2024 SL SUG meetings week #42 summary

La Côte Sauvage, September 2024 – blog post

The following notes were taken from the Tuesday, October 15th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from my chat log and Pantera’s video of the meeting, which is embedded at the end – my thanks to her for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

Quoting Rider Linden:

Two weeks ago we had a bit of a rough roll, so some of the main grid was left on Summer Fun. Last week the entire engineering team was at an offsite and we decided it was probably not a good idea to do anything while we were all distracted. We believe that we have a fix for the issue and are going to be making a final decision later today about doing an off schedule roll on the SLS regions that are still causing problems. Once we have that out of the way we’ll be able to get back to the regular schedule. I believe that that the next in line is WebRTC, but we need to make sure that enough people have upgraded to an RTC capable client.

SL Viewer Updates

No changes at the start of the week:

  • Release viewer: version 7.1.10.10800445603, (formerly the DeltaFPS RC), dated September 11th, was promoted to de facto release status on September 19th. This includes:
    • Performance boosts. Memory management has been optimized and users will experience a higher FPS across various systems. A comprehensive range of bug fixes are also provided. This includes better PBR material handling and resolving frequent crashes. See the release notes for more.
    • UI for scheduling region restarts now available via a new button located in the Region/Estate floater. (Note: there is currently an issue with scheduled region restarts working correctly and a fix is due to come in the next server release).
  • Release Candidate: ExtraFPS RC, version 7.1.11.11074622243, issued September 30th.
    • Performance improvements: enhanced texture memory tracking, broader hardware compatibility and higher FPS gain.
    • Aesthetics improvements: new Antialiasing setting – SMAA; Contrast Adaptive Sharpening; Khronos Neutral Tone Mapping (can be changed to ACES via the RenderTonemapType Debug setting).

In Brief

Please refer to the video below for the following:

  • Leviathan Linden requested a “top five” (or so) features / options people would like to see added to the official viewer. Responses at the meeting included:
    • RLV  – currently, RLV/a code is being submitted to LL by its author, Kitty Barnett, for inclusion in the Official viewer and (I believe) RLV author Marine Kelley may have also provided information on RLV functionality to LL.
    • Client- side animation override (AO) capability.
    • Object derender.
    • Contact Sets (Firestorm).
    • Autrespond outside of Do Not Disturb mode.
    • Automatically rezzing under land Group.
    • ADD instead of WEAR as the default behaviour for attachments.
    • Adjustable toolbar button sizes.
  • Leviathan also dropped the following question into the meeting:
Suppose SL added a VR mode that allowed for seeing SL content in stereo vision a-la VR goggles. NOT the ability to be in the avatar body and move the limbs with trackers but just the ability to view SL content as a fly-cam in VR mode… would that be useful to anyone? Would anyone here use it? What would you use it for?
    • Responses were broadly positive, if the capability could be tired to the likes of using a vehicle in world.
    • Concerns were raised over the viewer’s ability to maintain a smooth, high enough frame rate consistently through a VR session.
    • The above does nor mean LL is about to implement and kind of VR / partial VR element within the viewer; Leviathan made it clear he was just looking at feed back in relation to the general idea of a partial VR experience with SL.
  • A further discussion on the issue of attachments failing (being dropped / lost / ghosted issues (see: Attachment loss on RC channel 2024-08-29.10619830788) which can be experienced during region crossing (TP or physical) & the fact the LL are working on a fix.  is being
  • A discussion on making Media on Prim (MOAP) safer, and which threaded throughout much of the meeting.
  • The above drifted into discussions general media handling and also on rendering, colour maps, support for look-up tables for rendering / colour grading in the viewer (e.g. to give post-processed effects).
  • A further discussion on editing tools, scripting options, etc.

 

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a rooftop of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Entering Soulstone’s asylum in Second Life

Soulstone, October 2024 – click any image for full size

Valayra Asher (Valayra) has once again redressed her Full region of Soulstone, a region I’ve covered a number of times, and I’m always drawn back to it because Valayra tends to offer something very removed from the previous iteration, making any visit a entry into a new world and vision. This iteration is no exception, touching on Halloween to bring a theme of general horror and mystery mixed with a little post-apocalyptic or dystopian and flavoured with a very faint hint of Dark Knight stories.

Before getting into things, I will note that this is a location best viewed using a PBR-capable viewer or, if you’re still on an older viewer, then with Advanced Lighting Model (ALM: Preferences → Graphics) enabled.

Soulstone, October 2024

If your system can handle them, then proceeding with shadows enabled is recommended; if your system cannot handle this whilst exploring the region as a whole, give it a go whilst inside the asylum, where you can also potentially reduce Draw Distance to help lighten the load the viewer is handling. Do also make sure you’re using the Shared Environment and, finally, please note that the south-west quarter of the region appears to be given over to a private residence, and is separated from the rest via a mix of hills and building shells, so avoid trespass there.

Located on the north side of the region, the Landing Point gives the first hint of the post-apocalyptic / dystopian feel to the setting as it lies on a partially destroyed road bridge. It’s not clear what caused the literal downfall of the bridge, but the local flooding to be found suggests it may have been the result of a natural disaster such as an earthquake. At the foot of the bridge the mystery of the setting continues: it appears the road once linked with one running from the east side of the region – but where they presumably once met has been turned into a caged basketball court with the appearance of having been placed there after the roads had been largely destroyed.

Soulstone, October 2024

This basketball court with its razor wire, closed-circuit security cameras and the guard tower sitting next to it all give the setting a penitentiary feel; however, standing above them along the top of an eastern rise in the land is the foreboding bulk of an asylum. For me, it immediately brought to mind thoughts of the Elizabeth Arkham Asylum for the Criminally Insane. Whether this is intended or not, I’ve no idea, but a hospital for the criminally insane might account for the use of a guard tower, spotlights and the like.

The asylum sits as a the major focal point of the setting. The way to it is along the east-pointing section of road, littered as it is with the well-rusted wrecks of cars as they sit as the detritus of disaster. The asylum itself appears at first glance to be deserted – the main doors are wide open (as are other leading outside) and the windows smashed and broken, with further signs of chaos inside. Exploration here is best done with shadows enabled, so as to fully absorb the environment and the sense of stumbling around in the dark and coming across the unexpected.

Soulstone, October 2024

While it is fair to say the asylum dominates the landscape, its multiple broken eyes staring out over the devastation below the brow on which it sits; it is not alone; others sit on the flat plain it overlooks, some of which, like the asylum, have managed to retain some vestiges of electrical power despite whatever has befallen them.

Broken and empty, a forlorn and empty swimming pool sitting before one block, these high-rises bear silent, shattered witness to whatever anger was unleashed upon this land; not even the glimmering neon of an advertising hoarding can disguise the fact that civilisation here has passed, living behind only animals, birds, and the shuffling shells of those asylum inmates somehow left behind in whatever evacuation may have taken place.

Soulstone, October 2024

Yet amidst the ruin a little tram station sits, ostensibly in one piece, also sheltering under the dormant protection of the guard tower.  Where the trams arriving and departing this station might have come from or run to makes no difference now. Indeed, going on the signs hung from the pole of a working streetlight alongside the station, it would appear whoever survived whatever happened recognises this fact, given the destinations the signs list…

And speaking of signs / signage / graffiti, attention should be paid through any explorations, as there is a certain dark humour to be found throughout in the signage and scrawl, posters and adverts. Places to sit can be found scatters around, mostly in makeshift shelters out on the broken roads or alongside the fractured walls of buildings. They offer a chance for those who want to absorb the setting’s ambience and / or allow it to conjure stories of how it has come to be so devastated to do so in a measure of small comfort. Also to be found, large and small, are touches that might bring to mind a particular film about the aftermath of one calamitous event in human history – at least to me -, and others echoing the shuffling threat of horror from assorted films and televisions series (“Braiiins….”).

Soulstone, October 2024 (“You maniacs! You blew it up! Ahh! Damn you! God damn you all to hell!”)

Finished with a soundscape well suited to both its devastation and mystery, this iteration of Soulstone is, as with previous builds, well worth visiting.

SLurl Details