In today's releases (v1.26.18.7 and v1.26.19.9), the Cool VL Viewer saw the (for now partial) implementation of the new avatar complexity limits and "jellydolls" auto-muting feature.
By default, the auto-muting is off for already installed viewers and dependent on the video card performances (it is part of the "Recommended" settings) for new installations. It can be changed via new settings in the Preferences floater, Graphics tab, new "Avatars Rendering" sub-tab. This new sub-tab now regroups the special features governing how avatars are rendered, with the settings for non-impostor avatars number limit and avatar Physics(*) (AKA jiggling boobs and buttocks
) also moved to it.
Unlike what happens in LL's viewer, you can use the avatar complexity and the attachments surface area limits independently from each other (in LL's implementation, the surface area limit is ignored unless the complexity limit is itself in use).
Note that for the visual auto-muting to work, you need to have the non-impostors limit active (when impostors are off, no visual muting can happen, but for RestrainedLove visual mutes, because the latter temporarily forces impostors on whenever it needs them).
New options have also been implemented for avatar "impostoring"/visual muting, via the tool pie menu you get when right-clicking on an avatar (or its name tag); the "Mutes>" sub-pie now contains three more entries: "Auto show" is the normal/default setting. "Always show" allows to force the rendering and prevents any "impostoring" of that avatar, regardless of any limit/distance from camera/etc. "Never show" forces the visual muting (the avatar will then be rendered as a light grey silhouette to distinguish it easily from other types of visual mutes). These settings are only active for the session (and reset during the session when the avatar object is removed from memory, e.g. when they log off or when a TP to a far sim happens). Of course, these rendering options are overridden (and unavailable) for fully muted avatars or RestrainedLove visually-muted avatars.
The "Avatar Rendering Cost" (in "Advanced" -> "Rendering" -> "Info Displays") has been renamed "Avatar Complexity", a new "Show Avatars Render Info" entry (showing the list of all rezzed avatars around with their complexity and surface area info) was added in "Advanced" -> "HUD Info", and a new "Report complexity changes" entry (causing any change to your own avatar's complexity to be reported as a notification tip) was added to "Advanced" -> "Character".
The "partial implementation" deals with the fact I for now did not backport the part of the code which reports to the sim servers what avatars your viewer got "jellydollified" and which asks how many avatars around you got your own avatar "jellydollified". I'm still thinking on how to implement this smartly regarding the code quality (LL's code is poorly written and totally inefficient) and the user interface (i.e. how to present this info the best, most useful and not annoying way to the user, LL's implementation not matching my standards).
(*) a Physics wearable should count for a large impact in the rendering complexity, but in LL's complexity calculation it doesn't count any more than a legacy shirt wearable !