To further optimize environment rendering and reduce the massive alpha-sorting overhead currently found in many Second Life regions, we could implement a native way to handle "decal" layers extremely efficiently. Currently, creators simulating stains, rust, signage, grime, and variations must place thin mesh geometry slightly offset from a surface using Alpha Blending. This forces the renderer to perform expensive transparency sorting calculations on every single frame tick to determine pixel draw order, while frequently introducing visual artifacts like z-fighting at mid-to-far camera distances, or even in high altitude skyboxes.
Key Considerations:
  1. Optimized Alpha Pass Routing: By introducing a dedicated checkbox/flag in the Object Properties and/or Material panel to designate an asset or material-slot as a "Decal," the renderer can route the asset or slot through a specialized, high-efficiency shader pass, tailored to making decals both better performant & better looking.
  2. Elimination of Alpha Sorting and Z-Fighting: A designated decal shader pass allows the graphic pipeline to project or clip the texture directly onto the underlying static geometry buffer. This forces the decal to cleanly adhere to the surface below it without requiring continuous frame-by-frame alpha sorting depth checks, yielding superior visual quality and an immense performance lift especially in dense regions/builds.
This is not a demand, just a logical suggestion IMHO, something you may have already been considering. It could be both relatively simple for you to implement (based on your choice of industry standard techniques), and bring considerable positive impact on looks and performance.