The promise of prims

Alongside the arrival of mesh comes the new maximum size for native prims: 64m. It’s been somewhat overlooked in the rush to welcome mesh, but for many, it is something that has been looked forward to perhaps more than mesh itself.

Let’s face it, even with the availability of mega prims, building in-world has been hampered with the restrictions placed on prim sizing in Second Life; so the arrival of the new upper sizing limit of 64m is a popular move.

I’ve already written on the new size, and the fact that it means that many mega prims under the new upper limit can be treated as “natively-rezzed” prims (although there are some exceptions) – but it’s worth restating that far from going away with the arrival of mesh, prims look as though they are really about to come into their own.

  • For those that have shunned mega prims entirely (possibly out of concern as to whether or not LL might rescind their use at some point)  can now re-work as they wish and economise their builds
  • Those who have used megas can also rebuild, particularly replacing those megas that have been created using skew, and which can cause prim drift issues in linksets. Even where megas have been used, they can still lead to comprimises due to the limitations placed on them in terms of sixing (even with the ability to cut & slice them), so there is potentially a lot to gain through re-working current mega-based builds.
Even builds using mega prims benefit

There is additionally the promise that prims themselves are to become the focus of a new “directed experience” for users entering Second Life, as the ability to create and collaboratively build within Second Life is recognised by Linden Lab as a tremendously powerful and attractive aspect of the platform.

Prims are also important because not all of us are going to be entirely comfortable around trying to get to grips with mesh – and even if we get over the various technical hurdles and get to grips with the technology needed to do so, there is still no guarantee we won’t end up stymied when it comes to getting stuff from a particular application outside of Second Life and actually in-world in such a way that it is efficient enough resource-wise to be viable.It is therefore important that we continue to have an avenue for creative expression.

So, yes, let’s all welcome mesh and hope it achieves what is hoped; but at the same time, let’s not forget the humble prim. I’ll leave you with a little video from Phaylen Fairchild, created for SL8B, and which perfectly frames the magic that prims have brought us over the years.

4 thoughts on “The promise of prims

  1. First day of the sandbox, I did a quick survey of Clocktree Park and figured out exactly what megaprims I needed and where, gave myself a bit of wiggle room in the calculations, and built them in the sandboxes.

    Bootlegged them bag to the park, swapped out the skewed and cutshaped hacks, and then had myself a Ding Dong in a Commie-free world.

    -ls/cm the bassellope


    1. I love Bassellopes & miss Bloom County.

      I re-worked several of my builds while playing on the Beta and then the Main grid mesh sandbox – although initially missed the skew / drift issue when re-working some megas (only option seems to be remove & replace). Still have a load more to do, tho.


  2. I’m one of those people who is, for the moment anyway, much more excited about the new 64m prims than mesh. I’ve delayed a number of projects in anticipation of this update and now I’m glad that I can finally get started. The only down side is resisting the urge to revisit all my previous builds and revise them. I guess those will eventually get done a bit at a time 🙂


    1. I’m the same way. Was going to do several more today, when today was still “tomorrow” when I had the thought. I guess it’ll be tomorrow now, again. :).


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