<div dir="ltr">Thanks Dahlia :)</div><div class="gmail_extra"><br><div class="gmail_quote">On Fri, Dec 5, 2014 at 4:05 PM, Dahlia Trimble <span dir="ltr"><<a href="mailto:dahliatrimble@gmail.com" target="_blank">dahliatrimble@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div dir="ltr"><div>A lot depends on where the "physical" (moving, rigid objects or avatars) are relative to the static (non-movable) non-phantom objects. Collision testing can be a significant part of simulation load. It generally happens in multiple phases: a "broad phase" where any moving objects' sizes and positions are compared to other objects to see if they are close enough to warrant more precise testing, and a "narrow phase" where any potentially colliding surfaces are tested. If your scene is set up so that you have many complex collidable (non-phantom) static objects but all of your avatars are not near them then collision testing load should be fairly low. However if they are all standing on colidable objects made of hundreds of small prims then collision testing load will be much higher. Some prims and/or mesh models can have thousands of triangles which could each be subject to collision testing.<br><br></div>In general if you have very complex objects it's probably better to make them phantom and superimpose a simpler, invisible shape which can be used for collisions. The mesh uploader in most viewers offers an optional "physics mesh" which could be used for this purpose as well. However, if simulation CPU load is not an issue for you then you could probably get away with ignoring such optimizations although considering how content is often repurposed it could be considered a best practice to use them.<br></div><div class="gmail_extra"><br><div class="gmail_quote"><div><div class="h5">On Fri, Dec 5, 2014 at 12:16 PM, Dr Ramesh Ramloll <span dir="ltr"><<a href="mailto:r.ramloll@gmail.com" target="_blank">r.ramloll@gmail.com</a>></span> wrote:<br></div></div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div><div class="h5"><div dir="ltr">Hello there,<div>As I was reading about opensim performance on the <a href="http://opensimulator.org" target="_blank">opensimulator.org</a> site, I came across these two recommendations</div><div><ul style="line-height:19.0499992370605px;list-style-type:square;margin:0.3em 0px 0px 1.5em;padding:0px;color:rgb(0,0,0);font-family:sans-serif;font-size:13px"><li style="margin-bottom:0.1em">Make as many objects phantom as possible. Phantom objects do not need to be tested for collisions with avatars and other objects, reducing physics frame time and increasing performance.</li><li style="margin-bottom:0.1em">Make as few objects subject to physics (e.g. falling under gravity, movable by other avatars) as possible. Physics objects need a lot more collision testing than ordinary non-phantom objects.</li></ul><div><font color="#000000" face="sans-serif"><span style="line-height:19.0499992370605px"><br></span></font></div><div>I understand these appear fairly logical. I am curious though, are these differences really going to make perceptible improvements in user experiences? Are there any metrics that would say help us know when to start converting unnecessarily physical objects to phantom?</div><div>Thanks</div><span><font color="#888888"><div>Ramesh</div>-- <br><div><div dir="ltr"><font color="#999999">'Consider how the lilies grow. They do not labor or spin.'</font><br><b>Rameshsharma Ramloll</b> PhD, CEO CTO DeepSemaphore LLC, Affiliate <i>Research Associate Professor</i>, Idaho State University, Pocatello, ID 83209 Tel: <a href="tel:208-240-0040" value="+12082400040" target="_blank">208-240-0040</a><br><div><a href="http://www.linkedin.com/in/rameshramloll" target="_blank">LinkedIn</a>, <a href="http://www.deepsemaphore.com" target="_blank">DeepSemaphore LLC</a>, <a href="http://www.rezmela.com" target="_blank">RezMela</a>, <a href="https://plus.google.com/103652369558830540272/about" target="_blank">Google+ profile</a></div></div></div>
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<br></blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature"><div dir="ltr"><font color="#999999">'Consider how the lilies grow. They do not labor or spin.'</font><br><b>Rameshsharma Ramloll</b> PhD, CEO CTO DeepSemaphore LLC, Affiliate <i>Research Associate Professor</i>, Idaho State University, Pocatello, ID 83209 Tel: 208-240-0040<br><div><a href="http://www.linkedin.com/in/rameshramloll" target="_blank">LinkedIn</a>, <a href="http://www.deepsemaphore.com" target="_blank">DeepSemaphore LLC</a>, <a href="http://www.rezmela.com" target="_blank">RezMela</a>, <a href="https://plus.google.com/103652369558830540272/about" target="_blank">Google+ profile</a></div></div></div>
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