Kirstenlee’s Viewer has always been bleeding edge; it is the Viewer for the serious SL photographer and Machinimaist.
At the end of May, the Viewer took another leap forward as it went…3D!
I hadn’t been able to test it myself, due to a lack of any appropriate glasses. However, a trip to the local cinema solved that problem, so this afternoon I got to have a paddle with it.
The first thing I will say is that my PC is not top-of-the-line, nor is my graphics system. That said, it handles shadows reasonably OK, if with something of a performance hit, so I was pretty sure 3D would work – and it did! I’ll be honest, there was a performance hit (GeForce 9800 card with 1 Gb, btw, running with a Q6600 2.63 Mhz processor & Win 7 32), but it was nowhere near as massive as when enabling shadows. My normal 40-50fps tumbled to around 25-28. The glasses I have from the cinema perhaps weren’t the greatest (after all, your supposed to be sitting tens of feet from a big screen when wearing them, not sitting a dozen nose lengths away from a table-top screen), but with some jiggling of the sliders, I got a reasonably impressive result and spent 20 minutes bimbling around my sky platform.
Given my GPU / CPU, I didn’t hold out too much hope of running shadows and 3D effects – and I was right. While both enabled, I was left with a frame rate of 1 fps. Erp, as the spokesperson once said, but not surprising.
The only real problem I had lay with the fact that while the in-world view was 3D, my HUDs weren’t – and the colour separation on them was appreciable to the point of making text illegible.
The 3D controllers can be found in the PREFERENCES -> VIEWER -> MISC tab, and comprise a check box to enable and a couple of slider controls – adjust with care. If you try it, be aware that the Build 8 Viewer is experimental and may do Unpredictable Things.
As photos don’t really do the 3D justice, here’s a video made by Chantal Harvey showing off the results:
S21 Build 8 is currently only available in for Windows; Mac and Penguin versions to follow.
Yesterday I gave a rapid overview of Firestorm Beta. I’ve now had more of a chance to take it for a spin, so here’s a more detailed look.
Installation
First off, make sure you completely remove any previous versions of Firestorm prior to install – in the case of Windows, probably best to restart your PC after doing so and prior to installing the Beta. The Widows installer comes in at around the same size as the official Viewer 2 installer (25 Mb) and runs a seamless install, and places 151 Mb of data onto your hard drive.
The first thing you may notice on logging in – assuming you do not rez directly – is that Firestorm has borrowed from Imprudence / Kokua, and while a cloud you are now an orange cloud, rather than the default grey mist.
Pie Anyone?
Pie or Context – you decide
The next two things you’re liable to notice is that there is now an AO button on the bottom toolbar, and if you click on anything, you get…a pie menu! Viewer 1 lovers, your prayers are answered.
I’m going to commit sacrilege here and say that, after using Firestorm and Viewer 2 and S20 / S21 for a while – and despite Phoenix still being my primary Viewer – I actually think the pie menu is vastly overrated (particularly given it varies so widely as to where anything is, depending upon which Viewer you use; one person’s Detach is another’s More, so to speak). I’ve found the Viewer 2 context menus to be far more consistent in options faster to learn and easier to use.
This being the case, I went straight to AVATAR -> PREFERENCES and pulled up the UI Extras. Much work has been done here to bring together some great UI customisation options on the Viewer – including a check option to toggle between the pie and context menus. I’m not going to run through the options – they are all pretty self-explanatory, and to be honest, most have been available in the earlier Preview options.
Updated Preferences tabs – new options
Other tabs within Preferences have also been massively improved. The Firestorm tab now includes pretty much everything those familiar with Phoenix would expect to see – with a lot of rationalisation and simplification of tabs and options. A nice touch here is that under FIRSTORM -> GENERAL you now get a greater choice in how names and display names are seen, and you can toggle between the Viewer 2 search and the “improved Viewer 2 beta” search (currently on the Search Project Viewer) – those who wish to compare and contrast and identify improvements can now have a field day playing with both! Within this sub-tab is one of my personal favourite new additions: TURN AVATAR AROUND WHEN WALKING BACKWARDS. This is something HUDdles has long had and I’ve really missed it when relying on built-in AOs.
A new element to the FIRESTORM tab is the VIEW sub-tab, which brings together several camera-related functions previously scattered around the place, if available at all. Along side it, the CHAT sub-tab has been massively expanded over earlier releases – and now includes a set of options related to … radar!
I See You!
Radar tabbed
Radar is one of the biggest bones of contention in Second Life. People either love it or loathe it – with those loathing it frequently loudly and persistently screaming here, there and everywhere about it being an “invasion of privacy” and a “tool for drama” (and in the latter case, totally missing the irony in the fact that they tend to be the ones creating the drama).
If I’m honest here, almost any tool in the Viewer can be used properly or to create mischief and the radar is no exception – it is how you choose to use it, and I think it fair to say that most people use it responsibly. Those screaming on…and on…and on… about it representing an invasion of privacy would do well to remember that privacy can be invaded simply by removing camera constraints, pushing up draw distance and camming-in remotely (all possible on the “official” Viewer).
As far as I’m concerned, radar is a HUGE boon. As a former estate manager, it enabled me to identify problem people / areas quickly, get directly to them and deal with matters / provide assistance. Combined with other tools, it enabled me to deal with trouble remotely and confirm the required action had been taken. Even today I find it very useful at times – and it is one of the reasons I’ve stuck it out with Phoenix for so long. Well, no more. I’m in love with the improved Firestorm radar.
Aswith the Preview, Radar forms a part of the PEOPLE tab on the Sidebar – but is much improved. For a start there is an optional minimap display; you can also adjust the scan range for the radar and alter the way avatar and adisplay names are displayed.
If you want a more Phoenix-like radar display, simply go to the tab PREFERENCES (shown in the image), uncheck the show minimap option, and then undock the PEOPLE tab from the sidebar and resize accordingly; however, be aware that doing so can make scrolling through your friend list a tad more tiresome. As with Phoenix, the radar also includes a right-click option when highlighting specific names, allowing you to IM people, etc.
Second Life Viewers are making the news this week. As Linden Lab roll-out the Windlight Project Viewer and Viewer 2.7.1 with “real time” shadows, Jessica and the team over at Phoenix Firestorm roll out a Beta version of their offering.
Firestorm has been around in a couple of pre-release versions for a while, both of which I’ve looked at here in the past. I have to say that overall, it’s been a magnificent addition to TPVs even while still a work-in-progress; currently my only complaint is that it isn’t as faster, fps-wise as either Kirstenlee’s S21 and LL’s own viewer 2.
The Beta release moves Firestorm closer to prime time, and includes many features users have been requesting, making it something of a true hybrid – Viewer 2 functionality with the capability to use Viewer 1 facilities such as pie menus. Here’s a bullet-point outline of some of what to expect with it:
The option to switch between Viewer 1 pie menus (default) and Viewer 2 context menus
A resizable chat bar in the bottom toolbar area
Radar (still embedded in the People tab of the Sidebar by default) gets:
A minimap option
Most of the features of the Phoenix radar
Additional options
The ability to undock it from the People tab and have in displayed in its own window
Client-side AO with improved functionality
Massively-improved Bridge capabilities and security
Linden Lab are certainly ramping-up Viewer 2. On top of yesterday’s announcement about the inclusion of Windlight settings for sim owners, comes the release of Viewer 2.7.1 with – among other things, “real time” shadows.
Users of many TPVs will already be familiar with the use of Dynamic Shadows, but until now, these haven’t been available in the “official” Viewer 2. This new release changes all that – and what’s more, it does so with less of a performance compromise for many GPUs.
I don’t have a top-end PC or graphics system – I have a 3-year-old Q6600 quad core and a 1Gb nVidia Ge9800. It can render shadows, but the performance hit means that the Viewer is pretty much crippled as far as doing anything else is concerned (although Kirstenlee’s marginally less so that the like of Phoenix).
With Viewer 2.7.1, however, I find the “hit” to be a lot less: fps tumbles to around 18, but that is massively better than the 5-8 fps I get elsewhere. I can actually walk around and do things! Viewer 2 also renders shadows far more crisply than I can get with other Viewers.
Me and my shadows: Phoenix (left) and Viewer 2.7.1 (right). Note how in Phoenix the Alpha Mask fails to hide my feet & the blobby shadow I cast. no such issues in Viewer 2..7.1
Another problem I get with Phoenix and the like when dynamic shadows are enabled is that items of prim clothing can flicker on avatars around me and alpha masks frequently fail (so that people’s feet are visible through there shoes). This is probably an artefact of my graphics card…but Viewer 2 eliminates it completely!
Combine shadows with the depth-of-field option (which creates a natural blurring of objects in accord with distance) and set the occulsion option, and you can get some stunning shadow effects, day and night.
The new release isn’t limited to the shadows option, either. Further improvements have been made to Search – although I’ve not actually tested that, to be honest.
Driving 2.7.1 with shadows enabled left me feeling very happy. My system may not render as well as more recent machines, but the fact that I can finally move around and interact and have smooth camera movement with shadows enabled is a massive plus.
I just hope that whatever LL have done with the code finds its way into Firestorm – while it has the same lighting options – doesn’t appear to have them implemented as yet (at least, they make no difference on my machine). When that happens, I’ll be one very happy little bunny: a much improved user interface and shadows! Bliss!
Linden Lab has released the Windlight Project Viewer for Viewer 2. This is a much-anticipated Viewer that puts Windlight environmental controls directly into the hands of sim owners.
Most of us are familiar with Windlight presets – they allow us to alter the day / night settings and general ambience of the sim we’re in – so you can make it foggy or give it a psychedelic sunrise – but until now, these effects have been restricted to your Viewer – everyone else will see things howsoever they’ve set the time of day / whatever Windlight settings they like.
With the new Windlight Project Viewer all this changes: howsoever the sim owner sets the sim’s Windlight defaults will automatically be reflected in the Viewers of visiting avatars. So, if you have a role-play sim that is set in London of the 1880s, you’ll be able to set the sim’s environment to reflect this: nighttime, foggy, etc., – any everyone entering the sim will see precisely that by default – unless and until you opt to change it for your own personal view.
As the Linden Lab announcement warns, any effects set server-side will initially only be seen by those people using the Windlight Project Viewer – but as the code is incorporated in the main viewer 2 code base, so defaults and settings will be seen by everyone.
This is pretty cool stuff, especially for those with themed sims and role-play sims, and kudos to LL for getting the controls into the server code!
Windlight and me: four views of my home, three using Windlight presets. The ability to set a sim’s environment through Windlight is now available in the Windlight Project Viewer
You can find the Viewer on the Windlight Project Viewer wiki page.
“In order to prevent usage of intellectual property with the mesh upload tool, prior to uploading a mesh with a Mesh enabled viewer, 2 checks will occur before the user will be allowed to upload. The first check will be to verify payment information is on file and the second is a chance to educate the user with a short tutorial. After the user completes the tutorial, they will be enabled to upload content.
“A flag will be added to the CSR tool which will allow supoort [sic] to enable and if approriate disable the ability to upload mesh. The viewer will use the user’s enable mesh flag to activate the upload mesh capability. If it is disabled, a message will appear and a link to the secondlife.com link for the tutorial. The scope of this testing is to confirm expected results for this setting on Mesh and non Mesh viewers as well as test the tutorial and ensure it enables mesh ability accordingly.”
Once the criteria of having PIOF and going through the tutorial have been met, people will essentially be “licensed” to upload mesh creations. However, like any license, the ability to upload mesh can be revoked:
“If Lab determines user is in violation of IP mesh upload terms, user can be indefinitely flagged as not mesh enabled regardless of how many times they continue to complete the tutorial.”
Clearly this is intended to help deal with matters relating to IP and copyright violations, DMCA claims and suchlike, all vital to protect the authors of mesh files and content in the event of theft. Let’s face it, the whole issue of IP and copyrights are convoluted when it comes to mesh; therefore caution is required.
Take a look at the picture on the left. It’s a mesh model of Frank Lloyd Wright’s famous Kaufman house, “Fallingwater”. It’s available on a website for $75.00USD. It can apparently be purchased legally.
But who actually owns the copyright? The website? The creator? Or the Frank Lloyd Wright Foundation?
The question is important because the FLW Foundation is jealously guarding anything and everything it considers to be its intellectual property. Just last year, after cooperating with it, they issued cease and desist letters against the Frank Lloyd Wright Museum in Second Life, forcing it to close its doors. As such, who is to say that even a product like this, brought in good faith, will not land someone wishing to upload it to SL up in a world of hurt? And the FLW Foundation isn’t alone in guarding its property.
Right now, mesh is the elephant in the room; hard to ignore, but not the easiest thing to deal with. The risk of copyright violations, claims of illegal usage, the potential involvement of legal teams from major organisations is a risk; just a glance at all the Star Wars, Star TreK, DC Comics and other meshes available off the web has to give rise to the question, “Yes, but how much of it is actually licensed? Ergo, Linden Lab need to take steps to protect themselves against major upsets and openly discouraging people from knowingly uploading content they shouldn’t be bringing in-world – and making the accounts they use to upload said content personally linked to those using them is certainly one way of going about it.
But it also means that those creators who would stick to only uploading their own creations but who have preferred not to / been unable to give PIOF are going to find themselves ostracised, and this could well result in the new requirement being subject to upset and consternation.
Gating uploads also has a secondary potential benefit: mesh is both an unknown quantity and a complex subject. While it has been under extensive testing on the beta grid, its still not entirely clear as to what impact it might have on the main grid – and there is a risk that poorly-developed meshes could do more harm than good when it comes to sim performance. Ergo, providing a means of blocking ill-developed models from being imported until such time as the creator can improve their technique and keep within whatever parameters are required without having to block their account in its entirety would also seem to be a wise step to take.