How Much Land for a Thousand Land Impact Upload Second Life
Summary
The 2nd Life Viewer and simulators have a segmentation of labor, keeping rails of the information that makes Second Life run. The Viewer'south job is to:
- Handle locations of objects.
- Get velocities and other physics data, and does simple physics to proceed rails of what is moving where.
The simulator's job is to:
- Run the physics engine.
- Detect collisions.
- Continue track of where everything is
- Send locations of content to the Viewer along with updates when sure changes occur.
Limits are necessary for all of these components to work together. The list below outlines many of the Second Life numerical limits that affect your inworld feel. Some of these will probable change over time, and then if you lot spot something incorrect/outdated, delight take a moment to update it.
![]() | Important: The scope of this folio is focused on Linden Lab's official Viewers, keeping in mind 3rd-party viewers may differ. Cite sources and provide substantiation for limits that aren't provided by Linden Lab. Also, unconfirmed speculation goes on this discussion page. Don't add information without a difficult limit, and don't add obscure trivia that doesn't practically touch on the general inworld experience. |
Avatar
- Max. # of attachments - 38 combined HUD or body attachments.
- They can be viewed by right-clicking your avatar and choosing Edit My Outfit.
- With the formal introduction of multiple attachments to a unmarried point in Viewer 2.4, you tin can attach up to 38 full objects, and they can all exist attached to a unmarried point.
- With the introduction of the Bento armature, at that place are 47 attachment points bachelor.
- With the introduction of Animesh, at that place is a limit of one Animesh zipper, 2 if the resident has premium.
- Max. # of clothing layers - sixty including alpha, tattoo, shoe base, physics, socks, gloves, undershirt, underpants, shirt, pants, jacket, brim
- On viewers earlier 2nd Life Release 3.7.29.301305, the potential full was still 60, merely limited to 5 items of each blazon.
- In any example, but one each of shape, skin, optics and hair base of operations may be worn. These 4 basic body parts are in addition to the sixty clothing layers.
- Max Clothing Texture - 1024x1024 px (except 128x128 px for eyes) - Server Side Appearance (and legacy baking on outside grids) will downsize larger textures.
- Max. unassisted fly superlative - Stable hover at current basis pinnacle plus 5020m.
- You can hands acquire a flight zipper to wing high. Also see flight limit and the Navigation section beneath.
- Common shoe sizes - Traditionally, well-nigh women'due south shoes were designed for a size 0 (goose egg) foot. Men's generally scale upwardly to 14. Newer items (mesh and some sculpted) replace the system feet or conform to the avatar's shape, so adjustments may be necessary.
- You can check this by going to Edit menu > Appearance and clicking on the Shape > Legs tab.
- Max. length of avatar proper name - 31 for first proper name, 31 for last name, 63 in full (including the space).
- Max. length of Username - All lower instance and a maximum of 63 including the '.'(eg; firstname.lastname)
- Older account user names are a combination of the First and terminal proper noun in lower case separated past a flow(.)(eg; lilmix.pixelmaid)
- Modern user names are a single name(no period)(eg; john1234) - Max. length is 31 characters
- The Legacy Names for modern user names always shows Resident as the last name. So the Max is 40 characters in total for a new avatar's legacy name(including the space and final name 'Resident')
- Min. length of Display_Names - At to the lowest degree one script grapheme
- Max. length of Display Names - 31 characters
- Display Names can include most Unicode script characters, spaces, and some punctuation.
- Max. avatar speed - 250m/s (with simply attachments to assist)
- Max. teleport speed - 10 teleports per 15 seconds, since SL server 1.27.i
Animation
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Length of blitheness | n/a | 60.0 seconds | Limited by length or Size, whichever is reached start | northward/a |
Size of Blitheness | north/a | 250k bytes | Express past length or Size, whichever is reached start. Size is afterward conversion to SL internal animaton format, not BVH source which can be much larger. | n/a |
Distance an Animation Can Travel | north/a | ten meters | n/a | n/a |
animation priority | 0 | 4, with custom tools 6 | northward/a | Animation_Priority |
Number of unique joints per animation | n/a | 216 | n/a | n/a |
Number of simultaneous animations playing | due north/a | xxx | n/a | north/a |
Building
Limit affects | Lower limit | Upper limit | Annotate | More coverage |
---|---|---|---|---|
Prim dimensions | <0.01, 0.01, 0.01> | <64.0, 64.0, 64.0> | Used to be <10.0, x.0, 10.0> prior to Second Life Server version 11.08.17.238770 | llSetScale, PRIM_SIZE and Megaprim |
Number of prims in a linkset | n/a | 256 prims | Used to exist 255 prior to Second Life Server version 1.26 | north/a |
Linking distance | n/a | Linkability_Rules | n/a | northward/a |
Physics cost for a physical object | n/a | 32.0 | Additional notes:
| OBJECT_PHYSICS_COST |
Build or rez height | n/a | 4096.0 meters | 768.0 meters for Viewers prior to version 1.20 | n/a |
Prim name length | n/a | 63 bytes UTF-8 string | same limit for avatar names, although the character set for avatar names is significantly express. | n/a |
Prim clarification length | n/a | 127 bytes UTF-eight string | n/a | n/a |
Temporary prims' lifetime | n/a | up to around lx seconds | depends upon when the next garbage collector cycle is | due north/a |
Number of temporary prims | n/a | RegionPrimLimit - NumberOfPrimsInRegion + Minimum(0.5*RegionPrimLimit, 1000) | n/a | n/a |
Length of hovertext | northward/a | 254 bytes UTF-viii cord | north/a | llSetText and PRIM_TEXT |
Lighting
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Number of projectors rendered at total detail | due north/a | 2 | But the ii projectors closest to an object will cause it to cast shadows. | Knowledge Base > Lighting > Projectors |
Communication
Limit affects | Lower limit | Upper limit | Comment | More coverage |
---|---|---|---|---|
Whisper altitude | n/a | 10 meters | /whisper as the beginning few characters in a message tin can be used in viewer-2-code based viewers in local conversation. | n/a |
Conversation distance | due north/a | 20 meters | text spoken as a "chat" step within gestures cannot exist shouted or whispered. /whisper and /shout can be used in the "Replace with" field. | northward/a |
Shout distance | n/a | 100 meters | /shout every bit the offset few characters in a bulletin tin can be used in viewer-2-code based viewers in local conversation. | n/a |
Length of a conversation message and whether or non it is truncated | i byte or unmarried-byte character | 1024 bytes or unmarried-byte characters | Limit does not apply to instant messages via llInstantMessage and communication between IM and e-mail, the limit in that location is 1023 bytes or single-byte characters. The viewer-to-server advice on negative channels is truncated to 254 bytes, and on positive channels, to 1023 bytes. These limits do not affect communication betwixt scripts. | llInstantMessage |
Maximum events | n/a | 64 events | Events are stored in a 64 scrap bitmap. Events happening when the bitmap is full, will get discarded. | n/a |
Number of offline messages | n/a | Capped at 15 letters, unless the account has a Premium Subscription, in which instance the cap raises to fourscore messages. | Number of offline messages (involving IMs, inventory offers, group notices, group invitations) received before letters go capped. Note: If autoAcceptNewInventory (debug setting) is set up to Truthful (the default is FALSE), then all inventory offers, even above 15 (or fourscore in the instance of Premium members), go directly to inventory and do not count against the cap on offline letters. | IM - Blog Postal service |
Length of a properly delivered e-mail respond to an IM | northward/a | 1023 bytes or single-byte characters | northward/a | n/a |
Time later on which a reply to an IM can exist sent via email. | when receiving the IM via e-mail. | 5 days afterwards receiving the offline IM via email. | n/a | 2nd Life Blogs |
Time menses for which IMs are stored within 2nd Life. | n/a | 31 days subsequently receiving the IM | Torley Linden confirmed this with Kelly Linden | n/a |
Number of IMs sent by an object within an 60 minutes | northward/a | 5000 per hour | n/a | n/a |
Gestures
Limit affects | Lower limit | Upper limit | Comment | More than coverage |
---|---|---|---|---|
Shortcut primal mappings | n/a | 33 unique combinations, since F2–F12 can be used with the Ctrl or Shift ⇧ modifiers. | northward/a | All_keyboard_shortcut_keys and the knowledge base |
Conversation footstep length | n/a | 127 bytes or single-byte characters | n/a | northward/a |
Wait time | n/a | 3600 seconds (which is one hr) | northward/a | north/a |
Maximum steps data | n/a | 1000 bytes of packed information; saving with more data returns the message "Gesture save failed. This gesture has too many steps. Try removing some steps, and then salve again." Shorter text, for instance, will permit more steps. | n/a | north/a |
Length of included assets | n/a | see sections for animation, sound | northward/a | northward/a |
Groups
- Maximum number of groups you lot can vest to: 42 for Basic accounts, seventy for Premium accounts.
- After downgrading from a Premium account to a Basic business relationship, you lot may not join any new groups until you are a member of fewer than 42 groups.
- Roles within groups are sort of like sub-groups. In many cases, you lot can use them instead of creating new groups.
- Minimum number of members in a group: 2
- A group with only 1 person for 48 hours volition exist disbanded (cancelled). Unless the group owns country.
- Maximum number of roles immune in a group: x (including "Owners" and "Everyone", which cannot be deleted)
- Maximum Group Name: 35 unmarried-byte characters.
- Maximum Group Title: xx single-byte characters.
- Maximum Length of a Group Notice: 512 single-byte characters.
- Maximum Age of a Group Observe: fourteen days.
Inventory
- Maximum number of inventory items that can be sent in a folder: 42
- Folders count every bit items too. This has more to practise with packet size limits than derisive Douglas Adams references.
- Maximum number of inventory items that tin can be contained in a prim: 10,000
- Maximum characters in an inventory item proper noun: 63
- Maximum notecard line: None, but scripts tin can only read the first 1024 bytes (was 255 bytes before server version 2021-10-25.565008).
- Maximum notecard size: 65,536 bytes
- Number of items in the Library: 3,500 as of 2019-08-ten
- Verified by hiding the Library and counting the difference.
- Maximum number of inventory items displayed in a single inventory folder: Several grand.
- This was discussed during [1] "the binder volition load up to the limit number of items, and remaining ones won't testify up in the viewer. yous yet own them, they aren't lost, but they will be subconscious until the binder size is reduced."
- In that location is no specified limit for total avatar inventory, very big folders tin can be split.
- There was discussion in the 3rd Party Developers' UG (iv/10/2015) meeting about new inventory and login bug from having large numbers of items in a single folder. AISv3 removed server-side limits on the number of items in a binder. Flat inventories are bad. No one is certain at what number of items in a folder cause a login problem. The gear up is to articulate the inventory cache (not the viewer cache) and log into a deserted, empty region so move inventory items into folders and sub-folders. - The trouble appears at dissimilar a number of items depending on your estimator and connection speed. Hopefully being on an empty region will give one enough border to get logged in and do some corrective work before being dropped. If not, you will need to contact back up for help. They will split big folders into smaller groups so you can log in.
Land
- Maximum bundle size: 65,536 meters²
- Covering a whole region, or square on the World Map.
- Minimum parcel size: 16 meters²
- Maximum parcel name length: 63 single-byte characters
- Maximum bundle description length: 255 characters
- Region proper noun length: Linden Concierge policy states a minimum of iii characters, and a maximum of 25 characters (including spaces). See Guidelines for Private Region Naming. Nonetheless, the technical maximum limit is 35 characters, and exceptions to the concierge policy do exist (eastward.g Sandbox - Weapons testing (no damag and X)
- Ban line tiptop for "no entry" or "pay to access" (in other words, "permit public access" is turned off, or "permit group admission" is turned on, in the packet options) is the parcel's basis elevation plus fifty meters (except, if the region has been set to "Block Parcel Fly Over" in which case the access controls extend to at to the lowest degree 4096 meters). If a user is explicitly banned by proper noun, the elevation is the package's footing elevation plus 5000 meters. On current viewers this is visible to the total extent.
- Maximum prims in a region:
- "Mainland / Total Region" and "Linden Homes / Full Region": 22,500
- Total Regions in private estates: xx,000 with an option for xxx,000
- Homestead: five,000
- Openspace : 1,000
-
- To check a region's capacity, use llGetEnv("region_max_prims").
- (Region types are as found in the Full general tab of World > Nearly Country, or returned past llGetEnv("region_product_name") )
- Maximum auto render value: Also "0" (which means never), 999,999 minutes is the highest auto return value.
- Terraforming limits:
- Most mainland tin be raised/lowered past four meters (+/-).
- Some mainland cannot be terraformed, including: Bay Metropolis regions, Boardman, Brown, De Haro, Horizons, Kama Metropolis regions, Nautilus City regions, Nova Albion regions, and Shermerville regions.
- Linden Homes do not allow terraforming.
- A few, very quondam mainland Regions like Da Boom have a terraform range of 40 meters (+/-).
- Estate (private isle) terraformability is settable to a maximum of 100 meters (+/-) by the estate owner or managers.
- Maximum water height: 100 meters using inworld controls, 255 meters by using a *.raw file upload.
- Region water superlative is ordinarily 20 meters, and side by side regions should have the aforementioned water tiptop, or else they volition look discontinuous.
- Maximum terrain height: 255 meters using inworld controls (mainland limit), 510 meters by using a *.raw file upload.
- Miscellaneous estate limits: You can have a maximum of xv manor managers, 500 allowed Residents, 63 allowed groups, and 500 banned Residents.
- See World carte du jour > Region/Manor > Manor tab.
- Maximum number of agents
- Full region: 100 (Typically set up to twoscore on mainland, 55 on Linden Homes regions, simply this does vary. Some meeting areas take this ready to 60 and higher.)
- Recent server performance improvements brand regions with 60 agents in them perform quite well.
- Homestead: xx
- Openspace: x
- Full region: 100 (Typically set up to twoscore on mainland, 55 on Linden Homes regions, simply this does vary. Some meeting areas take this ready to 60 and higher.)
- Freeze Time: Land owners can freeze other Residents for upward to 30 seconds. Members of land owning groups tin can also be granted this ability.
- Minimum parcel that tin can be listed in Places or All search: 144 meters²
- Minimum parcel that can be listed in Events: 512 meters²
- Maximum distance for event listings: 768 meters (Spider web-814)
- Maximum heights that objects tin can be seen on the World Map: 400.005m
Mesh
Limit affects | Lower limit | Upper limit | Annotate | More coverage |
---|---|---|---|---|
Number of vertices | n/a | 65536 vertices per LOD | per mesh - See discussion page | n/a |
COLLADA file size | due north/a | 8 MB | Maximum mesh nugget size after compression, roughly equivalent to a 256 MB Raw COLLADA file. | n/a |
Bone influence weights per vertex | due north/a | 4 | northward/a | n/a |
Bone influence weights per mesh | n/a | 110 | some folk have reported needing to go equally low as nigh 99 in rare cases | n/a |
Number of materials per mesh | n/a | 8 | northward/a | due north/a |
Number of materials per face up | n/a | i | n/a | n/a |
Physics weight for a vehicle | n/a | 32.0 | n/a | n/a |
Maximum number of triangles for Animesh | n/a | 100,000 | Server uses estimated triangles(streaming cost calculated), non visual triangles. | Animesh_User_Guide |
User Constitute Temporary Mesh limits:
Because of an apparent bug in the importer stay within these limits.
- 174,752 triangles, across which boosted triangles will appear every bit holes.
- The 64k vertices per fabric is pre-empted by a limit of 21,844 triangles per cloth, which is presently reported every bit Bug-1001. (4/2014 - See discussion page)
-
- The import process volition go along making new materials across 8 10 21,844 (=174,752) triangles, but the extra triangles then go dropped by the limitation to 8 materials, causing holes in the resulting object. Over the 21,844 triangle limit, the vertex count will beginning to climb steeply, even with shine shading, considering the materials become highly interspersed. So the same vertices have to appear in multiple material lists. So the moral of the story is to stay below 21,844 triangles per textile, for at present, if you want to avoid some unexpected furnishings.
-
- Since viewer release 3.viii.4, processing of meshes in the Collada file that have faces assigned to more 8 materials has changed. Instead of simply dropping the extra material faces, the uploader now creates a new object to adapt them. The result is that the unmarried mesh is divided into multiple objects (prims) in a linkset. Thus the limitation to 8 materials is removed as far as input is concerned, simply still applies to each of the resulting linked objects really uploaded. As a consequence it is now possible to upload a mesh with more than 174,752 triangles, although it volition be divided into multiple objects.
Misc.
- Billing and Trading Limits - Includes LindeX currency exchange limits.
Pinnacle counter error to a higher place 2147483647 meters
- Absolute height limit: 2147483647 = 231 − one meters, which causes the altitude counter to coil over. Altitudes well beneath this cause graphics errors probably due to limited floating point number precision.
- Highest z-value of an SLurl, that will however teleport you to a positive altitude: 4096
- This used to be much higher, but is clamped in belatedly model viewers.
Profile
Each 7-bit ASCII graphic symbol is encoded in i byte. International characters might need more than bytes. When pasting text instead of typing, you can go in one byte more than into each of the below.
- 2nd Life tab'south Well-nigh field - 510 bytes
- Picks tab - 10 picks with 1022 bytes each
- 1st Life tab's Info field - 253 bytes
- Classified tab - 100 listings with x bytes each
- My Notes - 1022 bytes
Performance
- Healthy Viewer FPS - Mostly, FPS higher up fifteen is good. The higher information technology gets, the smoother. Y'all can check via Advanced menu > Performance Tools > Lag Meter, or for more advanced usage, meet Advanced > Performance Tools > Statistics Bar.
- Avatar Rendering Cost scores - Learn all about it!
Scripting
- Height at which scripts reactivate on a no-script parcel - 50 yard above terrain mesh. Scripted objects that take controls volition go on running when you fly downwards or enter a no-script parcel. (If scripts are disabled in the region debug console, they will not run at any height.)
- Maximum height where scripts can run - none, as long equally the object remains rezzed or attached.
- Maximum script source code size - 65536 unmarried byte characters (that'due south a viewer limit and can be inverse in the config file 'panel_script_ed.xml').
- Maximum script memory size (LSO) - 16384 bytes.
- Maximum script memory size (Mono) - 65536 bytes (the maximum memory available to Mono scripts can be constrained via llSetMemoryLimit).
- Maximum agile listeners per script - 65.
- Usable channel for each listener - min. -2147483648, max. 2147483647, including the following special channels: PUBLIC_CHANNEL and DEBUG_CHANNEL.
- For specific scripting limits, await up calls in the LSL Portal.
Sound
Limit affects | Lower limit | Upper limit | Comment | More than coverage |
---|---|---|---|---|
Sound length | n/a | ten.00000 seconds (441,000 samples) | 441,001 samples (x.00002 seconds) won't piece of work. You're advised to cut longer sounds into nine.nine-second-pieces. | n/a |
Textures
- Aspect ratios of profile, place, etc. pictures — all of these were measured at UI size (Edit bill of fare > Preferences > General tab > UI Size) = i.000:
Second Life Viewer 3.6
- Search > Classifieds thumbnail - ~iii:two (101×69 pixels)
- Search > Classifieds expanded - ~iv:3 (159×120 pixels)
- Search > Classifieds expanded > More Info - native aspect ratio
- Search > Destination Guide thumbnail - ~iii:2 (101×69 pixels)
- Search > Destination Guide expanded - ~four:iii (159×120 pixels)
- Search > People - 1:1 (100×100 pixels)
- Search > Places expanded ~iv:iii (159×120 pixels)
- Place Profile - ~3:2 (290×197 pixels)
- About Land > Options tab - ~4:3 (195×150 pixels)
- Profile > Movie - native aspect ratio; thumbnail cropped to 72×72 pixels; zoomed uncropped up to 300×300 pixels
- Contour > Real globe picture - native aspect ratio; thumbnail cropped to 45×45 pixels; zoomed uncropped up to 300×300 pixels
- Contour > Picks thumbnail - 4:3 (60×45 pixels)
- Profile > Pick expanded - 4:three (320×240 pixels)
1.x Series Viewers
(official Viewer up to i.23.5, still used past some Third Party Viewers)
- Search > All for "Classifieds", "People", and "Places" - 4:3 (256×192 pi×els)
- Search > Places and Classified tabs - ~7:5 (398×282 pixels)
- Search > Land tab - ~7:5 (358×252 pixels)
- Contour > 2nd Life tab - ~iv:3 (178×133 pixels)
- Profile > Picks tab - xvi:9 (288×162 pixels)
- Profile > 1st Life tab - 1:i (133×133 pixels)
- Profile > Classifieds tab - ~three:2 (206×137 pixels)
- Contour > Web tab - one:1 (400×400 pixels)
- A scrollbar uses xv pixels on the right-paw side.
- About Land > Options tab - ~3:two (178×117 pixels)
- Group Information > General tab'southward "Group Insignia" - 1:1 (126×126 pixels)
- Some of these textures are shared (for example, Search > All place pages, Search > Places, and Nearly Land > Options apply the same image), so you should selection a well-counterbalanced ratio and size.
- Learn how to get right texture aspect ratios when editing images.
All Viewers
- Maximum texture size - 1024×1024 pixels
- All Second Life textures are constrained to powers of 2 (e.g., 128, 256, 512).
- Some textures inworld have a resolution every bit high as 2048×2048; this is due to a previous limit that was higher.
- We strongly recommend you utilize as small textures as possible because larger ones consume more memory and take essentially longer to load.
- Where large textures are existence forced by import to only 512×512, lower your ...> Preferences >...> UI Size under i.0, to increment import size to the max 1024×1024.
- Minimum texture size - 4×iv pixels
- This ways that there are 9 possible image dimensions: four, 8, sixteen, 32, 64, 128, 256, 512, and 1024 pixels, either horizontal or vertical.
Notes
In general 1 byte is plenty to contain one grapheme.
Source: https://wiki.secondlife.com/wiki/Limits
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