Mesh/Mesh Server Weight

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This is a preliminary design of an unimplemented cost algorithm. EVERYTHING is subject to change, and certainly will change, during the course of implementation.

Motivation

The server must track all pieces, or prims, in the region at all times. As such every individual piece, or prim, has a certain cost to the server regardless of its physical or visual complexity. There are, however, some factors that make an object more or less expensive for the server to track: in particular truly passive objects that are not scripted or physical are much easier to track than scripted or physical objects.

Concept

There are two basic goals for this cost:

Equation

Important: This section is out of date and needs an edit. The revised formula is
MIN{ (0.5 * num_prims) + (0.25 * (num_scripts - (num_scripts > 0))), num_prims }


  1. Take the number of prims in the object.
  2. If the object contains no scripts and is not physical: divide by static_bonus

The static_bonus only applies if the object is not physical and contains no scripts.

Server weight per prim: cost_scalar * (per_prim_cost / static_bonus)

Examples

Prims Scripted Or

Physical

Server

Cost

Non-Mesh

Cost

1 No 1 1
1 Yes 1 1
10 No 5 10
10 Yes 10 10
30 No 15 30
30 Yes 30 30

How To Optimize