Temp-on-rez is a prim setting which will keep a prim ‘alive’ for a fixed amount of time, after which it will be removed. It is a very handy feature with a number of legitimate uses, the most common of which I suppose are bullets and vendor displays (which temporarily rez examples of the items for sale).
Unfortunately it is sometimes used as a way of circumventing Second Life’s prim limits. There are gadgets you can get which will essentially keep temp-on-rez items permanently alive (basically they re-rez the items every time the temp-on-rez reaches its time-out).
If you’ve been tempted by these gadgets, or if you’re actually thinking of trying to create one, please, please don’t.
The prim limits are there for a reason. The more prims there are in a sim, the heavier the load on the Second Life servers. Using the temp-on-rez to bypass the limits simply increases the load, and makes the Second Life experience even worse than it already is, not only for other users but for you (the temp-on-rez abuser!) yourself.
Second Life is struggling enough as it is. Don’t make it worse.
Thank you.
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March 22, 2009 at 8:13 pm
Anonymous
Sounds like you just need to upgrade your computer we land owners pay so much to get so little prims that we have to resort to temping some of our products or they won’t sell and we won’t be able to pay for our land if you have a good computer lag issues become a bare minimal and as long as were not using it to temp high lag objects i don’t see the problem we pay good good money for our land and we are gonna do everything allowed to maximize what we can get out of it real simple.
May 14, 2009 at 2:33 pm
Alexander Howl
Actually it has nothing to do with the user’s computer speed, and the author is correct. We’ve had alot of problems in my region with lag, and in the beginning, it was partly my fault, I was using too many weather machines that had “temp rez” technology. Since then, Ive modified them to where they dont use the temp-rez, and havent had a problem since. Yesterday, a neighbor was using some temp-rez stuff, and when you flew near it (or even just near to their land), the lag became almost unbearably strong … after they were removed, the lag disappeared completely. So the author is right, use temp-rez objects sparingly and dont abuse it. It’s not about your “rights” as a landowner, its about being a good neighbor. If you own an entire sim, then you can do whatever you want with it, but if you share it with others (as most of us do), then you should do your best to keep the lag down as much as possible.
December 16, 2009 at 5:17 pm
Mr Oh
Has anyone thought to combine a temp-on-rezz script with an avatar-detector? The furniture or whatever would then cease to exist unless the owner or someone on a short list of guests was within the specified radius. If lots of folks in a residential sim used such a system, then chances are the prim load of a sim would go down since most residential sims are usually so sparsely occupied at any given moment, while each resident could have more and better furniture. Just a thought…
November 7, 2011 at 12:35 am
Anonymous
these already exist.they’re known as [roximity rezzors :))
August 12, 2010 at 2:57 am
Pam
Temp rezzers can actually benefit to a sim. If a sim has a club for example that has most of the occupants in the sim, and the rezzer activation distance is set so that it will not rez when people are on the dancefloor there will be less elements for each avatar to rez. Thus reducing lag.
Like everything else, if used in moderation and used responsibly it can be a win for all. It is easy to paint things with a broad brush and make things either good or bad, but that simpleminded approach has not been great in the real world, and it is no better in SL.
June 26, 2011 at 1:38 pm
Anonymous
The reason temp-rezz scripts cause lag, is largely due to bad code. A friend is a good scripter and she did a test that showed server lag among other things and her own temp rezzers didn’t have ANY result as long as not too many items were rezzed at once – linked prims are much better than single prims because then SL needs to be told every individual location instead of relatively.
Incidentally, temp rezzing doesn’t add more lag than animated prims or a lot of other scripts. I use temp rezzing to create themed rooms with copy/mod furniture that falls into place according to what I want and without it.
February 13, 2012 at 10:39 pm
Anonymous
Yeah its all based on the script code and how you do it….
If your rezzing 5000 temp rezzors on your land. Of course you are going to get lag thats 5000 scripts running to do what. Sure there should be a limit to how many of the rezzers you can put out. But then all you really have to do is throw in linked prims. I have not seen much issue with a properly written one. Hell neighboors with weather emitters, highly scripted beds games so and so forth are the issue.
February 20, 2012 at 2:14 am
Storm
DOH!!! You guys miss THE MOST IMPORTANT POINTS!!!!
Temp items still DO COUNT against the SIM’s hard limit of 15,000 prims. Thus, given enough temp rezed prims, you can make a SIM full. This just happened here now – the SIM supposed to have 600 free prims, when suddenly you couldn’t rez anything, getting an error message that SIM is full, and the local public transport vehicles got stuck at the border.
So whenever you temp-rez to get over your parcel’s limit, you technically STEAL prims from everyone else in the SIM.
Try to realize, that servers don’t have a magical unlimited amount of power. Who do you think will render temp prims, Santa Claus?! No, the SIM does. The server does. That’s why there is a hard limit against which temp prims count too. A temp prim uses the same amount of resources as non-temp prims. Plus, the scripts that keep them rezed uses extra resources, AND the act of rezing and derezing prims ALSO uses resources, not just happens magically.
No matter how good that script is written, it is an exploitation and abuse of the feature, with which you hurt everyone.
Those who defend those permanent-temp scripts clearly have no idea about how SecondLife works. Try to understand the basic concepts before trying to be smart.
October 13, 2013 at 7:01 pm
Anonymous
Actually Storm it depends on whether objects being temp-rezzed are mesh or not so I would say your problem was because of a high number of temp meshes which do count toward the sim prim limit, but also toward the parcel object limit.
The following is a link to a page documenting a Mesh Equivalence Test Plan. Note that it was last modified in early 2011, well before your post.
If you look under the section Temporary Non-Mesh Objects you will see that it states quite clearly that these objects do NOT count towards parcel object limit or the sim prim limit.
So as long as people stick to temp rezzing
October 13, 2013 at 7:03 pm
Anonymous
damn … hit the post button prematurely …
So as long as people stick to temp rezzing standard prims and sculpties then there is not impact on prim counts. Though of course there is a limit on the number of temp prims which is a different matter.
May 4, 2016 at 3:35 am
BURN2 Santalarity 2015 Builder Guidelines – BURN2
[…] No Temp-on-Rez objects. For a better understanding of what is meant, please read here:https://secondview.wordpress.com/2008/04/27/temp-on-rez-just-say-no/ […]