Stats system: Separate particle material slots from normal material slots.

Event Horizon~
I noticed that the material slots from particle systems are counted towards total material slots.
Now this contributes a lot to missunderstandings. How often do I hear "atlas your fricking avatar" when in fact it is completely atlassed and performs well 99% of the time. I do have however a ton of different particle systems which are animation triggers only.
If people look at these stats I would like that they know that these are on particle systems and not on the avatar. Yes they can check the amount of particle systems but not everyone undestands this relation in particular.
This is the most prominent example but also a complain in general.
As a user I do care about what I see to decide if I wanna show someones avatar. I do not care as much if things are on temporary animations. Overuse of those would be very noticeable.
As a solution to this I would suggest you add a row. It would look like that:
default state | maximum | suggested limits.
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Entorix
I agree. Most of my avatars are only a few materials (between 1 and 6) but because of my complicated use of particles (ghost particles, buffer particles, trigger particles, etc) my material count in the avatar rating system is always really high. Most of these aforementioned particle systems have their renderers turned off completely, and thus should in theory, not count as a material slot at all.

GotoFinal
I think we just need to have 2 ratings: current one and overall one. So you can see that currently some avatar is "good" but overall its "very poor" because of these additional elements that are not visible by default unless you activate some animation. That would be a huge improvement when trying to find these actually lagging people and not just people with more advanced avatars, to hide the right one.

`Squishy
GotoFinal: Agreed. Whilst the full information is relevant to have, it's more often than not highly misleading and not actually helpful for identifying genuinely performance harming avatars in the more direct sense.

Demirramon
We need something like this, with the current system that doesn't tell you what's showing and what's not it's a nightmare to choose which avatars to hide when your frames go to hell. At the moment, distinguishing between an optimized avatar with complex animations and an aberration with 50 materials on the main avatar is impossible.