I was wondering if we could get a bit of information on how this nice piece
of optimization works.  There is one critical place where we need to use
this.  Our skin and bones animation system uses some metrics to determine
how often to recalculate skins of all avatars.  One thing that we found in
1.2.1 is that no matter how seldomly we actually updated the skins the
performance degraded with each avatar added to the scene.  Our metrics
reduces the frequency of updates based on the number of avatars in the
scene, and how close each one is to the view and the current framerate.  So
we give higher priority to avatars closer to the view and less priority to
the avatars farther away.  This means when we have 10 avatars, with 3 very
close and 7 fairly distant that the farther ones might be redrawn every 200
ms, but the closer ones might be redrawn every 25 ms.

If use clearCapabailityIsFrequent(GeometryArray.ALLOW_REF_DATA_WRITE) on the
avatars being updated 4 times a second is there a chance they will be
rendered with a display list?  In this scenario should we be using this
technique to improve performance?

Sincerely,

Dave Yazel
Cosm Development Team

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