Although download sizes were reduced dramatically for a while with the implementation of uncompressed sizes, people have found ways to ‘get around’ the uncompressed size limit.
For example Crunch causes the texture size to be incorrectly calculated and added to the uncompressed size.
Or choosing not to use some textures and instead adding more meshes with a high number of triangles, which also significantly increases the download size.
If Crunch continues to be unresolved, leaving a large number of avatars with 120-150MB download sizes, would anyone expect to be limited to 100MB?
What do you guys think of the idea of continuing to lower the size limit?
The next step might be to get rid of crunch compression entirely on uploads.
Personally I would prevent uploads with crunch, and to compensate the mobile avatar limit might be adjusted to 20 for the download, so from 10/40 to 20/40
I would say absolutely not. The last reduction was bad enough. Even more and it’s gonna start killing creativety for creators. It’s already so much lower than it used to be. If people have a potato pc or internet they can hide Avis or make it so you don’t download Avis over 100mb if that’s what you want. The option is right there in the game. No need to make it even worse for the people that don’t mind it. I have everyone always show. No matter how big their Avis are and I play on a laptop
It would be nice to see a better way for players to utilize their resources efficiently, at least the high resource consuming avatars need to be presented as they should be rather than just massively stacked.
Too many people are overstacking, resulting in a long wait to see avatars even with a fast enough internet connection, and the low fps that comes with it.
But the idea that people will continue to be oblivious to this without hard limits or measures of any kind is a no-brainer…
If large textures weren’t baked in to the avatar package file but were instead referenced via links (like images in HTML) you could download them only when needed and only at the resolution your VRAM can handle.
That’s part of the problem. Crunch textures reduce download size, but don’t reflect uncompressed size properly. I agree with docteh that crunch textures should just be barred from upload or automatically converted to their non crunch variant.
I made a canny for streaming mipmaps, which should functionally do the same thing.