The following notes were taken from the Tuesday, January 24th, 2023 Simulator User Group (SUG) meeting. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording it.
Server Deployments
On Tuesday, January 24th 2023, the simhosts on the Main SLS channel were updated with simulator release 577628, comprising an update for HTTP_CUSTOM_HEADER usage in llHTTPRequest(). Previously, a maximum of 8 custom headers were allowed, and each header had a hardcoded limit of 253 bytes. With this update, both of these limits
On Wednesday, January 25th, 2023: the RC simhosts should be updated with simulator release 577734, comprising both the HTTP custom headers update described above andthe updates previously deployed to BlueSteel and Le Tigre in week #3), comprising: stability improvements, fixes for a number of bugs, including the one preventing 30-second sound loops from being played back, and introduces new functions to the LSL API to allow for sound playback across any prim in a linkset. The new LSL functions include:
Week #5 should see the deployment of a fresh simulator RC. It will have a fix for key sorting in LSD Find Keys. llVerifyRSA and llSignRSA and llHMAC. A region_rating for llGetEnv and a few more stats in llGetSimStats.
Available Official Viewers
This list reflects the current status of available official viewers on January 24th, 2023:
Release viewer: Maintenance P (Preferences, Position and Paste) RC viewer version 6.6.8.576863 Monday, December 12, 2022 – No change.
Maintenance R RC viewer, version 6.6.9.577678, released January 19 – translation updates and the return of slam bits.
Maintenance (Q)uality RC viewer, version 6.6.9.577581, January 18, 2023.
Performance Floater / Auto-FPS RC viewer, version 6.6.9.577251, January 4, 2023.
Project viewers:
PBR Materials project viewer, version 7.0.0.577610, January 19, 2023.
This viewer will only function on the following Aditi (beta grid) regions: Materials1; Materials Adult and Rumpus Room 1 through 4.
Puppetry project viewer, version 6.6.8.576972, December 8, 2022.
In Brief
BUG-233107 “Objects failing to render is happening more frequently of late” – is rising slowly up the priority list, however, from the discussion at the meeting:
There may actually be two issues at work, with some conflating them into a single problem, and / or there is an issue impacting both the viewer and the simulator.
Both issues may additionally be cause a race condition with messaging, leading to rendering / rezzing problems.
It is suggested, pending an actual fix, alt-camming out a good distance, waiting several seconds and then ESC-ing the camera back to its default position can fix both issues by forcing the viewer to call for a complete scene update.
One of the problems is most persistent on either initially logging-in or following teleporting into a region; it rarely happens on crossing between regions via foot or vehicle.
Please refer to the video below for further discussions at the meeting.
The Trompe Oeil Noa Ranch Cottage, as modified by me for Isla Myvatn
So, a week or so ago, I visited Gothbrooke Forest, a charming setting in which is located a copy of the Trompe Loeil Noa Ranch Cottage (see: A wander through Gothbrooke Forest in Second Life). At the time I noted the house was one I could end up purchasing for personal use and – as is my way – modify.
Well? Guess what this post is about (if you hadn’t already from the pretty obvious title…!).
Cory Edo is one of my go-to house designers for a number of reasons; many of her builds are light and airy, her work generally (but admittedly not always) lends itself to a fair degree of modification / kitbashing, and her prices are more than competitive. All of this is certainly true of the Noa Ranch Cottage. Although that said, It is also pretty big for a “cottage”, at least by UK terms…
The original Noa Ranch Cottage and my modified version, inset. Note that I also replaced the deck and base of the house to better suit my needs, and added the deck railings as well as re-textured much of the house
With a 122 LI, a footprint of 37 x 24 metres and priced at L$625 (with a “snow” option available for a separate purchase price of L$100), the Noa is an highly induvial style of home well-suited for modification. It comprises a large main room with large windows to the front aspect and a curved roof which extends out of the front deck. This room is split into two parts, defined by a 3/4 height diving wall running part way across it.
To the front is the living area, complete with a large brick fireplace. A basic kitchen sits in one of the back corners of this room, whilst the space behind the dividing wall alongside of it offers space for a dining area. A narrow hall runs behind the kitchen, between it and the rear wall of the house and serving one of two back doors accessing the rear deck.
To either side of the fireplace are sets of double doors. Those towards the front of the house provide access to a second ground floor room of a fair size. The second pair access a small hallway with three doors: one to the rear deck of the house, one to a further ground-floor room and one back to the second front room. This hall also provides access to the stairs serving a small landing and the single, large upper floor room. On the opposite side of the main room to the two storey section of the house is a further small rectangular room with wooden walls on three sides and a single large front window.
A view of my modified Noa Rach Cottage, showing the opened-out main room (see below) with internal lighting added by myself
It’s a design which offers plenty of opportunities for furnishing “as is”; but for me, the kitbashing opportunities and the two-floor section were just too tempting to ignore.
As I’ve noted in previous write-ups of houses I’ve bought, Isla Myvatn has a “split level” landscape, lowlands to the west, and a raised garden atop cliffs and rocks to the east, with the house offering something of a divide between, generally with the upper floor opening onto the back garden, and the front lower floors facing west.
The upper floor landing provided me with the means to replace a window on the house with a sliding door to provide access from the house to the back garden.
One of the attractions of the Noa is that with its upstairs bedroom and landing (the latter with large windows to the rear aspect), it fit the design well, requiring only the addition of a home-made sliding door to replace one of the the windows, as shown above.
As a fan of large, open spaces in a house, the Noa’s design also allowed me to make some changes to the main room, taking out the the double doors and the wall supporting them to create a bigger space, with a new wall and doll installed to allow me to keep two additional lower floor rooms. With the fireplace relocated slightly, this allowed me to create a new entrance to the door, replacing one of the windows with my home-built sliding door (a further copy of which replaced the original front door at the opposite end of the main room).
A basic floorplan showing the design of the original with the main room and 3 side rooms, and my modified version, with one side room removed and the others revised to create a larger main room and an new entrance hall
After this, all that was left was to replace the back wall and door and blank off the passageway to the second back door behind the kitchen, as neither were required, given the house backs up against the raised garden. Once that was done, I opted to remove the small room off the side of the house the the front door and install a new side wall.
All of the above should indicate the Noa makes an ideal house for modding, and while there are some issues with faces, it can also be re-textured relatively easily, as I hope the images here demonstrate, allowing the house to be further personalised.
Two further views of the interior of the Noa Ranch Cottage from two angles. The house following my modifications, seen from the kitchen, and (inset) the original viewed from the front door
As noted, Cory Edo is one of my go-to house designers, her builds offer imaginative and rich designs, and with the Noa (and the Jura Waterfront Cottage before it, which inspired my own scratch-build for private use), she has provided a superb house for use out-of-the-folder or for kitbashing. It I have any issues with the Noa at all, it is that not all of the walls have individual interior / exterior faces, meaning that some retexturing is limited, and with due respect to Cory, some of her textures are a little rough in places when it comes to my tastes – notable the decking and the outside of the curved roof; both of which were easily fixed.
An overhead view, showing the house and the raised back garden. The deck is not part of the original Noa build, but my own replacement, the the roof areas have been re-textured (with the flat roof replaces to allow texturing on two sides) as has the chimney
All-in-all, for those looking for a new house and who have the space for it, the Noa Rach Cottage makes for a good purchase.
An artist’s concept of a nuclear bimodal crewed transport, which could be used to deliver crews to the Moon or – in just 45 days – to Mars (Earth, the Moon and Mars not to scale). Credit: NASA
In the heydays of the early space race, both the Americans and Russians toyed with various concepts involving nuclear propulsion for human space exploration within the solar system.
In the United States, this work focused on three major areas of study: nuclear pulse propulsion (NPP) – literally exploding atomic bombs behind a space vehicle, propelling it forward, as exemplified by Project Orion; Nuclear-Thermal Propulsion (NTP) – the use nuclear motors in place of chemical rockets either from launch or once in orbit as seen with Project NERVA; and Nuclear-Electric Propulsion (NEP) – the use of nuclear energy to power low-thrust ion propulsion motors.
NPP was effectively (and perhaps fortunately) abandoned over both the fear of fallout from the vehicle’s atomic explosions during its ascent through the atmosphere and the signing of the Partial Test Ban Treaty in 1963. NTP, using a nuclear reactor to heat liquid hydrogen (LH2) propellant to create ionized hydrogen gas (plasma) which can be expelled via engine bells, has continued to be researched, although its use from launch was overruled dues to the radioactive exhaust plume (thus requiring liquid-fuelled rocket to lift the propulsion units to orbit where they might be used), and remains a solid concept for propulsion that could help reduce the journey time to Mars by weeks.
Nuclear-Electric Propulsion (NEP), relies on a nuclear reactor to provide electricity to an ion engine using an inert gas (like xenon) to create thrust (rather than spewing a radiative exhaust). The resultant thrust is less than that of either NTP or chemical propulsion, but it has the advantage of being able to be maintained for far longer periods, potentially allowing a crewed vehicle to gently accelerate to the half-way point to Mars before trying around and using that same thrust to decelerate gently and achieve orbit around Mars. This could cut a 6-month journey to Mars in half.
Experiments in NEP have continued through until recent times, including space-based test; NTP, however, only reached the stage of ground-based testing before being curtailed. However, it has remained the preferred approach to crewed deep-space missions, should nuclear propulsion on crewed vehicles again be seriously considered. The interest is now re-awakening in light of Project Artemis and America’s stated desire to both return to the Moon and reach beyond it to Mars, with a focus on new approaches to methods of propulsion.
One of these new approaches is the rather tongue-twisty Bimodal NTP/NEP With A Wave Rotor Topping Cycle. The “bimodal” references combining NTP fission to generate the electricity required to power a NEP ion engine, while the “wave rotor” effectively meaning a “supercharger” which further compresses the reaction mass to deliver greater power to the NEP. Research into the approach suggests a transit time to Mars could be reduced to just 45 days.
Based on conventional propulsion technology, the most fuel-efficient Mars crewed mission profile offering the longest period for surface exploration is the Opposition Mission. This requires crews to spend between 6 an 9 months each way in transit between the two planets, with a surface stay of up to 23 months. However, a bimodal nuclear propulsion system could both reduce the transit time each way to 45-60 days, allowing crews to spend more time on Mars, whilst also potentially releasing a mission for the 26-month launch windows, enabling a crew to make an emergency return to Earth if required.
A breakdown of a biomodal transport vehicle. To the right, and docked against the Transhab module is an Orion MPCV, used to deliver crews to the vehicle from Earth and return them home at the end of a mission. The TransHab is a 6m diameter living / working module, powered by conventional solar arrays. Aft of this is the Mars descent / ascent vehicle, then the propulsion control module. The centre of the vehicle comprises the fuel tanks (which also help shield the crew vehicles from radiation from the propulsion module). The combined propulsion (NEP / NTP) module is to the left, also housing the Wave Rider “supercharger”). Credit: NASA
As well as propulsion, NASA is looking at ideas using nuclear power systems for long-duration surface missions when solar and wind power cannot be used / relied upon, These include KRUSTY, the Kilopower Reactor Using Sterling Technology, a joint venture between the space agency and the US Department of Energy’s National Nuclear Security Administration (NNSA) successfully demonstrated in 2018. Then there is a new take on the hybrid fusion / fission reactor, first selected by NASA for development in 2013 and which has recently seen renewed investigation, and which is now showing promising signs for future use.
Conventional fusion methods generally comprise either inertial or magnetic confinement, using extreme pressure or a powerful magnetic field to compress a fuel such a deuterium (hydrogen-2), forcing fusion to occur. Both require significant energy input and the generation of significant amounts of heat – around 15 million degrees centigrade. As such, both require large, heavy systems and associated cooling – although this hasn’t stopped the likes of Boeing developing concepts for hybrid systems to propel crew-carrying interplanetary spacecraft to rival biomodal NTP / NEP powered craft.
Hybrid fusion / fission utilises high-energy fast neutrons from a fusion reactor to trigger fission in non-fissile fuels. It is still a complex method, but it has the advantage of being capable of of generating multiple fission events from a single neutron, rather than a single reaction per neutron, requiring less fuel feedstock, and as the fuel is non-fissile, output from the reaction is not radioactive. In fact, such a reactor could even use waste from other fission reactions, disposing of it. Even so, the systems required for hybrid fusion / fission reactors have tended to be extensive and mass-heavy, competing directly with bimodal NTP / NEP systems in size, complexity and mass.
The Boeing hybrid fusion-fission crew-rated space transport, 2021. Credit: Boeing AerospaceHowever, a team from NASA’s Glenn Research Centre, Ohio, have developed a potential way in which the complexity (and mass) of a hybrid propulsion system could be significantly reduced.
Selected for Phase I development by the NASA Innovative Advanced Concepts (NIAC) programme, the team has focused on the development of a special lattice into which deuterium can be packed in densities around a billion times greater than a within the core of a conventional hybrid reactor. This, combined with the ability of the fusion process to generate multiple fission reactions, means that overall, less deuterium fuel needs to be carried for feeding into the reactor, thus also reducing the mass of all the associated tanks, piping, etc., required to handle it. Further, the nature of system means that reactions can occur at far lower temperatures than a standard bimodal system, further reducing mass and complexity by eliminating much of the thermal control mechanisms and radiator surfaces required to remove the heat needed to generate the fusion reaction, and the heat it also generates.
Logos representative only and should not be seen as an endorsement / preference / recommendation
Updates from the week through to Sunday, January 22nd, 2023
This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:
It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.
Official LL Viewers
Release viewer: Maintenance P (Preferences, Position and Paste) RC viewer version 6.6.8.576863 Monday, December 12.
Release channel cohorts:
Maintenance R RC viewer, version 6.6.9.577678, released January 19- translation updates and the return of slam bits.
Maintenance (Q)uality RC viewer, version 6.6.9.577581, January 18, 2023.
Project viewers:
glTF / PBR Materials project viewer, version 7.0.0.577610, January 19, 2023 – Screen Space Reflections update + fixes. This viewer will only function on the following Aditi (beta grid) regions: Materials1; Materials Adult and Rumpus Room 1 through 4.
Artcare Gallery, January 2023 – JadeYu Fhang, Une Sorte De…
Currently open at Artcare Gallery, the art hub curated and operated by Carelyna, is Une Sorte De… – “A Kind Of…”, by JadeYu Fhang.
JadeYu has a reputation for being one of the most visually evocative artists in Second Life, and her installations often plumb the depths of the human consciousness and psyche (examples: Roots and War, Everywhere and Nowhere and OpeRaAxiEty). She is also perhaps best known for her 3D installations (such as those mentioned above, offering deeply evocative, layered and expressive pieces – which can also be enigmatic when JadeYu sways in that direction. However, she is also a 2D artist, as Une Sorte De… reminds us.
Artcare Gallery, January 2023 – JadeYu Fhang, Une Sorte De…
Provided within a futuristic display space also designed by JadeYu, the exhibition opened on January 19th, 2023, and is presented sans any artist’s notes. However the 18 pieces presented – a mix of colour and greyscale images – combined with the exhibition’s title suggests these are images intended to convey a feeling and / or emotion or a sense of mood.
From the pictorial to the abstract by way of real and faux 3D elements, these are all highly individual works, exhibiting and intensity of image and form that deserve individual interpretation. As such, this is another exhibition for which I’m again not going to overlay with my personal reflections or reactions – I’d rather JadeYu’s work speak directly to you, and so encourage you to pay a visit to Une Sorte De… for yourself.
Artcare Gallery, January 2023 – JadeYu Fhang, Une Sorte De…
SLurl Details
Une Sorte De, Artcare Gallery (Emotion, rated Moderate)
Where Our Journey Begins, November 2022 – blog post
The following notes were taken from
My audio recording and chat log transcript of the Content Creation User Group (CCUG) meeting held on Thursday, January 19th 2023 at 13:00 SLT.
Pantera’s video of the Third Part Viewer Developer (TPVD) meeting held on Friday, January 20th, 2023 at 13:00 SLT, embedded at the end of this article.
These meetings are chaired by Vir Linden, and their dates and times can be obtained from the SL Public Calendar; also note that the following is a summary of the key topics discussed in the meetings and is not intended to be a full transcript of all points raised.
Note, The TPVD meeting was abbreviated to 20 mins.
Official Viewers Status – TPV Meeting
Available Viewers
On Thursday, January 19th, 2023, the Maintenance R RC viewer was updated to version 6.6.9.577678 – translation updates and the return of slam bits.
On Wednesday, January18th, 2023:
The Maintenance (Q)uality RC viewer was updated to version on 6.6.9.577581 – new Debug settings UI, quality of life improvements.
The PBR Materials project viewer updated to version 7.0.0.577610, on January 19, 2023 – SSR support.
This viewer has been reported as “broken” when running on systems with AMD GPUs, a situation that was being investigation as these notes were being written.
This leaves the rest of the currently-available official viewer as:
Release viewer: Maintenance P (Preferences, Position and Paste) RC viewer version 6.6.8.576863 Monday, December 12, 2022.
Release Candidate viewers:
Performance Floater / Auto-FPS RC viewer, version 6.6.9.577251, January 4, 2023.
Project viewers:
Puppetry project viewer, version 6.6.8.576972, December 8, 2022.
General Viewer Notes
Vir pointed out that as Microsoft has ended support for Windows 8 on January 10th, 2023, it is no longer regarded as a supported operating system for running Second Life, and the viewer will not be tested against it (and the System Requirements page has been updated to reflect this, specifying Windows 10+ most recent service pack as the baseline supported Windows OS.
The second phase of the Github work in on-going, notably updating all the viewer build libraries.
Inventory Enhancement Project – Both Meetings
Linden Lab is looking to enhance the Inventory system.
The first element of this work is to be the addition of a fixed-resolution thumbnail preview capability, allowing users to see a small image of a given object (where this makes sense – so the likes of note cards and scripts would be excluded) within inventory, with these thumbnails either being of individual items or entire folders.
This work has now started, but it will be “some time” before there is anything user-facing to show.
A code contribution from Kitty Barnett (Catznip) for an inventory texture tool tip / preview may well be folded in to this work.
Once the thumbnail preview work has been completed, it is possible the Lab will look to further enhancements to inventory management. One future enhancement under consideration is support for folders to be included in the Contents inventory of individual objects.
glTF Materials and Reflection Probes – CCUG
Project Summary
To provide support for PBR materials using the core glTF 2.0 specification Section 3.9 and using mikkTSpace tangents, including the ability to have PBR Materials assets which can be applied to surfaces and also traded / sold.
To provide support for reflection probes and cubemap reflections.
The overall goal is to provide as much support for the glTF 2.0 specification as possible.
The project viewer is available via the Alternate Viewers page, but will only work on the following regions on Aditi (the Beta grid): Materials1; Materials Adult and Rumpus Room 1 through 4.
Screen Space Reflections (SSR) has now been integrated into the Project Viewer, (January 19th onwards), although work around this is still being finalised, notably mixed Reflection Probes with SSR.
Some fixing is required to the default colour curves in the viewer.
Stability issues have been noted on Intel integrated graphics hardware, and these are being investigated / fixed.
There have now been a total of two further weeks focused on optimising the viewer’s performance, and the results of this work should be available in the next update to the Project Viewer.
UI updates: the viewer will likely see some UI updates as it progresses:
The next update will likely include a new dedicated icon for on the Build floater for creating Reflection Probes.
The drop-down in the Build floater Textures tab (Currently Materials and Media on the release viewer, may be re-labelled for PBR (where it is Materials, Media, PBR) to more clearly differentiate between the current materials maps system and “new”” PBR materials.
Similarly, the new Materials Inventory folder in the Project Viewer may also be renamed to avoid the potential for confusion between the use of PBR materials assets and the current materials maps system.
Further, the menu option Build → Upload → Materials (in the Project Viewer) may be reamed to more clearly reflect it is for PBR materials, not material maps.
Exactly was terms will be used is TBD, but the general push (from LL’s perspective is to use meaningful lbeels on options and menus which can be Googled with some relevance by those wanting to know more about the underpinning file formats / standards, etc.
Work is going into messaging between the back-end and the viewer to ensure it will scale once the viewer starts to see widespread use.
In Brief
As the PBR Materials project is approaching a possible RC release, the questions has been asked as to what is next on the graphics front. While no formal decision has been made, options include:
A return to looking at adding something like Vulkan / MoltenVK (for OS X) API support alongside of the OpenGL API (which has been slated for deprecation by Apple and is growing increasingly long in the tooth). This work is being looked at more as a performance optimisation rather than a visual boost to rendering (e.g. allowing SL to be less CPU-bound and make more use of the GPU, reducing the volume of draw calls, etc.).
Further expansion of the glTF work to include mesh (and moving away from Collada .DAE), animations, etc. But again, no definitive plans / direction has been agreed within the Lab.
While there is a appetite at the Lab to support as much as the glTF 2.0 specification, some aspects will be excluded from the list – mentioned at the meeting were Setting the filter mode and sampler state of textures, both of which were described as “problematic” for implementation within SL.
Overhauling / updating support / options for ground textures.
The CCUG meeting saw a general discussion on animations, the skeleton and all that it involves (bones, attachment points, collision volumes, rigging, etc., and the rules / policies surrounding them, couched initially in the potential for expanding the skeleton / avatar system – for which there are currently no plans to do so beyond what has already been done.
Pivot points: (related to the above) past CCUG meeting saw some extended discussion on implementing pivot points on the skeleton, and LL indicated they would investigate this. Since then, it has become increasingly apparent that a node hierarchy would be beneficial and potentially easier to implement; ergo pivot points have been pulled into the pot for a future hierarchy project.
There is a known bug where Premium Plus users – who gain free texture uploads – are being charged for textures included in mesh uploads. An upcoming simulator-side maintenance update should correct this.
A request was made at the CCUG meeting to allow mesh uploads greater than the 64m single object size limit, to make it easier to import large structures / scenes without having to curt them into sections (and thus avoid potential issues in fit, scale, update, etc, and can result in Interest List related rendering issues).
LL is unlikely to change the limit, but would prefer to provide improved tools that can help content creators / scene builders.
One should tool discussed – which is currently not in development – is that of a “scene view” tool which identifies every individual instance of an object in scene, and provides a mechanism to allow (subject to permissions, obviously) them to be swapped-out to fix things like “broken” items / those for which there is an update / replacement.