Largest File Size You Can Upload to Second Life

Summary

The Second Life Viewer and simulators have a segmentation of labor, keeping track of the data that makes 2nd Life run. The Viewer's job is to:

  • Handle locations of objects.
  • Get velocities and other physics information, and does elementary physics to keep runway of what is moving where.

The simulator's job is to:

  • Run the physics engine.
  • Detect collisions.
  • Keep track of where everything is
  • Transport locations of content to the Viewer forth with updates when certain 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 experience. Some of these will likely change over time, and so if you spot something incorrect/outdated, please take a moment to update it.

KBcaution.png Important: The telescopic of this page is focused on Linden Lab's official Viewers, keeping in mind 3rd-political 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 together data without a hard limit, and don't add obscure trivia that doesn't practically affect the general inworld experience.

Avatar

  • Max. # of attachments - 38 combined HUD or torso attachments.
    • They can exist viewed past correct-clicking your avatar and choosing Edit My Outfit.
    • With the formal introduction of multiple attachments to a unmarried bespeak in Viewer ii.four, you can attach upwardly to 38 total objects, and they can all be attached to a single betoken.
    • With the introduction of the Bento armature, there are 47 zipper points available.
    • With the introduction of Animesh, there is a limit of 1 Animesh attachment, 2 if the resident has premium.
  • Max. # of habiliment layers - 60 including alpha, tattoo, shoe base, physics, socks, gloves, undershirt, underpants, shirt, pants, jacket, skirt
    • On viewers before Second Life Release 3.7.29.301305, the potential total was still threescore, but express to v items of each blazon.
    • In any instance, only one each of shape, skin, optics and pilus base may be worn. These 4 basic body parts are in add-on to the lx article of clothing layers.
  • Max Wear Texture - 1024x1024 px (except 128x128 px for optics) - Server Side Appearance (and legacy baking on outside grids) volition downsize larger textures.
  • Max. unassisted fly height - Stable hover at current ground elevation plus 5020m.
    • Yous can easily acquire a flight attachment to fly high. As well run into flying limit and the Navigation section beneath.
  • Common shoe sizes - Traditionally, most women's shoes were designed for a size 0 (zero) foot. Men's by and large scale up to 14. Newer items (mesh and some sculpted) replace the organisation feet or conform to the avatar's shape, then adjustments may be necessary.
    • You lot tin can cheque this past going to Edit card > Appearance and clicking on the Shape > Legs tab.
  • Max. length of avatar name - 31 for starting time proper name, 31 for terminal name, 63 in total (including the infinite).
  • Max. length of Username - All lower case and a maximum of 63 including the '.'(eg; firstname.lastname)
    • Older account user names are a combination of the First and last proper name in lower case separated past a period(.)(eg; lilmix.pixelmaid)
    • Modern user names are a single proper noun(no period)(eg; john1234) - Max. length is 31 characters
    • The Legacy Names for modern user names always shows Resident equally the last proper name. And then the Max is 40 characters in total for a new avatar's legacy proper name(including the space and last proper name 'Resident')
  • Min. length of Display_Names - At least 1 script grapheme
  • Max. length of Brandish Names - 31 characters
    • Display Names can include most Unicode script characters, spaces, and some punctuation.
  • Max. avatar speed - 250m/s (with only attachments to assistance)
  • Max. teleport speed - x teleports per 15 seconds, since SL server 1.27.ane

Animation

Limit affects Lower limit Upper limit Comment More than coverage
Length of blitheness n/a 60.0 seconds Limited by length or Size, whichever is reached first n/a
Size of Blitheness n/a 250k bytes Express by length or Size, whichever is reached first. Size is afterward conversion to SL internal animaton format, not BVH source which tin be much larger. n/a
Distance an Animation Tin Travel n/a x meters n/a due north/a
blitheness priority 0 4, with custom tools 6 due north/a Animation_Priority
Number of unique joints per animation northward/a 216 n/a northward/a
Number of simultaneous animations playing northward/a 30 north/a due north/a

Building

Limit affects Lower limit Upper limit Comment 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 be 255 prior to Second Life Server version 1.26 due north/a
Linking distance due north/a Linkability_Rules n/a n/a
Physics toll for a physical object n/a 32.0 Additional notes:
  • If you try to link more, it'll either say "Can't enable physics for objects with more than than 32 primitives" or "Object has too many primitives -- its dynamics have been disabled.".
  • On server versions one.38 and beneath, each sitting avatar counted as one prim. From 1.40.ii the limit is only on actual prims.
OBJECT_PHYSICS_COST
Build or rez superlative due north/a 4096.0 meters 768.0 meters for Viewers prior to version i.20 n/a
Prim name length n/a 63 bytes UTF-8 cord same limit for avatar names, although the character set up for avatar names is significantly limited. n/a
Prim clarification length due north/a 127 bytes UTF-8 string n/a due north/a
Temporary prims' lifetime n/a up to around threescore seconds depends upon when the adjacent garbage collector cycle is n/a
Number of temporary prims northward/a RegionPrimLimit - NumberOfPrimsInRegion + Minimum(0.5*RegionPrimLimit, yard) north/a due north/a
Length of hovertext due north/a 254 bytes UTF-8 string due north/a llSetText and PRIM_TEXT

Lighting

Limit affects Lower limit Upper limit Annotate More than coverage
Number of projectors rendered at total detail n/a ii But the 2 projectors closest to an object will crusade it to cast shadows. Cognition Base > Lighting > Projectors

Advice

Limit affects Lower limit Upper limit Comment More than coverage
Whisper distance north/a ten meters /whisper as the first few characters in a message tin can be used in viewer-2-lawmaking based viewers in local chat. n/a
Chat distance northward/a 20 meters text spoken as a "chat" step within gestures cannot be shouted or whispered. /whisper and /shout can exist used in the "Replace with" field. n/a
Shout distance n/a 100 meters /shout every bit the first few characters in a message can be used in viewer-2-code based viewers in local chat. due north/a
Length of a chat message and whether or not it is truncated i byte or single-byte character 1024 bytes or single-byte characters Limit does not use to instant messages via llInstantMessage and communication betwixt IM and email, the limit there is 1023 bytes or single-byte characters.

The viewer-to-server communication on negative channels is truncated to 254 bytes, and on positive channels, to 1023 bytes. These limits exercise non touch communication between scripts.

llInstantMessage
Maximum events n/a 64 events Events are stored in a 64 flake bitmap. Events happening when the bitmap is full, volition get discarded. n/a
Number of offline letters n/a Capped at 15 letters, unless the account has a Premium Subscription, in which case the cap raises to 80 letters. Number of offline letters (involving IMs, inventory offers, group notices, group invitations) received before messages become capped. Notation: If autoAcceptNewInventory (debug setting) is set to True (the default is FALSE), and then all inventory offers, even above 15 (or fourscore in the example of Premium members), go directly to inventory and do not count against the cap on offline messages. IM - Blog Post
Length of a properly delivered electronic mail reply to an IM north/a 1023 bytes or single-byte characters due north/a north/a
Time after which a reply to an IM can exist sent via email. when receiving the IM via email. 5 days afterwards receiving the offline IM via e-mail. n/a Second Life Blogs
Time period for which IMs are stored within Second Life. n/a 31 days after receiving the IM Torley Linden confirmed this with Kelly Linden n/a
Number of IMs sent by an object inside an hour n/a 5000 per 60 minutes n/a n/a

Gestures

Limit affects Lower limit Upper limit Comment More coverage
Shortcut key mappings n/a 33 unique combinations, since F2F12 can be used with the Ctrl or Shift ⇧ modifiers. n/a All_keyboard_shortcut_keys and the knowledge base
Chat pace length n/a 127 bytes or single-byte characters n/a n/a
Wait time n/a 3600 seconds (which is one hour) n/a n/a
Maximum steps information n/a 1000 bytes of packed data; saving with more data returns the message "Gesture save failed. This gesture has too many steps. Try removing some steps, so save again." Shorter text, for example, volition allow more steps. n/a n/a
Length of included assets n/a see sections for animation, sound n/a n/a

Groups

  • Maximum number of groups yous tin can vest to: 42 for Basic accounts, 70 for Premium accounts.
    • After downgrading from a Premium business relationship to a Basic account, you may not bring together any new groups until you are a member of fewer than 42 groups.
    • Roles inside groups are sort of like sub-groups. In many cases, you can use them instead of creating new groups.
  • Minimum number of members in a group: ii
    • A group with only i person for 48 hours will exist disbanded (cancelled). Unless the group owns land.
  • Maximum number of roles allowed in a group: 10 (including "Owners" and "Anybody", which cannot exist deleted)
  • Maximum Group Proper noun: 35 single-byte characters.
  • Maximum Group Title: xx single-byte characters.
  • Maximum Length of a Grouping Find: 512 single-byte characters.
  • Maximum Historic period of a Group Notice: xiv days.

Inventory

  • Maximum number of inventory items that can be sent in a folder: 42
    • Folders count as items too. This has more to do with packet size limits than cheeky Douglas Adams references.
  • Maximum number of inventory items that can be contained in a prim: 10,000
  • Maximum characters in an inventory item proper noun: 63
  • Maximum notecard line: None, but scripts can only read the first 1024 bytes (was 255 bytes before server version 2021-x-25.565008).
  • Maximum notecard size: 65,536 bytes
  • Number of items in the Library: 3,500 as of 2019-08-10
    • Verified by hiding the Library and counting the difference.
  • Maximum number of inventory items displayed in a unmarried inventory folder: Several thousand.
    • This was discussed during [1] "the folder will load up to the limit number of items, and remaining ones won't evidence up in the viewer. you still ain them, they aren't lost, only they will be subconscious until the folder size is reduced."
    • There is no specified limit for total avatar inventory, very large folders can be split.
    • There was word in the Third Party Developers' UG (four/x/2015) meeting about new inventory and login problems from having large numbers of items in a unmarried folder. AISv3 removed server-side limits on the number of items in a folder. Apartment inventories are bad. No one is certain at what number of items in a binder crusade a login trouble. The fix is to clear the inventory enshroud (non the viewer cache) and log into a deserted, empty region then move inventory items into folders and sub-folders. - The problem appears at dissimilar a number of items depending on your computer and connexion speed. Hopefully being on an empty region will give one enough edge to get logged in and do some corrective piece of work before being dropped. If not, you will need to contact support for help. They will divide large folders into smaller groups so you can log in.

State

  • Maximum parcel size: 65,536 meters²
    • Roofing a whole region, or square on the World Map.
  • Minimum package size: 16 meters²
  • Maximum parcel proper noun length: 63 single-byte characters
  • Maximum bundle clarification length: 255 characters
  • Region name length: Linden Concierge policy states a minimum of 3 characters, and a maximum of 25 characters (including spaces). Encounter Guidelines for Private Region Naming. Nonetheless, the technical maximum limit is 35 characters, and exceptions to the concierge policy do exist (e.g Sandbox - Weapons testing (no damag and X)
  • Ban line top for "no entry" or "pay to access" (in other words, "allow public access" is turned off, or "allow grouping access" is turned on, in the packet options) is the parcel's ground elevation plus 50 meters (except, if the region has been set to "Cake Parcel Fly Over" in which case the access controls extend to at least 4096 meters). If a user is explicitly banned past name, the pinnacle is the parcel's ground elevation plus 5000 meters. On current viewers this is visible to the full extent.
  • Maximum prims in a region:
    • "Mainland / Total Region" and "Linden Homes / Full Region": 22,500
    • Full Regions in private estates: 20,000 with an option for 30,000
    • Homestead: 5,000
    • Openspace : 1,000
To cheque a region's capacity, use llGetEnv("region_max_prims").
(Region types are as found in the General tab of Earth > Most Land, or returned by llGetEnv("region_product_name") )
  • Maximum auto return value: Besides "0" (which means never), 999,999 minutes is the highest auto return value.
  • Terraforming limits:
    • Near mainland tin be raised/lowered by iv meters (+/-).
    • Some mainland cannot be terraformed, including: Bay Metropolis regions, Boardman, Chocolate-brown, De Haro, Horizons, Kama City regions, Nautilus City regions, Nova Albion regions, and Shermerville regions.
    • Linden Homes exercise non allow terraforming.
    • A few, very old mainland Regions similar Da Boom take a terraform range of twoscore meters (+/-).
    • Manor (individual isle) terraformability is settable to a maximum of 100 meters (+/-) by the estate possessor or managers.
  • Maximum water elevation: 100 meters using inworld controls, 255 meters by using a *.raw file upload.
    • Region water elevation is commonly 20 meters, and adjacent regions should take the same water height, or else they will look discontinuous.
  • Maximum terrain meridian: 255 meters using inworld controls (mainland limit), 510 meters past using a *.raw file upload.
  • Miscellaneous estate limits: You tin can accept a maximum of 15 estate managers, 500 allowed Residents, 63 allowed groups, and 500 banned Residents.
    • See World carte > Region/Manor > Manor tab.
  • Maximum number of agents
    • Full region: 100 (Typically gear up to 40 on mainland, 55 on Linden Homes regions, but this does vary. Some meeting areas accept this set to sixty and college.)
      • Recent server performance improvements make regions with 60 agents in them perform quite well.
    • Homestead: xx
    • Openspace: x
  • Freeze Time: State owners can freeze other Residents for up to 30 seconds. Members of land owning groups tin can also be granted this ability.
  • Minimum packet that tin can be listed in Places or All search: 144 meters²
  • Minimum parcel that tin be listed in Events: 512 meters²
  • Maximum distance for event listings: 768 meters (WEB-814)
  • Maximum heights that objects can be seen on the World Map: 400.005m

Mesh

Limit affects Lower limit Upper limit Comment More coverage
Number of vertices north/a 65536 vertices per LOD per mesh - See discussion page n/a
COLLADA file size n/a 8 MB Maximum mesh asset size after compression, roughly equivalent to a 256 MB Raw COLLADA file. due north/a
Bone influence weights per vertex n/a four due north/a n/a
Os influence weights per mesh n/a 110 some folk have reported needing to go as low as virtually 99 in rare cases n/a
Number of materials per mesh north/a 8 northward/a n/a
Number of materials per face northward/a 1 north/a northward/a
Physics weight for a vehicle n/a 32.0 n/a north/a
Maximum number of triangles for Animesh n/a 100,000 Server uses estimated triangles(streaming cost calculated), not visual triangles. Animesh_User_Guide

User Found Temporary Mesh limits:

Because of an apparent bug in the importer stay within these limits.

  • 174,752 triangles, beyond which additional triangles will appear every bit holes.
  • The 64k vertices per material is pre-empted past a limit of 21,844 triangles per textile, which is before long reported as Issues-1001. (4/2014 - Run across discussion page)
The import process will continue making new materials across viii 10 21,844 (=174,752) triangles, but the actress triangles then become dropped past the limitation to 8 materials, causing holes in the resulting object. Over the 21,844 triangle limit, the vertex count will start to climb steeply, even with smooth shading, because the materials get highly interspersed. So the same vertices take to appear in multiple cloth lists. So the moral of the story is to stay below 21,844 triangles per material, for now, if you want to avoid some unexpected furnishings.
Since viewer release three.8.4, processing of meshes in the Collada file that have faces assigned to more than than eight materials has changed. Instead of simply dropping the extra material faces, the uploader at present creates a new object to accommodate them. The result is that the single mesh is divided into multiple objects (prims) in a linkset. Thus the limitation to viii materials is removed as far as input is concerned, but nevertheless applies to each of the resulting linked objects actually uploaded. As a consequence it is now possible to upload a mesh with more than 174,752 triangles, although it will be divided into multiple objects.

Misc.

  • Billing and Trading Limits - Includes LindeX currency exchange limits.

Navigation

Meridian counter error above 2147483647 meters

  • Absolute top limit: 2147483647 = ii31 − 1 meters, which causes the altitude counter to curl over. Altitudes well below this cause graphics errors probably due to limited floating point number precision.
  • Highest z-value of an SLurl, that will notwithstanding teleport y'all to a positive distance: 4096
    • This used to be much higher, but is clamped in tardily model viewers.

Profile

Each 7-scrap ASCII character is encoded in one byte. International characters might need more bytes. When pasting text instead of typing, y'all tin get in 1 byte more into each of the beneath.

  • 2nd Life tab'southward About field - 510 bytes
  • Picks tab - 10 picks with 1022 bytes each
  • 1st Life tab's Info field - 253 bytes
  • Classified tab - 100 listings with 10 bytes each
  • My Notes - 1022 bytes

Performance

  • Healthy Viewer FPS - Generally, FPS above xv is practiced. The higher it gets, the smoother. You can bank check via Advanced card > Functioning Tools > Lag Meter, or for more avant-garde usage, see Advanced > Operation Tools > Statistics Bar.
  • Avatar Rendering Toll scores - Larn all about it!

Scripting

  • Height at which scripts reactivate on a no-script package - fifty m above terrain mesh. Scripted objects that have controls volition proceed running when you wing down or enter a no-script parcel. (If scripts are disabled in the region debug panel, they will not run at whatsoever meridian.)
  • Maximum superlative where scripts can run - none, equally long as the object remains rezzed or attached.
  • Maximum script source lawmaking size - 65536 single byte characters (that's a viewer limit and can be inverse in the config file 'panel_script_ed.xml').
  • Maximum script retention size (LSO) - 16384 bytes.
  • Maximum script memory size (Mono) - 65536 bytes (the maximum retention available to Mono scripts can exist 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 coverage
Sound length n/a 10.00000 seconds (441,000 samples) 441,001 samples (x.00002 seconds) won't work. You're advised to cut longer sounds into nine.ix-2nd-pieces. northward/a

Textures

  • Aspect ratios of profile, identify, etc. pictures — all of these were measured at UI size (Edit menu > Preferences > General tab > UI Size) = ane.000:

Second Life Viewer 3.6

  • Search > Classifieds thumbnail - ~three:2 (101×69 pixels)
  • Search > Classifieds expanded - ~4:3 (159×120 pixels)
  • Search > Classifieds expanded > More Info - native aspect ratio
  • Search > Destination Guide thumbnail - ~three:2 (101×69 pixels)
  • Search > Destination Guide expanded - ~4:three (159×120 pixels)
  • Search > People - 1:1 (100×100 pixels)
  • Search > Places expanded ~4:3 (159×120 pixels)
  • Place Profile - ~3:ii (290×197 pixels)
  • Virtually Land > Options tab - ~iv:3 (195×150 pixels)
  • Profile > Motion picture - native aspect ratio; thumbnail cropped to 72×72 pixels; zoomed uncropped up to 300×300 pixels
  • Profile > Real world picture show - native aspect ratio; thumbnail cropped to 45×45 pixels; zoomed uncropped up to 300×300 pixels
  • Contour > Picks thumbnail - 4:iii (sixty×45 pixels)
  • Profile > Pick expanded - 4:3 (320×240 pixels)

ane.10 Series Viewers

(official Viewer up to 1.23.5, however used by some Third Party Viewers)

  • Search > All for "Classifieds", "People", and "Places" - 4:3 (256×192 pi×els)
  • Search > Places and Classified tabs - ~7:five (398×282 pixels)
  • Search > Land tab - ~7:5 (358×252 pixels)
  • Contour > second Life tab - ~4:three (178×133 pixels)
  • Contour > Picks tab - 16:nine (288×162 pixels)
  • Profile > 1st Life tab - i:ane (133×133 pixels)
  • Profile > Classifieds tab - ~3:2 (206×137 pixels)
  • Contour > Web tab - 1:ane (400×400 pixels)
    • A scrollbar uses 15 pixels on the right-hand side.
  • Near State > Options tab - ~3:2 (178×117 pixels)
  • Group Information > Full general tab'south "Group Insignia" - i:i (126×126 pixels)
    • Some of these textures are shared (for example, Search > All identify pages, Search > Places, and Almost Land > Options use the same image), and so you should pick a well-balanced ratio and size.
    • Learn how to go correct texture aspect ratios when editing images.

All Viewers

  • Maximum texture size - 1024×1024 pixels
    • All 2d Life textures are constrained to powers of 2 (east.thou., 128, 256, 512).
    • Some textures inworld have a resolution as loftier as 2048×2048; this is due to a previous limit that was college.
    • We strongly recommend you use every bit small textures as possible because larger ones swallow more than memory and accept substantially longer to load.
    • Where large textures are being forced by import to only 512×512, lower your ...> Preferences >...> UI Size under 1.0, to increase import size to the max 1024×1024.
  • Minimum texture size - iv×4 pixels
    • This means that there are nine possible image dimensions: iv, eight, 16, 32, 64, 128, 256, 512, and 1024 pixels, either horizontal or vertical.

Notes

In general one byte is enough to incorporate one character.

gaylordthavier.blogspot.com

Source: https://wiki.secondlife.com/wiki/Limits

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