Black Dragon 2.4.1.9: “volumetric lighting” and more

Blackdragon logoOn Tuesday, March 10th, NiranV Dean released version 2.4.1.9 of his Black Dragon viewer, which includes his recent work on volumetric lighting for Second Life, which I reported on at the start of March.

The update also includes a number of other fixes to some long standing rendering issues that Niran has been attempting to fix. Taken together, they are part of a larger update Niran has been planning, but as he comments in the release notes, he wanted to get these particular changes out to show people, and will save the rest for his upcoming version 2.4.2 release.

Graphics Memory Changes

The first of the changes Niran has made relates to the way in which graphics memory is used with textures. Generally, the viewer has one slider for setting a limit on the amount of texture memory, which encompasses everything you see in the viewer, including all of the UI elements.  The is generally set to 512 Mb by default.

Up until the 2.4.1.9 release, Black Dragon, like most viewers, offered a single slider for setting the amount of video memory which could be dedicated to texture processing by the viewer
Up until the 2.4.1.9 release, Black Dragon, like most viewers, offered a single slider for setting the amount of video memory which could be dedicated to texture processing by the viewer

With the 2.4.1.9 release of Black Dragon, Niran has split how graphics memory is used between “global” textures – which include all the UI elements, etc., and the graphics memory currently being used to render the current scene – what you are actually seeing in-world at any moment in time.

The idea here is to provide the scene textures with their own “pool” of graphics memory, so they are no longer competing for graphics memory with all the other textures obtained from the region and the viewer’s UI textures, and should thus result in fewer issues of visible textures being “thrashed” (e.g. constantly switching between blurry and clear as they are swapped into and out of memory due to lack of space).

With Black Dragon 2.4.1.9 , Niran has attempted to "split" how video memory is used  by the viewer into two adjustable "pools", one for global textures (which include UI elements), and one just for just the current scene textures
With Black Dragon 2.4.1.9 , Niran has attempted to “split” how video memory is used by the viewer into two adjustable “pools”, one for global textures (which include UI elements), and one just for just the current scene textures

As I’m not a graphics or viewer rendering expert, I can offer no opinion on this approach. However, do note Niran’s recommendation to set texture memory to 512 Mb (the default upper limit for SL viewers, set several years ago to avoid OpenGL issues which might occur when setting large memory allocations) and the scene memory to 256 Mb.

Horizon and Other Rendering Fixes

One of the visual irritants in Second Life when running the view with the Advanced Lighting Model option (which Niran still refers to by its more technical name of “deferred rendering”), those living at altitude in-world (or flying at a few hundred metres above sea level), is the way in which the line of the horizon between “sky” and “sea” forms a concave curve across the screen, rather than a flat line as one might expect.

The familiar concave horizon line between "sky" and "water" seen when running the viewer in "deferred" mode (ALM enabled) ...
The familiar concave horizon line between “sky” and “water” seen when running the viewer in “deferred” mode (ALM enabled) …

With Black Dragon 2.4.1.9, Niran has addressed this, and a few other horizon-related rendering issues so that – and again when running the viewer with Preferences > Display > Deferred Rendering (ALM) enabled, the horizon now appears as a horizontal line, as shown in the two images shown here, taken from Rebeca Bashly’s When Life Gives You Apples … Run.

Images of all the horizon rendering adjustments Niran has made can be found in his blog post on the release, linked to at the top and end of this article.

Niran's revised horizon line between "sky" and "sea", seen in Black Dragon 2.4.1.9 with deferred rendering (ALM) enabled
Niran’s revised horizon line between “sky” and “sea”, seen in Black Dragon 2.4.1.9 with deferred rendering (ALM) enabled

Continue reading “Black Dragon 2.4.1.9: “volumetric lighting” and more”

SL project news week 11/1: server, viewer, group chat

Armenelos, Calas Galadhon; Inara Pey, March 2015, on Flickr Armenelos, Calas Galadhon (Flickr) – blog post

Server Deployments Week 11

As always, please refer to the sever deployment thread for the latest updates and information.

  • There was no Main (SLS) channel deployment on Tuesday, March 10th
  • On Wednesday, March 11th, all three RC channels should receive the same new server maintenance package comprising “internal improvements for premium users”.

When asked during the Simulator User Group meeting on Tuesday, March 10th whether the “internal improvements for premium users” was related to the change to the in-world receipt of off-line IMs, as mentioned at the last SBUG meeting, Simon Linden could only say, “I’m not supposed to announce anything, so I can’t go into details … but one thing we’re looking at this year is ways to make premium accounts better. This may or may not do something like that eventually.”

SL Viewer Updates

A new Maintenance RC viewer, version 3.7.26.299610,was released on March 6th. This includes multiple fixes and improvements as listed on the release notes and download page.

The Experience Keys viewer updated to version 3.8.0.299338 on Monday, March 9th, maintaining parity with the current release viewer.

Experience Tools

Although the Experience Tools viewer has been updated (see above), there is still no news on when Experiences might be fully deployed. In order to help build interest in Experiences a suggestion has been put forward to enable Experiences to be rated in terms of the number of people actively joining them (see BUG-6911), which could be optionally shown (at the Experience creator’s discretion in things like search listings, allowing people to judge Experiences by their popularity.

The Lab has considered allowing users to rate Experience themselves in a future update – but as point out in the JIRA comments, such a system could be open to gaming, much like the old avatar popularity ratings. BUG-6911 has been imported by the Lab, but it is currently unclear if the idea will be carried forward.

Group Chat

As also noted in my last updates, recent changes to the group chat service have seen up to a 20% failure rate in delivered messages. Simon Linden spent a fair amount of time during week #10 stabilising things once more, and notes that the situation taught the Lab more about how things might fail. He currently has a set of updates which may further improve things, and these are liable to be tested at the next Server Beta User Group meeting.

Other Items

Names Vanishing from Ban Lists

There have been reports of avatars added to a region / estate ban list or have been previously muted suddenly dropped from the list without an action on the part of the list owner. This might be connected to the old issue of bans made using radar on some older versions of v1-style viewers (notably Phoenix) failing to “stick”, or it may be something else, such as a failure to correctly update a ban / mute list.

Commenting on the subject at the Simulator User Group meeting, Simon said, “we’ve heard reports of that and have looked into it … if you ever can narrow down an instance of that happening, please note it in a JIRA … Our logs will record info about those changing but we have to know where and when to look

“I’m making wild guesses, but I think it would be either the viewer or the simulator making an update to the ban list, and somehow having bad data.   Perhaps an incomplete list gets into the picture, and using that as a basis for the update it drops people.   Our logs will show events like “MrNoisy was added” and “MrGoodBehaviour was removed” but finding the event is the missing part of the puzzle.

“If you have multiple regions in the estate, there’s another issue of having the changes sent out to all the regions.   We’ve seen failures there and I know it’s been worked on a few times (and suspected in some of these reports).”

So, if you do encounter a situation involving an apparent ban list failure, and can log the exact circumstances / details, please consider raising a bug report.

Firestorm TTT: clean install revisited

firestorm-logoIn the Firestorm Tool Tip Tuesday video for Tuesday March 3rd, 2015, Jessica gave a rapid-fire overview of performing a clean install. In trying to keep the video to around 5 minutes in length, the result, while informative, came across as rushed.

Given people did feel the first video did feel hurried, and that clean installs can be a necessary part of viewer life, the latest Tool Tip Tuesday video from Jessica might be referred to as “Clean installs: the Director’s Cut”.

With a running time a little under 13 minutes, the new video provides greater information and clearer instructions on:

  • Saving your chat and IM logs to a custom location on your PC
  • Using Firestorm’s backup capability to save and restore your viewer’s global and per-account settings
  • Performing a clean install.

The video both complements the original clean install video, and stands as an instructional guide in its own right, providing a lot more explanation and background. So, if you were confused by the speed of delivery in the original video, this revisit may well be for you!

OnLive announce pilot L$ payment programme for new SL Go users

SL go logoImportant note: The SL Go service is to be shut down on April 30th, 2015. For more information, please read this report.

OnLive, the company providing the SL Go service, announced on Monday, March 9th, that new users signing-up to the service can now pay for their use of the service with Linden dollars via a pilot scheme involving secure in-world payment booths offered through OnLive’s SL Go support island.

The news came via a statement from OnLive that reads in part:

You’ve probably heard of SL Go, the viewer that streams Second Life from the cloud in ultra-rich graphics, right to your tablet or low powered computer.  You might have wanted to try it, but hate giving out your credit card info and personal information.  Well, we now have a great solution for you!
If you sign up for SL Go with a NEW USER account you can buy weekly subscriptions in-world using Linden Dollars (L$). There is a private sign up booth where you can create your free SL Go account, and then pay for subscriptions using L$. Each week is only L$650, and you can buy up to 4 weeks at a time.  Also, you can return and renew or extend your subscription in-world at any time.

Dennis Harper, OnLive’s Product Manager for SL Go contacted me to provide a few extra details. “This move will initially be for a limited number of new users,” he said. “The fact is, while payment in Linden Dollars has been frequently requested, we just don’t know how the community will use this new feature. Hopefully, given Linden Dollar payments have been so requested, this will be wildly popular.  If so, we will take the cap off and offer it to all SL Go user and subscribers.”

Part of the problem here is that payment via L$ can only be made on a non-recurring basis; so there is a risk that people could end-up signing-up to use SL Go for a week, and then never renewing, which would not be particularly good for OnLive’s business model or for SL Go itself. Hence the pilot programme, which allows OnLive to test the water.

The new SL Go in-world payment centre - new users can use this to sign-up for an SL Go account, and renew their payments
The new SL Go in-world payment centre – new users can use this to sign-up for an SL Go account, and renew their payments, with Dennis Harper (centre) and Jersey and Robby (to the right) from OnLive

However, if the pilot does prove successful – and Dennis and OnLive believe it will be – then paying for your subscription to SL Go via L$ will become a standard payment option provided by OnLive, and the company will implement a means by which existing SL Go users can transition to paying for their  use of the service with Linden Dollars if they so wish.

Another reason for not offering L$ payments immediately to existing users is that of technical complexity; there’s a lot involved in providing the means for users to switch over to a L$-based payment plan. As such, it makes sense for the company to trial the system with new users first.

The payment centre provides teleport disc to three secure sign-up areas ...
The SL Go in-world sign-up and payment centre provides up to three teleport discs to three secure sign-up areas (the number available may vary, depending on whether some / all of the sign-up areas are currently being used – they will accept only one avatar at a time)

“Solving the transition issue is difficult and will take some more time,” Dennis told me. “We need to figure out how to ‘stack’ payments via Linden Dollars upon an existing recurring subscription end-date, and implement a means by which their existing recurring can be cancelled, without it impacting their use of the service.”

He continued, “And then what happens if a user decides payment via L$ isn’t for them, and they’re happier using a recurring subscription? How do we facilitate switching them back, again without impacting on their use of the service or making them sign-up all over again? So it’s much more complex, both technically and from a user-experience angle, to provide Linden Dollar payments to existing users.

“But, if the pilot programme works out, it is something we’ll be working towards providing!”

Once at a sign-up centre, a new user can operate the TV screen to view the OnLive SL Go wesbite securely (no-one else can see it) and register a new OnLive account for themselves. The orb next to the TV can then be used to made their first payment of L$650
Each of the sign-up areas provides instructions on how to sign-up for an OnLive account using the television, how and how to download the OnLive client (PC / Mac) and app (iOS / Android). A payment sphere is also provided for your initial payment (made to OnLiveBanks Resident), which is a minimum of L$650 for one week

In the meantime, those wanting to give SL Go a try, but who might have fought shy of the idea due to the need to supply credit card and personal information can now do so by visiting the in-world sign-up and payment centre at SL Go Island. Signage at the centre will walk you through the sign-up process (which you only have to complete once; after that, you can renew your use of SL Go via the payment orbs located on the ground level of payment centre).

Please note that, for obvious reasons – including the potential to game the system – users signing-up via the in-world payment method will not have the 7-day free trial period offered to them (it can, for example, be too easily gamed).

If you haven’t tried SL Go yet, and would prefer to pay via subscription, you can still sign-up via the SL Go website, which is still offered with the  free 7-day trial period. Existing users can obviously sign-up for a new OnLive account using the in-world method if they wish, but will then be paying for two OnLive accounts until such time as they cancel one or the other.

Once you have created an account in this way, you can conitnue paying for the service via the payment globes at the ground level payment centre - there is no need to teleport to the secure areas in order to make further payments
Once you have created an account in this way, you can continue paying for the service via the payment globes at the ground level payment centre (payments made to OnLiveBanks Resident) – there is no need to teleport to the secure areas in order to make further payments

Remember, SL Go isn’t for everyone. But if you have a need to access Second Life while on the go from either an iPad or Android tablet (using the SL viewer only at present), or if you have a low-end computer on which you’d like to run Second Life in all its full richness (using either the SL viewer or Firestorm), then SL Go may well be for you.

2015 viewer release summaries: week 10

Updates for the week ending: Sunday, March 8th, 2015

This summary is 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.

Official LL Viewers

LL Viewer Resources

Third-party Viewers

V3-style

  • No updates.

V1-style

  • Cool VL Viewer
    • Stable branch updated to version 1.26.12.34 – March 7th
    • Experimental branch to 1.26.13.2 – March 7th
    • Legacy branch to 1.26.8.90 – March 7th
    • Release notes

Mobile / Other Clients

  • LittleSight for Android updated to version 1.6.1.0 on February 22nd – core update: changing the default log-in to a user’s home location to avoid log-in failures.

Additional TPV Resources

Related Links

SL project updates week 10/2: server and viewer notes

RMS Titanic, Second Life
RMS Titanic, Second Life

Server Deployments

Tuesday, March 3rd, saw the Main (SLS) channel receive the server maintenance package deployed to the RC channels in week #9. This includes:

  • A server-side fix for BUG-8297, “Unable to teleport anywhere using SLGO”
  • Improvements to server logging.

There were no deployments to the RC channels on Wednesday, March 4th.

Upcoming Server Updates

During the Server Beta User Group meeting on Thursday, March 5th, Caleb Linden, who now chairs the meetings, indicated that an upcoming deployment to the RC channel will include a change to the number of off-line IMs delivered when you log-in.

Currently, the cap is set to 25, but it’s not clear what the new limit will be, although it might vary (or be adjustable) depending on whether a user is a Basic or Premium member. This change will not affect the forwarding of off-line IMs to e-mail.

SL Viewer

The new Tool Chain Update viewer was promoted to Release Candidate status on Wednesday, March 4th. Version 3.7.26.299443 see a change to the tools used to build the viewer (e.g. the use of Visual Studio 2013, Xcode 6.1, and some other tools improvements). This update also incorporates the log-in screen update to a single button, replacing the need for the Log-in Screen RC viewer.

Future Viewer Updates

Avatar Layers Global Limit

In 2014, BUG-6258, “Popularity of Mesh Attachments Facilitates Need For More Alpha Layers” is a request to raise the number of alpha layers which can be concurrently worn, prompted the Lab to consider the introduction of a global limit on the number of clothing layers an avatar could wear,so that, like attachments, an avatar can wear as many clothing layers in any combination, up to that limit, rather than having individual limits enforced per clothing layer.

During the TPV Developer meeting in week #9, Oz Linden indicated that while there had been major progress on this idea since it had been first raised, something would likely be appearing later in the year. Since then. Whirly Fizzle has spotted a viewer code repository from Vir Linden: “SL-103 WIP – viewer enforces wearable limits based on total articles of clothing rather than per-type limit. Limit is artificially low for testing, will bump before release.”

This doesn’t mean new global limits on avatar cloting layers will be appearing in the next few weeks, but it does indicate that it is one of several avatar related projects he’s working on (together with the new Avatar Hover Height feature and fixing at least some of the current crop of attachment issues).

Notifications Changes

Also during the TPVD meeting in week #9, Oz commented that some “cosmetic” work was being done to the way notifications are presented through the viewer. Again, thanks to Whirly’s poking around, this would appear to be in connection with BUG-8000, “Separate transaction notices from group notice/invites or provide some means for sorting incoming notifications”, which has been imported by the Lab and is being worked on.

A preliminary version of the proposed new notification panel (see BUG-8000). Note that is is a work-in-progress and may be subject to change prior to release (image courtesy of Whirly Fizzle)
A preliminary version of the proposed new notification panel (see BUG-8000). Note that is is a work-in-progress and may be subject to change prior to release (image courtesy of Whirly Fizzle)

 Group Chat

Simon Linden is continuing to bang on things to try to correct issues that have arisen since the last set of updates at the end of week #9. According to Caleb Linden, who now chairs the Server Beta Group meetings, those groups that are affected are seeing up to a 20% failure rate in delivered messages.

Other Items

Rigged Mesh Crashers

Further to my last report on this issue, Whirly Fizzle (who is genuinely one of the great powerhouses in helping to keep SL rolling along) stepped up to provide a more detailed explanation of the issue based on her own extensive investigations into the matter (thanks Whirly! 🙂 ).

In her comments, Whirly notes that Chalice Yao has developed a debug  setting within her own NACL viewer setting specifically stop cap rendering of worn rigged meshes, and that Nicky Dasmijn from the Firestorm team is working on a patch for their viewer. However, while the setting works, it can also prevent “legitimate” rigged mesh items with high vertices counts from rendering.

Further discussion of the problem with regards to BUG-2082, which includes new viewer rendering controls, confirmed this would not help with the issues presented by this particular kind of rigged mesh crasher but it will prevent issues such as the animated mesh “tail of doom” which can cause viewer crashes as a result of overloading memory.