What I'm getting at is that I think there is a limit to the amount of customization they can offer without there being an impact on loading times.
That´s something I never fully understood. The way I *presume* (mind you, I´m not an expert!) it works is that every character model is internally represented as a multidimensional vector, with each number in the vector representing a specific configuration for the corresponding asset. E.g., 1/3/2 would mean "hair type 1, face type 3, body type 2". If so, the loading times for characters in a large crowd would indeed increase in a linear fashion with the number of available customization options for each asset. (e.g., in comparison to loading times with no customization options at all, loading times with 15, 7, and 3 options for hair, face, and body type, respectively, would roughly increase 15+7+3=25-fold.
However, this layman assessment of mine is based on the (possibly simplistic) assumption that each asset actually exists as a complete, fixed entity somewhere in the database. However, if this would be the case, each individual assets would, once again, be defined by a number of mesh nodes and their spacial relation to each other.
And here it gets interesting.
If I am right and each asset is, on the most basic level, again made up of data detailing the spacial relation of mesh nodes, then the question arises what computational impact the possibility to directly customize the spacial relation of mesh nodes (via sliders) during character creation would really have. As the respective basic-level data (the spacial relation of mesh nodes of an asset) will have to be loaded during the rendering process anyway...?
In short: anybody able to enlighten me why SE does not allow for a fluid customization of body features, and uses a fixed-block "lego" approach to character creation instead? Anyone understand the question?