The website Road to VR is one of the most active and up to date websites on the subject of Virtual Reality.
Today they published a short article on Sansar and in it Ebbe said a few interesting things.
We’ll do a lot of things to help users understand how to create performant content. There’s a lot of work yet to do, but we have plans for things like automatic optimization of content, polygon reduction of content that preserves quality at the same time, including showing users that create content some sort of visual indication of how performant their content is going to be across various platforms… I’ve already see stuff in Sansar that I know you’d never see in SL.
I like the sound of this.
Giving users the tools to build whatever they can imagine is crucial for Sansar to succeed and be something more than all those other VR worlds that are and will be popping up.
One of the problems with SL is that we have those tools and can build whatever we want but as many of us aren’t that experienced, this sometimes results in corners of our world that don’t look very good or take a long time to load.
So the golden formula for Sansar will be easy creation tools + automatic optimisation = great VR.
Please read the entire article on the Road to VR website by clicking here.
That *does* sound encouraging. It’s been a fun/frustrating challenge to learn how to build relatively simple SL objects in Blender. Relatively easy to get them to look *exactly* how I want. But when I’ve tried to optimize, and especially if I’ve let the SL mesh import have anything to do with the optimization, the object only looks good when my camera position is within a meter. Take one step back, and a framed wall painting becomes a Picasso-esque triangle.
If Sansar can optimize intelligently, I’ll be able to create the mesh with a more sensible amount of detail and polygons, and drop it in as is. Hopefully.