There is really no new news on this project. There is an updated Deformer Project Viewer. But the update is just blending all the other viewer changes into the Deformer Project. The Deformer has not changed, as best I can tell.
In the Metareality podcast this week Karl talked about lag from the Deformer and mesh clothes. Yes, there is lag caused by both. How much depends on how the mesh is made. Just as with other mesh objects we are finding out they can reduce lag compared to prims or increase it.
Mesh clothes are always going to increase an avatars polygon count. So, they will always add some lag. How much is dependent on how well the mesh is designed. Since there is little cost difference between poorly made and well made mesh clothes there is little incentive to make well made clothes, at least from a cost perspective.
However, there is a Draw Weight that can be displayed in the viewer. If that becomes scriptable, we can have mesh counters like we have script counters. Other than that I don’t see any limits on mesh clothes quality.
The Deformer has start up lag, meaning it can take some time before you see it kick in. High poly clothes have significant start up delay. In this case by ‘high’ I mean way higher than needed.
Well made clothes can experience 1 to 3 seconds of startup lag, but generally less.
This lag happens when the Deformer calculates the mesh offsets needed. Once calculated, it doesn’t have to be calculated again during that session. Also, that calculation happens on the viewer side. So, it is not that big a deal.
I can imagine problems for those with old weak computers. That may be part of the reason that the Lab is carefully considering the Deformer.
Oz was going to try and get staff to help him reconsider the avatar and the Deformer would have been in that evaluation. His last update on the staffing request was in his words ‘mixed.’ I get that this is an ongoing effort. But, for now, I consider the Deformer project stalled.