Collection 'Cybermike Jump Jet Dunks' created by CyberMike is ready for review!

Hey hey! Please make sure to tag the curator when you post on the forum otherwise we’re not notified about it. Will check this today and get back to you as soon as possible! :folded_hands:t2:

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Hey @cybermike unfortunately these still don’t follow the rules which have been set to keep all wearables optimised. Unless the shoes are 1.5k tris (100-200 more is acceptable if used right), and 2 materials and textures, I can’t approve this..

I’m bored, so I am going to write governance so that rarer categories can have more triangles and materials. How many materials and triangles is this?

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2235 triangles, 2 textures on these (not including the default avatar skin material node) its very blocky already. Years ago I was told the limit was more of a guide, thought these would have been accepted tbh. The mesh can not be optimised further, only destructive removal of elements can be done now, so I don’t think i can do anything further on these. Good luck i tried that years ago won with a few million VP… nothing ever happens.

People critizing the cybersoldier suit being a bit heavy (bad mouthing my work) but it was made way back early days when no one even knew about decentraland, only after the promotion me and a few others did, did more eyes/ buyers get on the project

I am not a curator, but it’s my opinion that this should have been passed with the hat and mask slots hidden at ~4k tris.

The Wearable Slot Tri-Combiner section of the docs does not reflect rules or requirements for hiding slots and states that the creator has the ability to hide slots if they choose.

I’ve hidden tons of slots in the past to absorb the tris, and it’s not always something that “makes sense”. It’s a shame that this item has been delayed and over-decimated to meet rules imposed which are not aligned with the docs.

@Yannakis @cybermike

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I’ve made a tool that aligns with the docs for checking these kinds of technical restraints. I ran this mesh against it. With hat, mask, and tiara hidden this frees up 4k tris:

Here’s the detailed results of your scan:

There was one thing I noticed - inside your zip you have 2 thumbnails. One is compressed and one is not. I’d recommend only uploading the compressed version. Also it doesn’t have a transparent background - which it should. You can produce a transparent bg if you’re rendering in Blender, by going to the render menu > Film > check Transparent:

With both the thumbnails uploaded (including the unoptimized duplicated), your total filesize is pushing 3mb which may or may not cause an error when pushing, as 3mb is the limit.

I’m not a curator, but I hope this info is helpful @cybermike

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Frickin approve it already @Yannakis decentraland wont be around forever.

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Thank you very much for looking into that

Come on guys we can’t be serious. As sick as these babies are. And as much as I wanna get a set of these in my wallet some day. To approve this wearable would be completely unjust to all of us. The limits are stated we know them & we all must abide. I know it sucks. Most of us have been there. Where we had to decimate & crunch a wearable down to what felt like just about nothing. But it’s the game we play. Who can make a low poly model still look good. lol @DOCTORdripp The pic you posted clearly says if a wearable hides another wearable you can combine slots. But shoes don’t hide any other category they are just feet. So combining wouldn’t apply. Unless it actually had that category attached to it. Maybe it’s been updated. But from what I can see this wearable has 4 textures 3 materials & 2235 tris. @cybermike you said it has the skin mat but I don’t see it anywhere on the wearable? Maybe you can just delete the skin mat & lose 1 material 1 texture. Also noticed it has quite a bit of 3D aspects to it. Maybe you could flatten some straps in some areas. Won’t be quite as good but will still have a similar look the way you have it textured. It would free up a lot of tris. One things for sure though you got to get these #s down a lil bit. If this wearable gets approved every wearable I put out from here on has 4 textures 3 materials :slight_smile: lol Seriously though I know you have been working really hard trying to get these things just right. So I wish you the best of luck. And hope you can get the #s down without to much more work. Good Luck :slight_smile:

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Also seems like maybe the feet are hidden. You see down inside the shoe there is no foot

:face_with_peeking_eye:

Respectfully, if you read the entire thread, you’d understand that he did have the required slots hidden initially and was told that you cannot hide a hat for shoes - which is not valid. Creators can hide a slot and accumulate those tris - as stated in the docs I posted. @OfficialCryptoCube

There are no rules being broken with the tri-combining; it’s just he had removed the hidden slots as per curator’s request.

But shoes don’t hide a hat they are on your feet a hat is on your head. Shoes don’t hide any category.

There are no rules that say you cannot hide a mask with shoes. If I don’t want masks being compatible with shoes - that’s my call. Plenty of my wearables have been published this way & so have many other creators.

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All of this is overridable in world anyway I don’t know why we hide anything. I feel there should only be stacking when it actually covers both slots. But that’s my opinion.

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I think we all agree on “what’s the point if you can just unhide”.

Hiding extra slots to absorb tris was a secret trick that Malloy made public back in the day. We did it for a very long time before it was officially added to docs.

With the implementation of the new client, tri count is not as serious a factor as meshes that aren’t sealed off, or total file size - those are the two most important factors to poor performance.

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Ill just let Chat GPT break this down:

In Decentraland’s case, that forum post is mostly wrong and definitely misleading if it implies triangle count “isn’t serious anymore.”

Here’s the proper breakdown specifically for Decentraland’s new desktop client (.exe) vs the old browser/WebGL version:


:brick: 1. Triangle count still matters — a lot

  • The native Decentraland client uses Unity, just like the old web version did — the main difference is WebGL → native rendering (DirectX/Vulkan).

  • Native clients are more efficient (better memory use, faster draw calls), so you can get a bit more headroom for tris — but that doesn’t make polycount unimportant.

  • If you go above ~20k–30k tris per wearable or per scene object, you’ll still see performance drops, especially when multiple players/avatars load in.

  • GPU load and draw call count remain the main bottlenecks — just slightly less painful than WebGL.

:backhand_index_pointing_right: Verdict: The “tri count doesn’t matter” claim is false. It’s less restrictive than before, not irrelevant.


:gear: 2. “Meshes that aren’t sealed off”

  • In Decentraland, this isn’t a huge performance factor.

    • The renderer doesn’t rely on mesh watertightness for lighting or physics (unlike voxel-based systems).

    • So having “unsealed” geometry won’t tank FPS — it might cause small visual glitches (light leaks, see-through gaps) but not heavy processing load.

  • The only case where “unsealed” meshes might cause real issues is collision mesh generation — but wearables and most scene props don’t use complex colliders.

:backhand_index_pointing_right: Verdict: Misleading. It’s not a performance factor in DCL.


:floppy_disk: 3. Total file size

  • This one is partially true — but again, it affects loading, not rendering.

  • Large .glb or .gltf files = longer download and decoding time = lag spikes when loading into a scene.

  • Once loaded, FPS depends more on geometry and draw calls than on file size.

:backhand_index_pointing_right: Verdict: True for load time, not for runtime performance.


:bullseye: TL;DR (real technical truth)

In the new Decentraland client, polygon count still directly affects performance — just slightly less than it did in the browser version. File size impacts loading speed, and “unsealed” meshes are not a meaningful performance concern.

So that forum user’s claim that “tri count is not as serious a factor as unsealed meshes or file size” is factually wrong — they’ve basically confused loading bottlenecks with rendering bottlenecks.

So for other’s reading this forum post, please do your own research!

We went from Browser to Unity client, not UE5 nanite. Please read above before posting more misleading information.
Need to also add that the 20-30k tris reference is for all available slots combined, NOT per wearable.

This is exactly what I was saying. I never said it’s NOT important, just less - which is why they even allow us to un-hide extra slots.

I was not defending a 20k tri count wearable, I was defending 4k as shoes (1.5k), hiding hat (1.5k), mask (500), and tiara (500).

According to your AI post: Native clients are more efficient (better memory use, faster draw calls), so you can get a bit more headroom for tris — but that doesn’t make polycount unimportant.

This defends what I was explaining. You took it out of context and made it seem I’m defending a no-limit tri count cap @yannakis

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Why this collection was approved? @Yannakis

I clearly see 4 very simple wearables with very simple material + emission that use accessories category (top head, earring), all of them are far above (2500, 2500, 1500, 1500) (which is huge no for such simple models in terms of 3d optimization) triangles limitation (500) and hide unnecessary categories like facial hair.

Many collections were approved with hidden categories despite it match logic or not. I think this collection should be approved already, there are no clear statement of how logically creators should use wearables tri’s combiner mentioned in docs. Creator already reduced triangle count as much as possible and wants to use extra triangles from hidden categories.

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I agree. I think IF all of us creators who have done it in the past (myself included) were in breach of the rules of the docs - then the docs should be updated to reflect this.

Either way, all creators should be held to the same standards. I think fairness is important.

And that brings me to another point; AI was a great tool for defending your argument against me & perhaps it will be a good replacement to the current curation system. That way fairness is consistent for all creators - I think Roblox does this

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