The following notes are taken from my audio recording of the Content Creation User Group (CCUG) meeting, held on Thursday, September 26th 2019 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.
This was a shorter than usual meeting.
An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).
Work is continuing on getting the logging and analysis elements of the project up and running. Right now the (in-development) test viewer is described and pouring out a lot of “gibberish” on frame draw rates and all of the attributes in a scene, and the idea is to try to pull this together into a predictive model that is more accurate than the current rendering cost model.
Currently: offering the means to change an Animesh size parameters via LSL.
- Largely on hold while ARCTan is being focused on.
- A bug whereby physics parameters weren’t being correctly applied has been resolved and a fix should be available in the next viewer update.
- The default viewer-size avatar animations (fidgets, eye tracking, etc), were disabled for Animesh and have not been re-enabled, this update only applies to physics params.
Environment Enhancement Project
A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.
Due to performance issues, the initial implementation of EEP will now likely not include certain atmospherics such as crepuscular rays (“God rays”).
- A new graphics resource – Euclid Linden – joined Linden Lab last week. He is currently finding his way around the rendering system and will be working on EEP in the near future.
- A further graphics expert is due to start with LL in the next month, and once up to speed, they will also be lending support to EEP.