Mesh/Mesh Accounting Test

Glossary

Note: In UI, Object Cost is displayed as [Object Cost]/[Physics Cost]. If Object Cost is equal to physics cost, the object's physics cost is greater than its streaming cost, so physics cost is used as the object cost. If Object Cost is greater than Physics Cost, the object's streaming cost is greater than its physics cost, so streaming cost is used as the object cost. The only reason Physics Cost is displayed separately is because if an object's physics cost is greater than 32, it cannot be made physical or used as a vehicle, so residents need a way to view physics cost independently of resource cost.

Resource Cost Testing

Physics Cost vs Streaming Cost

Prim parcel limits

Scale Limits (unimplemented)

Evaluation of Efficacy

The goal of the mesh streaming cost algorithm is to prevent a single scene from exceeding the polygon budget. At the very least, it should not be possible to create a mesh based build that causes more triangles per frame to be rendered than an equivalent prim based build. Ideally, the mesh streaming cost algorithm should achieve no more than 250K triangles per frame from inworld geometry with graphics preferences set to "High." To test, you can compare streaming cost of mesh objects vs similar prim objects using the debug display described above, or you can disable all rendering types besides prims/alpha and observe the number of triangles per frame reported in the statistics floater.

Observe: Triangle count to resource cost ratio of mesh based object should be similar to or much less than prim based objects. That is, prim based objects should have a lower triangle count for a similar resource cost.

See Also