Ha! I submitted a mantis about this "rare case" once: http://opensimulator.org/mantis/view.php?id=6080

I textured branches and leaves on a twisted sculpt tree, and then had the trees grow up from a sapling (resize once a second) and this brought OpenSim to its knees (SIM FPS drops to near zero). I found that a helix (a twisted torus prim) had the same problem. I 'solved' the problem by having the trees change only to integer quantized sizes. I assume this worked because someone (viewer or sim) cashed the sculpt data at each different size and now there is only a finite number of sizes...

On 3/27/14 12:48 PM, Oren Hurvitz wrote:
The mesh/texture data is needed only if the prim is resized or otherwise
edited as you've described. But in the vast majority of cases, prims are
just viewed. We should optimize for the common case, i.e. release the
memory. If the asset is needed again it will be loaded from the cache, which
is very fast (not a network operation).



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