatars to render.
Original Jira Fields
| Field | Value | | ------------- | ------------- | | Issue | BUG-100809 | | Summary | Potential Improvements to Avatar Complexity System | | Type | New Feature Request | | Priority | Unset | | Status | Closed | | Resolution | Unactionable | | Reporter | Carl Wilder (carl.wilder) | | Created at | 2017-06-09T20:15:16Z | | Updated at | 2017-06-14T18:07:59Z | ``` { 'Business Unit': ['Platform'], 'Date of First Response': '2017-06-14T13:07:31.304-0500', 'How would you like the feature to work?': 'The current Avatar Complexity feature is useful in that it reduces the rendering overhead when avatars exceed a certain complexity (by rendering them as jelly dolls). However, the current implementation could be improved in two ways (IMHO):\r\n\r\n1. Use Total Complexity\r\nIt seems to me that rendering overhead is a function of the TOTAL amount of avatar complexity in the sim (or view area), not each individual avatar. If I was in a sim with JUST a single avatar of 500,000 complexity I would probably be ok with that .. but if I\'m in a sim with TEN avatars each with 250,000 complexity I am much more likely to need to trim avatar rendering.\r\n\r\nSo it would seem more intuitive for the user to set a max TOTAL complexity. If this is exceeded, then the viewer could "shed" avatars (starting at the most complex) until the complexity is below the threshold. This would handle things like parties and gatherings rather more cleanly than at present, and get out of the way when in a private setting with only a few friends.\r\n\r\n2. Render Avatars in Private Chat\r\nIt would be nice to have a setting that made the viewer render any avatar in the vicinity (regardless of complexity) who had a current IM chat window open. This is based on the reasonable assumption that you would want to see anyone you are talking to.', 'ReOpened Count': 0.0, 'Severity': 'Unset', 'Target Viewer Version': 'viewer-development', 'Why is this feature important to you? How would it benefit the community?': 'I think these features would decrease the need for users to continually tweak the avatar rendering settings, as in many cases the viewer would make more intelligent decisions about which avatars to render.', } ```