Wednesday 4 March 2020

What's so special about OPQ meshes?

What's so special about OPQ meshes?

In one word: optimization. No matter how strong and fast our computers become, we always want more power, more power to reduce the lag and more power to be able to enhoy more complex and details to out virtual realities.

Optimization is to cut out all the resource stealing factors that don't actually affect the look or functionality of the scene at all. Nobody else in Second Life or on the hypergrid does mesh optimization as well as OPQ, nobody is even close.

Let us give you an example. Here are two trees:


The tree to the left was made by a well known Second Life content creator. It's a mid range tree, good enough to be seen from any distance from up close to far away but not intended as a centerpiece of any landscape. The land impact is 31 and it's made from 1082 big and small triangles coloured with about three million texture pixels. All of that has to be downloaded, prucessed by the cpu and then drawn and redrawn by the gpu over and over again, preferably at least 40 times every second.

This is fairly typical for Second Life. By hypergrid standards it's actually very well optimized.

The tree to the right is an OPQ product. It's a very different shape of course (no two trees grow up to look the same after all) but it's quite similar in actual visual complexity and it too is made to look good at any view distance but not to steal the thunder from everything surrounding it. This tree is made from 245 big and small triangles, painted with about half a million texture pixels.The land impact in Second Life is 2, on the hypergrid 1.

The typical SL tree to the left takes five times or more as long to load as the OPQ tree, it takes up more than five times of your computer's capacity and it doesn't give you anything whatsoever in return for it!

There is no big secret to optimization, it's all about good old fashioned craftsmanship applied to 3D modelling: understand your tools and raw materials and work with them, not against them. If all SL and HG content creator built he way OPQ does, we could have had far richer virtual landscapes and still drastically reduce the lag. That's not going to happen of course but at least we're doing our part.

No comments:

Post a Comment

Rey's Window textures

  OPQ Products : Textures : Rey's Window textures Rey's Window textures Rey's Window 01 Wood1 Info coming soon. Rey's...