Anyone who spent time in Second Life would know that user-generated worlds are terrible for graphical performance, because people want to stick in as much content as possible and don’t approach it in the same methodical way as a game designer would.
So in SL that gets you sims with 3 fps on a good graphics card, and people who are greyed out because their clothing complexity exceeds your graphics limits. Now imagine wearing that 3fps glitchiness in a VR headset.
You can incentivize or gamify standards adherence that leads to better performance but that was never the priority there and it’s not what people cared for anyway. It was a social thing with the most bizarre griefing.
I miss the days of orbit cages, grey-goo reproducing bouncing dicks, the crowded hubs with devastating shade even a coked up drag queen would argue went too far, breaking into intricately protected properties by sitting in a cube you built in a neighboring lot and dragged over, just so much weirdness.
Anyone who spent time in Second Life would know that user-generated worlds are terrible for graphical performance, because people want to stick in as much content as possible and don’t approach it in the same methodical way as a game designer would.
So in SL that gets you sims with 3 fps on a good graphics card, and people who are greyed out because their clothing complexity exceeds your graphics limits. Now imagine wearing that 3fps glitchiness in a VR headset.
You can incentivize or gamify standards adherence that leads to better performance but that was never the priority there and it’s not what people cared for anyway. It was a social thing with the most bizarre griefing.
I miss the days of orbit cages, grey-goo reproducing bouncing dicks, the crowded hubs with devastating shade even a coked up drag queen would argue went too far, breaking into intricately protected properties by sitting in a cube you built in a neighboring lot and dragged over, just so much weirdness.