Firestorm 7.1.9: PBR, emojis and mirrors, oh my!

On Thursday, June 20th (SLT), Firestorm released version 7.1.9.74746 of their viewer.

As indicated by the change in major version number (7), this is a significant release of Firestorm, one that brings it largely up to parity, in terms of core functionality, with the official Second Life Viewer SLV). Included in this release, as hinted at by the title of this article, are the following:

  • PBR support – including all updates and enhancements released by the Lab.
  • 2K Texture support.
  • PBR Terrain.
  • Mirrors.
  • Emojis support.
  • Assorted preferences, UI and menu updates.
Table of Contents

Update, July 6th 2024: as a result of some of the issues being experienced with the Firestorm PBR release, Runitai Linden is re-visiting memory use (e.g. VRAM use) and its impact on lower specification hardware, and the impact it can have on performance with a viewer to trying to remove some of the bottlenecks.

Note that the following is not a complete review of the 7.1.9 update, but focuses on the major updates, with additional notes as to why they have been made, and which may be helpful for those not familiar with the on-going updates being made the Second Life (glTF – see below). As far as I’m aware, there are no formal release notes accompanying 7.1.9.74746, just a brief timeline summary, so please excuse the lack of reference to same for additional information / credits.

General Notes

Installation

  • Only download Firestorm from the Firestorm website. Do not utilise and other third-party site purporting to offer the Firestorm viewer, and remember Firestorm will never ask for log-in credentials in order to download a release version of their viewer.
  • There is no need to perform a clean install with this release if you do not wish to.
  • Do, however, make sure you back-up all your settings safely so you can restore them after installing 7.1.9.

MacOS and Linux

  • Firestorm 7.1.9.74746 sees the viewer move to MacOS 12 with the deprecation of MacOS 11.
  • The Firestorm team has been working with the Lab and other TPVs to build up the Linden Linux repositories to enable a re-launch of official Linux support. Currently, the Firestorm team is in the process of migrating their Linux support to use the updated Linux build libraries maintained by LL.

Linden Lab Releases Reflected in Firestorm 7.1.9.74746

  • Graphics Featurette Viewer:
    • Viewer version 7.1.8.9375512768, June 2024.
    • Core features:
      •  2K texture uploads (with associated fees – see Possibly Useful Links, below right).
      • PBR materials terrain support.
      • Static and dynamic planar mirrors.
Remove locations from Teleport History
  • Maintenance Y/Z:
    • Viewer version 7.1.6.8745209917, April 2024.
    • Core features:
      • My Outfits folder improvements.
      • Ability to remove entries from landmark history.
  • Maintenance-W:
    • Viewer version 7.1.5.8443591509, March 2024.
    • Core features bug and crash fixes.
  • glTF PBR Materials Maintenance-2 Viewer:
    • Viewer version 7.1.4.8149792635, March 2024.
    • Core features: second round of improvements and bug fixes for the PBR viewer release.
  • Emoji Viewer:
  • glTF PBR Materials Maintenance-1 Viewer:
    • Viewer: version 7.1.2.7215179142, January 2024.
    • Core features: initial round of improvements and bug fixes for the PBR viewer release.
  • Maintenance V(ersatility) Viewer:
    • Viewer: version 7.1.1.7039128750, December 2023
    • Core feature: displaying user-customized keybindings in chat.
  • glTF / PBR Materials Viewer:
    • Viewer: version 7.0.1.6894459864, November 17 2023.
    • Core Feature: glTF PBR release (lighting, reflection probes, materials).

PBR: Physically Based Rendering

This is the most significant update with Firestorm 7.1.9, and represents some of the most clearly visible changes both in the viewer and how Second Life might appear. However, to provide some context on matters for those who may not be aware of all that is going on (and trying to keep things as concise as possible), some background notes.

The Story So Far (aka Skip This if You’ve Heard it Before)

  • Linden Lab has engaged on a project to extensively overhaul Second Life and bring in to parity with modern standards, specifically moving to compliance with the Khronos®  (graphics library Transmission Format) specification, regarded as the leading standard for sharing 3D and related assets (models, scenes, animations, etc.) across multiple tools and platforms.
  • The first phase of this project (November 2023) focused on a shift to support PBR (Physically Based Rendering). This introduced the likes of:
    • PBR materials, offered as an alternative to SL’s existing materials system (referred to as “Blinn-Phong” materials, rather than completely replacing them.
    • Reflection probes (for more realistic lighting / reflections in second life.
    • HDRI rendering for more realistic environmental rendering.
  • This was followed in January and March 2024 with two bug fix updates to PBR.
  • In June, LL released the Graphics Featurettes viewer, comprising:
    • Further bug fixes and improvements.
Possibly Useful Links
    • Support for the upload of 2048×20248 textures and materials without any down-sampling to 1024×1024 resolution.
    • Provision for using PBR textures on terrain.
    • The ability to create static and dynamic mirrors in Second Life.

But What Does it Mean?

Broadly speaking, the move to glTF compliance in Second Life should mean:

  • Deeper, richer environmental effects and lighting, with much improved reflections (including the ability to set reflection probes for better interior lighting and reflections – including planar “mirrors”).
    • However, some EEP settings can look darker due to the use of HDR.
    • Linden water can look very different – this is something Linden Lab will be addressing.
  • Some significant changes to viewer rendering. Perhaps most notably, you will not longer be able to disable Advanced Lighting Model (ALM).
    • This is because PBR sees the removal of the rendering pipe (called the “Forward Renderer” which was used as the “fallback” when ALM was turned off.
  • A potentially smoother, more straightforward workflow for mesh content creators, allowing them to use their tools (notably Substance Painter and, down the road, Blender), more efficiently and make the content they create more directly transferable between platforms.
  • The ability for content creators to:
    • Continue to use the existing materials system (Blinn-Phong) while they get up to speed with PBR.
    • Immediately swap to using PBR materials and leveraging the benefits thereof.
    • The option of, if they wish, providing content using both PBR materials and Blinn-Phong materials as a “fall back”. Note that this is not required, and creators are under no obligation to do so – it is simply possible at present, and a matter of individual choice.
  • However, there are some potential for viewer performance to be impacted, particularly if the settings for some of the new features are ramped-up and over-tax the computer running the viewer..
  • For Firestorm, some significant changes to familiar UI elements, as outlined in this review.

A Note on Reflection Probes

An important element to understand with PBR is that of reflection probes – what they are and what they are intended to do. The following notes are not exhaustive, but will hopefully assist those who might require some explanation.

  • Simply put, a reflection probe is a 360º degree image of the environment / setting within its physical volume which can be used to create approximate reflections of objects on suitably shiny surfaces, and can be used to add highlights or ambient light is defined spaces.
  • Reflection probes only generate images based on what is within their volumes. Similarly, they only affect objects within their volumes.
    • So, if you have a shiny box and a sofa inside a reflection probe, and another box outside of the probe, the reflection of the sofa should be visible on the box inside the probe, but not on the box outside of the probe.
  • Second Life uses two types of reflection probes: automatic and manual:
    • Every region has its own automatic probes – they are simply *there*, and cannot be directly manipulated.
    • Manual probes are users-created and can be used for specific effects (e.g. generating reflections of objects in a room on glossy /shiny surfaces within the same room. 
    • Manual probes always take precedence over automatic probes.   
  • Probes can be one of two forms: Sphere or Box.
    • Sphere probes tend to give the best results and blend better. SL’s automatic probes are of the sphere type. Sphere probes  are generally good enough for most outdoor scenes.
    • Box probes are handy for generating reflections within thins like rooms, due to their shape. They are also ideal for creating mirrors (see below). They can be rotated to adjust their influence.
  • When editing reflection probes:
    • You must enable Select Reflection Probes via the Build menu →  Options or within the Build / Edit floater so that you can right-click on them and select them for editing once created.
      • This is intentionally a non-persistent setting, as having it on all the time could prevent you from selecting objects inside a reflection probe’s volume. Therefore, you must do this once per log-in session when you intend to create / manipulate any reflection probe(s). 
    • The only parameters which can be used with an reflection probe are its position, rotation, scale, and specific settings assigned to it. All other parameters will be ignored. 
When creating / editing reflection probes, you must ensure you can select them for ease of manipulation, by check the Select Reflection Probes option via the Build → Options sub-menu (l), or directly in the upper section of the build / Edit floater (r)
  • Reflection probes use two ambient settings:
    • The EEP ambience set via Atmosphere & Lighting Reflection Probe Ambience (HDR) in the EEP Fixed Sky and Edit Day Cycle floaters. This is the “minimum” probe ambience.
    • The individual Ambience setting for a reflection probe, set via the build floater. This can be made to make the ambience of a probe more intense, if required (sometimes helpless when using probes in interior scenes.
Reflection probe ambience settings the “global minimum” set via the EEP settings (Fixed Sky or Day Cycle), and the per-probe setting within the Build / Edit floater

Again, for a more detailed exploration on reflection probes, see Reflection Probes and You by Kristy Aurelia.

2K Textures, PBR Terrain and Mirrors

2K Textures

  • Until now, texture resolution in Second Life has been limited to 1K (1024×1024) – however, it has been possible to upload 2048×2048 resolution textures but they would automatically be down-sampled to 1024×1024 for display.
  • With this release, it is now possible to upload 2048×2048 texture without any down-sampling.
  • This ability introduces new fees for uploading textures at 2K resolution:
    • Basic / Plus account: L$50 per texture.
    • Premium account: L$40 per texture.
    • Premium Plus: L$0.
  • Important: these fees are currently implied for bulk 2K texture uploads, rather than explicitly warned about. If you are a Basic, Plus or Premium user who routinely uploads 2048×2048 textures to Second Life in the expectation they will be down-sampled to 1024×1024 and only incur the L$10 per texture fee – you will be automatically charged at one of the above rates when doing so.

PBR Terrain

This refers to applying 2K PBR materials directly to Second Life terrain (subject to you having region / estate rights in order for you to do so. It is not PBR terrain painting as seen in engines such as Unity or Unreal, but it should result in considerable improvement in the visual quality of terrain. However, note that currently terrain repeats are fixed, but a future update as a part of the ongoing work will enable custom texture repeats to be set, helping with Texel and reducing stretching when PBR materials are applied over changes in elevation.

PBR terrain. Credit: Linden Lab

Note: there is no provision for any legacy fallback when using PBR materials on Second Life terrain, so if used, those on non-PBR viewers will only see grey ground.

Mirrors

The PBR updates allow the creation of planar (flat) mirrors in SL, using reflection probes

The release of the Graphics Featurette viewer finally allows the long-requested desire for real-time / dynamic mirrors in Second Life which do not require tricks with Linden Water or the user of lighting projectors (which could not reflection avatars anyway) or other sleight-of-hand.

How useful mirrors actually are in SL is a subjective issue, and one outside the scope of this review – as is how to create them. However, the following general points on mirrors should be noted:

  • While there can be multiple mirrors within a scene  / room, only one will be properly active at a time – the one nearest the viewer’s camera. All others will generally only appear as shiny surfaces.
  • Mirrors are limited to planar (that is, flat) mirrors, and the capability is not well suited for use with curved shapes / forms (such as the body of a car).
  • Allowing mirror reflections in the mirror (set via options in Preferences → Graphics (see below) will have a performance impact.
  • Mirrors are not designed to be worn as avatar attachments, and will not function correctly if used as such.

For instructions on creating a mirror, using either the new PBR options or Blinn-Phong materials, please refer to Creating a simple (prim) mirror with Firestorm.

Emoji Support

Emoji support was added to the official viewer courtesy of a code contribution by Kitty Barnett, the lead Catznip developer, and is now adopted by Firestorm with the release of 7.1.9.74746.

  • Emojis are accessed through the Firestorm conversations floater, and are available for local chat, Group chat and IMs.
  • To use them, two new icons have been added to the floater, to the right of the text input field (see image below).
Firestorm’s implementation of Emojis
  • Clicking on the down-pointing arrow button will open a display of frequently-used emojis directly under the text input line (note: this will obviously be empty on first-time use).
    • Click on any of the listed emojis to and have them added at the current cursor position in the text field.
    • If you ish to close the display of emojis, click on the arrow button again.
  • Click on the Smiley icon to open a floater of all the available emojis.
  • The emoji floater includes a series of buttons to help with sorting / displaying emojis, as shown and described below, left-to-right.
Emoji floater button bar
    1. All (“Search”): a scrollable list of all available emojis, split by categories.
    2. Recently / Frequently used: displays those emojis used most recently as well as those you’ve used most frequently.
    3. People and body: smileys, emoticons, “gestures”, human emojis (running, cycling, etc.).
    4. Animals and Nature: as per the label.
    5. Food & Drink: as per the label.
    6. Travel & Places: globes, regions, places, vehicles, time zones, etc.
    7. Activities: as per the label.
    8. Object: light bulbs, books, packages, calendars, locks, etc.
    9. Symbols: symbols, button, etc.
    10. Flags: as per the label.
  • Emojis can be con figured using options on Preferences → User Interface → Fonts.

Firestorm UI Updates

Note: these are in addition to those already mentioned above.

Preferences → Graphics

PBR sees a number of changes to the Graphics tabs in Preferences. The following is intended to provide a brief outline of the changes, not an in-depth breakdown of their functionality.

General Tab
Firestorm 7.1.9.74746 Preferences → Graphics: General updates
  1. Revised shader check boxes, which sees:
    • The addition of a Screen Space Reflections check box (can impact performance when enabled).
    • The Mirror check box, must be checked to see mirrors working as such in Second Life (will impact performance when enabled).
    • The removal of the option to disable Advanced Lighting Model (ALM), as noted earlier in this review.
  2. Reflection Detail: the type of reflections generated by reflection probes. Can be set one of: Static Only – generates reflections for everything except avatars; Static & Dynamic: generates reflections for everything including avatars; and Realtime. Generally speaking, the first two options should be adequate, depending on whether or not you wish to see avatars in things like mirrors  (and Static & Dynamic will have a higher performance hit).
  3. Reflection Coverage: can be set to one of None, Manual, Manual and Terrain or Full Coverage.
  4. Mirror Resolution: the quality of planar mirror reflections rendered by the viewer  – for Firestorm, this can be one of 256×256; 512×512; 1024×1024; 2048×2048. Higher resolutions will have a greater impact on viewer performance.
  5. Mirror Update Rate: how frequently mirror reflections are updated. Higher rates will impact viewer performance.
  6. Exposure slider.
Hardware Settings Tab

Extensive revisions in line with the updated viewer rendering including:

  • Updated anti-aliasing from stepped options to the use of fast approximate anti-aliasing (FXAA).
  • Removal of the dynamic texture memory options and the addition of an option to Override VRAM detection with a slider to set the amount of dedicated GPU VRAM.
    • Generally speaking, these options should not be enabled / altered.
    • They are only intended for situations where VRAM detection is reporting incorrect values.
    • Because altering them, seek the advice of Firestorm Support.
Rendering Tab
  • Maximum texture resolution can now be set to either 512×512 or 1024×1024 rather than just 512×512.

Other Preferences Updates

  • Move & View → View: removal of the option to Disable Minimum Camera Zoom Distance.
  • Preferences → User Interface → Fonts: options to change the style of the Emojis and Emoji button.
  • Firestorm → Build 2: option to toggle the Firestorm Texture tab on the Build / Edit floater  between the Firestorm layout and one close to the official viewer’s layout (and which uses a separate Edit Materials floater) – see Build / Edit floater, below.
  • Firestorm → Uploads: new option to define the inventory folder into which uploaded PBR materials so be filed (default: Materials and altered by right-click on the desired folder in Inventory and using the Use As Default For submenu to select the asset type).

Build / Edit Floater – Texture Tab

  • The Build / Edit floater Texture tab has the most visually extensive updates within Firestorm’s UI, including two layout options:
    1. The Firestorm Layout (default) which presents both PBR materials options and Blinn-Phong (“classic”) materials as two separate sub-tabs. When using this layout, the separate Edit Materials floater found within the official viewer does not have to be used.
    2. A layout closer to the official viewer, which uses a drop-down to select whether Blinn-Phong materials (labelled as “Textures”) or PBR materials (“PBR Metallic”) are to be used, and which updates the rest of the panel based on the selection made. This layout also utilises the separate Edit Materials floater as found in the official viewer.
The Firestorm Build / Edit floater Texture tab: left: in pre-PBR versions of the viewer (for comparison); 1: the default Firestorm Layout; 2: the alternate layout (click image for full size, if required)
  • The two layouts can be switched via unchecking / checking Preferences → Firestorm → Build 2 → Use The New Firestorm Texture Panel in the Tools floater (requires restart).
The option to use either the Firestorm Texture layout in the Build / Edit floater (when checked) or a layout close to that of the official viewer (when unchecked).

Note: the Second Life object content menu will display an option to Edit PBR Material when right-clicking on an object using PBR materials. When selected, this will open both the Build / Edit floater and the Materials Edit floater regardless of which Firestorm Texture tab layout you opt to use.

Menu Updates

The following is a brief list of changes to the viewer menus. For ease of reference, it includes menu updates also mentioned earlier in this review.

  • Avatar:  new option: Remove Selected Attachments. When one or more worn attachments are selected, will be enabled, and clicking will remove those attachments.
  • World → Environment: new Midday (Legacy) day setting, using the non-HDR settings for midday (can make the day look brighter).
    • You can “disable” HDR sky rendering by setting the ambience in the Atmosphere & lighting tab of the EEP Fixed Sky and Day Cycle edit floaters to 0.
  • Build → Options:
    • Select Reflection Probes. When checked, will allow any reflection probes in a scene to be right-clicked selected.
    • Show Reflection Probe Volumes. When check will show the volumes of reflection probes in a yellow tint.
    • Highlight Transparent: use as an alternative for CTRL-ALT-T for highlighting objects using transparency and Include Rigged Transparent – both relocated from Advanced Highlighting and Visibility.
  • Help → Whitelist Advisor: a list of Firestorm folders / locations that should be whitelisted with anti-virus tools should that latter give problems when trying to run the viewer, together with guidance notes.
  • The following should only be toggled / used if you know what you are doing:
    • Advanced → Rendering Types: addition of the following toggles: Materials (ON), PBR (ON), Glow, Fullbright, Fullbright Alpha Mask (all OFF).
    • Developer → Force an Error: new option Force LLError, Message And Crash.
    • Developer → Render Tests: options for previewing HDRI skies and for glTF scene preview (this option for in-development work by LL).
    • Developer → Render Metadata: addition of toggles for: Reflection Probes, Probe Updates and glTF Nodes (this option for in-development work by LL); removal of Build Queue.
    • Developer → Rendering: removal of: the following toggles: Advanced Lighting Model; Automatic Alpha Mask (non-Deferred); Disable Ambient, Sunlight and Local Lights; Hover Glow Objects.
    • Developer → Rendering: new Dump Font toggles; new Debug Unicode and Camera Control toggles.

OpenSim Updates

  • A new grid selector
  • Improved teleport/hop handling.
  • PBR terrain fallback (as OS support fallback textures).

39 thoughts on “Firestorm 7.1.9: PBR, emojis and mirrors, oh my!

  1. Being on an older computer the new Firestorm was horrific, more useless SL bells and whistles. I know I need a new computer but not at the cost just to see prettier land. I had to switch back to the last, older release where things look and work good again. Not everybody wants to gawk at themselves in a mirror (absolute waste of time) or see prettier mud with dimmer lighting and frame rates lowered by at least a half. Linden Labs are shooting themselves in the foot with these major updates and nonsence…

    Liked by 1 person

    1. Time to upgrade and stop the complaining. Most residents are pleased to see advancement.

      Like

      1. Upgrade?
        I’m on a tower with an AMD 7700X and 3060Ti. Constant freezes and crashes, even with all the PBR turned off.

        Don’t be an apologist.

        Like

  2. I just gave up and went back to using the Linden viewer. My avatar was totally washed out, and none of my tattoos showed. It was as though a bright light was on — ruining all color. The Linden viewer looked fine. I am sure there is a solution, but for now it totally escapes me.

    Like

    1. Most of my landscape objects simply do not show at all in PBR since I use a lot of HPMD happy mood objects, none of which are fully visible in PBR (trees loose leaves). Water and almost all my plants are gone using Firestorm. All that is missing in Firestorm is still visible in the Linden viewer. However finally I would have to sort what does and does not work in Firestorm if I want visitors to see anything. What a mess Firestorm is.

      Like

    2. It was the legacy environments causing all the ugliness, all pretty much fixed, don’t love it but no longer terrible. Oddly settings which were awful in the past like midday work now. LOL

      Like

  3. This is more LL white washing instead of dealing with real problems plaguing SL. Sad, really sad.

    Like

  4. Terrible optimization of 60 stable fps that was in terrain loaded with many people, now it’s 30 for me, I don’t even lower the textures by half, the new lighting makes all the avatars look like lit paper lamps, even playing with the lighting doesn’t improve, I better go back to the previous version.

    Like

  5. I cannot deactivate reflections even when I have everything on low, generating high consumption of my GPU being alone in my land

    Like

  6. Sadly the Mac version of Firestorm 7.1.9 is completely unusable because it doesn’t load over 50% of textures. Most of the virtual world is rendered grey.

    This major compelte show stopper error was reported as early as 13 June but seems to have dismissed or ignored. The same problems do not occur with the official Second Life viewer. Genuinely very worried for the SL Mac user community at this stage.

    Here is the Jira

    Liked by 1 person

    1. Agree, this version was unusable on my M1 iMac which is a fairly recent model. I rolled back to 6.17. Hopefully they fix the Mac release before the old versions expire.

      Like

      1. Same here with my M1, aweful colors, lot’s of gray objects … Went also back to the 6.17 version!

        Like

  7. I think there is something wrong with this Firestorm release. In same place, same settings, same pc etc etc i get 35 fps with alchemy and 4 with firestorm PBR… plus, the Cool VL Viewer let me to choose what pipeline use for graphics, PBR or ALM simply selecting the needed option on the fly. Was so difficult do the same? Mah.

    Like

  8. Awful update, even using a PC with i7-13700K CPU and RTX 3070 8GB graphics. Frame rate sliced in 1/2, and despite still getting 40-70fps, it looks more like 8-10 when I attempt to move. Extremely choppy and unusable, and much more lag when entering new areas. That’s without any PBR objects around.
    I feel really bad for those with less powerful PCs than mine, who are getting single digit FPS, despite being on the lowest possible graphics setting.

    I will be uninstalling this “update”.

    Like

  9. I wasn’t able to find details about the “My Outfits” improvements

    it seems you can make a folder within an outfit but if you move it to the Outfits folder it thinks it’s an outfit

    I was hoping to make folders of outfits… do we know more?

    Like

  10. This is just a small bit out of all the changes but – why remove the ability to disable minimum camera zoom? I wear a quite small avatar and disabling the minimum zoom constraint is immensely helpful for getting attachments properly adjusted!

    Like

  11. I do quite a alot of sailing races and my newest boat Isard’s Mini Transat I did a compare with the previous Firestorm and the new PBR version. Some issues with the PBR version so far is that I cannot find a suitable setting for water and sky that is a comfortable level for the environment. Also, my hud text seems dimmer but this could be the fact I have no control over the brightness of the new environments. So this maybe just something i would need to get used to.

    Another issue is as I cross some regions, the boat hull and deck disappear.

    The new Firestorm 7.1.9 (74745) PBR Release doing a short sailing run…

    Here is release Firestorm 6.6.17 (70368) doing a similar short sailing run and all is ok…

    Like

    1. It is so disappointing to know that what Kelly describles happens to almost every sailor / races in SL and it just make it worse something that happened rarely also in previoous release but, at least, in previous release when the boat dissapeared yo could recover it hittin twice ray tracing CTLR SHIFT S

      Now it happens much more frequently in many sim crossing an CTRL SH?IFT S twice does not help anymore

      This makes the new firestorm TOTALLY UNUSABLE IN ANY SAIL RACE !!

      A question comes in my mind… Is it possible that Firestorm dveleoper, / Quality Tester did not try to sail any boat before releasing this totally unusable release?

      Best regards, sorry but theis bad behavior kills any possible positive behaviour of the new FS

      Aso the exagerate saturation of colors makes the whole experience not pleasant at all

      Lisa

      Like

    2. Forgot to add that i nodiced an huge FPS saturation (from 350 to 160 using Nvidia 490 with I9 CPU and 32 GB Ram)

      I wonder what may happen to low end pc users… such huge FPS drop is unacceptable

      Like

    3. I meant CLTR SHIFT R .. twice to enter and exit ray tracing as workaround to show the disappearing textures in previous version.

      Like

  12. Unfortunately, I cannot write anything positive.

    Basic things such as color saturation, setting the glow and many other things that disastrously overexpose things on general settings and distort the colors that are consistent with those that we, as designers, make in graphic programs – is a critical mistake and spoils the work of hundreds of people who worked on real color reproduction and object texturing.

    For now, Firestorm does not have any additional settings that would help set colors and their saturation, the characters in the ads are pale as paper, No matter how you setup the light, lowering the HDR value does not help at all. The ability to turn off local lights and force the user to work at full speed with materials has been removed. Not everyone can still afford it and not everyone wants it.

    This change is the most unfavorable and most unsuccessful in terms of color. It all looks like setting options on your monitor to watch HDR games and movies, no one asked for it.

    Let me emphasize that these are the default settings that the user must use right after logging in for the first time to the new version. Not everyone will be able to fix it, and even if they want to try, they will not be able to find settings that will reflect what users have seen so far.

    I believe that interfering with color saturation, imposing your own options on the user, and taking away the ability to turn off the light is an unacceptable mistake that will automatically discourage a huge number of people from using this version, including me.

    Like

  13. I’ve been using the beta versions off and on, which were much better than this. I was often getting better FPS on my Mac Studio (M2) and Macbook Pro (M3) using the PBR betas than the release candidate Firestorm version (non PBR).

    But this release version of the PBR viewer decimates my FPS and as noted by a commenter above, many, many textures will not load, no matter how long you wait or how you tweak the settings.

    I’ve gone back to using the last, stable, non-PBR version of FireStorm. I imagine a LOT of people will do the same.

    Like

  14. Me i think they rushed to get it out on SL Birthday, but there is many issues, rendering, and performances are bad. Also on my PC , this new version did freeze my whole computer 3 times in an hour, i mean i had to turn the switch off ,,,it rare to have do that today on a Win11 !! so i unstalled this crap and installed the SL viewer , well i can say the rendering and performance is better with SL viewer. Sure we lost a bit in FPS but not much , nothing like the new Firestorm version

    Like

      1. Thanks for the tip – Kokua is far more stable and much better performance than FS at present, and it has several of my Firestorm must haves – including favorite wearables and area search.

        I also tried a new viewer called Megapahit, listed in the third party directory. It’s a bit basic, lots of bugs, but wow, amazing FPS. It is a port to be native Apple Silicon. I was getting well over 200 FPS at times, which on a Mac is astonishing.

        It’s not ready for daily use, I think. But it shows what we could have if only someone would do a full-scale port to native Apple Silicon.

        Like

  15. I love the update! Been using the beta for months. It is truly sad to see so many don’t read or take 5 minutes to adjust settings and just immediately go back to the old version. Then complain. LOL! What a drab and boring 2nd life y’all have.

    Like

  16. Absolutely love the new viewer.

    We live in 2024 at the moment and not in 2007. I reckon those who come here to complain will complain about anything rather than adapt to the world they live in. Hey there is always mainland to Prim around in.

    SL finally will stop looking like a 8-bit mobile game with baked textures, bland environments and an engine so dated PS 1 is calling to get it back.

    Like

  17. Please help us… how can we adapt to this moderns world if with a top gaming PC we have our sailing boat disappear at almost every cross while sailing?

    Any help is really appreciated .)

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    1. Region crossings are a known issue, and not restricted to Firestorm (it is the nature of the Second life beast, so to speak). Linden Lab have tried, and continue to try to improve things as best they can (and allowing for how people have their viewers set-up). The best place to get information on when and how LL are working on region crossings (which include on foot, via vehicle and teleporting) is via the Simulator User Group meetings. I attempt to summarise these meetings – including any news on any region crossing work that might be going on.

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      1. Thank You Inara

        I know the crossing isseu very well being 99% of my SL time sailin or racing with saiboats or flrying with planes or helicopters..

        Iknow that LL is working on that issue and i have opened many tickets on this point and we all wait tha they find the solutin

        The problem mentioned in this thread is that the recent FS added it’s own specifici issue in regiorn crossing : The boat disappearing in an high perncentage of crso and CTRL SHIFT R not usasble anymore as a way to recover it.

        In this moment the majority of SL sailboat racers is considering to use the old firestorm for next race

        Ty

        Lisa

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  18. Thank you for this, Inara! I created a link to your manual on my facebook page and will also post the link in my groups as I know that many users are struggeling with this and for sure they will be thankful for every help they can get!

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  19. So far I really like how SL looks with this new release, and after using the Beta version since it was available it seems that this version works well for me, even if I can’t seem to get the mirrors working properly yet.

    I would highly encourage people to take the time to make the necessary adjustments for their needs before writing it off. Thanks for the very helpful posting about it, Inara!

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  20. What I would like most is explicit instructions on HOW to optimize my preferences and settings so that I am not getting horrific glare off of ordinary floors and walls and ceilings. I may not be the most tech savvy person in the world, but I’ve been a firestorm user for 12 years now, so I’m pretty decent at getting things to work.

    Any help would be very much appreciated!

    Thanks,

    ScarlettRoseKincaid

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    1. It’s hard to diagnose remotely, as there are a number of potential causes for this, some of which you might be able to address relatively easily (particularly if this is an issue you’re having at home), others might be more outside of your control / require a more detailed look at settings to see what might be done to mitigate. Sorry I cannot be more help than that

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