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Friday, March 15, 2013

---THE DIFFERENCE---

Let's get this out of the way. The brain is a difference engine, not a similarity engine, and any time someone
tries to assuage you with feel-good similarities, they are trying to get you not to THINK about differences.
Proponents of LLMesh have tried to minimize the difference between LLMesh and sculpty by claiming that all objects
in SL are technically "mesh". While this may be semantially true, it's a similarity with a distinction. The
technical mesh is differentiated from LLMesh because LL used a generic term for something specific. Ideas are
manipulated in semantics by people selling something, so if it helps to shut up their pedantic technical
BS, use LLMesh instead of "mesh" as something that was introduced into SL that it wasn't originally
designed to accommodate, as opposed to generic "mesh" that doesn't offend platfoms that were designed for it.

All objects in SL are made up of essentially triangles. Legacy prims have more restrictions on the relative
locations of triangle points than sculpties (rigid UV maps). LLMesh allows more triangles in unrestricted
locatons (non-rigid UV maps). Without getting into the problems LLMesh has in interacting with stuff and code
that had a different premise when it was originally designed, it doesn't take a genius to figure out that each
stage from legacy prims to sculpty, to LLMesh, more information must be used to describe each object. More information
is more data to store and manipulate, more data is more memory and time to process, and more memory and time to
process is more lag. This is really a HUGE no-brainer, yet how many times did the mesh zombies (some refer to them
as "mesh Nazis) tell us that mesh doesn't lag?

However they want to parse it semantically, SOMETHING FREAKING LAGS! Do any of us care whether it's llMesh that lags,
or the leprechauns in the code that don't like LLMesh? Whether they could articulate why, everyone KNEW when LLMesh
rolled out, they lagged where they didn't before, and crossed borders badly where they didn't before, and crashed
where they did't before. And it was the introduction of LLMesh that did it. Don't let them make you feel better
about LLMesh by making you feel stupid. It's their favorite tactic. For the rest of this blog, when I say "mesh"
I'm talking about LLMesh, the particular flavor of mesh foisted upon residents by LL and the people who stood to
benefit personally by selling you stuff made of it.

All the technical BS comes down to this...LLMesh lags because LL tried to stuff a round mesh peg into a square
SL legacy hole. The problems arise because apparently LL didn't recognize the hole that THEY originally made was square,
and  when problems immediately ensued, they proceeded to carve on the hole by an endless series of updates and roll-backs
(that they call another update so you won't know that they screwed up).

Yet, after repeatedly having ther semantic arguments proved wrong or irrelevent by prima facia anecdotal evidence that the most
right-brained non-techie could see with their eyes shut, the mesh zombie answer to the lag was "spend money for a new
computer like I did".  Which is pretty easy for them to say, because many of them got the money for their updated computers
from YOU, by selling you stuff that was harder for them to make before mesh. See a pattern forming here?

The problem here is not that all mesh is equal, or unequal. The problem is not a technical or semantic issue. The problem
is WHY they did it, HOW they did it, and WHO really benefitted from it.  While they juggle those three balls in front of
you, they are trying to get you to focus on the fact that the balls are all made of the same crap. Just because you don't
know all the intimate technical details of 3D rendering doesn't mean you don't know human behavior, and THAT is what it's
really about. While LL is telling you to pay no attention to the lag behind the curtain, don't forget it was the Elite
Content Creator class who sent out the flying mesh monkeys.

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