2023 SL SUG meetings week #21 summary

Blue Finch, April 2023 – blog post

The following notes were taken from the Tuesday, May 23rd 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, May 23rd, the SLS Main channel servers were restarted with a configuration change intended to help with the “Social Casino” region(s), and which has no user-facing changes.
  • On Wednesday, May 22nd, a new simulator release will be made to the BlueSteel RC channel. This contains configuration changes required to support the new Inventory Thumbnail feature which will surfacing soon in a project or RC viewer, and which allows users to see a small thumbnail image of items / outfits in their inventory – see my recent TPVD meeting summaries for more on this capability.

Server Deployment Forum Posts

  • Following on from a recent SUG meeting, it has been confirmed that LL have discontinued forum posts announcing upcoming simhost server updates for the current week.
  • Instead, the Lab is pointing people to the official release notes pages (which cover both simulator and viewer updates), and specifically the list of current and previous releases, whilst noting releases can be discussed at the SUG meetings.
  • Whether this move is beneficial to users is debatable. Referring people to the release notes pages is all well and good, except:
    • These pages currently do not contain the notes for upcoming releases. Ergo, getting advanced insight into releases so as to be able to discuss them at the SUG meeting (as the official blog post suggests) is somewhat impossible.
    • The forums offer one of the few means by which users  – particularly those unable to attend the SUG meetings – can communicate back to LL and to one another with concerns on upcoming simulator updates / changes, and this channel is now effectively removed.
    • While it has been promised that there will be more frequent Tools and Technology blog posts on simulator changes, the fact is, these are a) generally  reactive / post-informative in nature and not open to comments, rather than pro-active and presenting an opportunity for discussion; b) frequently aren’t widely promoted (if they are promoted at all).

Viewer Updates

No updates to mark the start of the week the current official viewer pipelines standing as:

In Brief

  • The inventory thumbnails feature raised questions and discussion (including speculative concerns and ideas for the capability) which took up the majority of the meeting, even though this is predominantly a viewer-side feature (with some simulator support), and I’ll be covering it when the viewer is issued. Given this, please refer to the video for details of the discussion. However, in brief:
    • Creators will be able to create thumbnail texture for their products that will have a lasting association with those products.
    • Thumbnails can be associated with different item types and  / or categories of items.
    • Individual thumbnails will expand automatically on Mouseover when the item / folder with which they are associated is subject to Mouseover.
    • There may be a gallery function to display multiple thumbnails associated with a folder.
    • The display resolution of thumbnails is capped at 256×256 (although images of higher resolution can be used to create a thumbnail).
    • The will potentially be no charge for creating preview images.
    • A future update to the capability may allow LSL to prompt the viewer to display thumbnails, etc.
  • Further Linkset Data (LSD) updates are in progress (e.g. findcount; finddelete) earmarked for an upcoming “summer” simulator maintenance update, although a fix for a LSD / unicode issue is due to surface sooner.

† 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.

Second Life: Win 32-bit support ending; MacOS system requirements updating

via Linden Lab

In keeping with statements made in recent user group meetings, Linden Lab has announced changes to the the Second Life minimum system requirements for both Windows and Apple MacOS operating systems which are to take effect from Saturday, July 1st, 2023. Specifically, from that point onwards, Linden Lab / Second Life will no longer support:

  • The 32-bit version of the Windows operating system.
  • Any version of MacOS below 10.13 High Sierra.

Available stats for Windows suggests that the percentage of users running the 32-bit version is in the low single-digit numbers by percentage – and many who are running it do so on hardware capable of supporting the 64-bit version. The stats for MacOS version below 1013 are less clear, but High Sierra has been generally available since 2017.

With these changes it is further noted that:

  • Users running the viewer on the 32-bit Windows will still be able to access Second Life after July 1st, 2023 – however, they will not be supported by the Lab’s support teams if they have viewer difficulties.
  • User on versions of the MacOS preceding 10.13 will need to upgrade their operating system to a newer version to access future Second Life viewer updates.

The steps are being taken to allow the Lab to focus on stability, performance and maintaining compatibility with the most up-to-date technologies, as well as viewer security considerations.

To help those users either running Windows 32-bit or an older version of MacOS maintain parity with the SL minimum system requirements from July 1st, 2023 onwards, the Lab provides the following advice:

  • Second Life 32-bit Windows Viewer Users:
    • Ensure your computer meets the system requirements for the 64-bit Viewer.
    • Back up your preferences and settings before making the transition.
    • Download and install the 64-bit version of the Second Life Viewer.
  • MacOS Users Older than 10.13:
    • Check the Apple support website for information on upgrading your operating system.
    • Upgrade to a supported version of MacOS that meets Second Life’s minimum requirements.
    • Before upgrading, backup your important files and make sure your system is compatible with the newer version of MacOS.

For full details on the changes, please refer to the official blog post. Concerns  / feedback should  directed to Linden Lab, as I am unable to address support issues.

2023 SL viewer release summaries week #20

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, May 21st, 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 S RC viewer, version 6.6.12.579987, dated May 11, promoted May 16.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • glTF / PBR Materials project viewer, version 7.0.0.580085,  May 16
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

  • No updates.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2023 week #20: SL CCUG meeting summary: mirrors and PBR terrain

Small Town Green, March 2023 – 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, May 18th, 2023 at 13:00 SLT. 

These meetings are for discussion of work related to content creation in Second Life, including current work, upcoming work, and requests or comments from the community, together with viewer development work. They are usually chaired by Vir Linden, and dates and times can be obtained from the SL Public Calendar.

Notes:

  • These meetings are conducted in mixed voice and text chat. Participants can use either when making comments  or ask or respond to comments, but note that you will need Voice to be enabled to hear responses and comments from the Linden reps and other using it. If you have issues with hearing or following the voice discussions, please inform the Lindens at the meeting.
  • The following is a summary of the key topics discussed in the meeting, and is not intended to be a full transcript of all points raised.

glTF Materials and Reflection Probes

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.
  • There is a general introduction / overview / guide to authoring PBR Materials available via the Second Life Wiki.
  • Substance Painter is also used as a guiding principal for how PBR materials should look in Second Life.
  • Up to four texture maps are supported for PBR Materials: the base colour (which includes the alpha); normal; metallic / roughness; and emissive, each with independent scaling.
  • Given the additional texture load, work has been put into improving texture handling within the PBR viewer.
  • In the near-term, glTF materials assets are materials scenes that don’t have any nodes / geometry, they only have the materials array, and there is only one material in that array.
  • The overall goal is to provide as much support for the glTF 2.0 specification as possible.
  • To provide support for reflection probes and cubemap reflections.
  • The viewer is available via the Alternate Viewers page.
  • Please also see previous CCUG meeting summaries for further background on this project.

Status

  • The RC glTF / PBR viewer was updated to version 7.0.0.580085 on Tuesday. May 16th.
  • Work is continuing to try to fix the issues with pre-PBR skies looking “broken” in the PBR viewer. This is seen as the last major fix required to the viewer, the rest of the required work being seen as or “maintenance” fixes rather than major breakages
    • The probable solution for the sky issue is to use the reflection probe ambience as a hint as to how the sky should rendered. If the ambience setting is zero, various environment sliders such as Brightest (currently referred to a Gamma in the viewer) should respond in much the same way as they do in pre-PBR viewers. Otherwise the sky will be rendered as PDR / HDR.
    • This is acknowledged as being something of a kludge, but is seen as a easiest way to maintain rendering for non glTF / PBR scenes.
  • Water reflections: the glTF / PBR viewer includes updates to the rendering of Linden Water reflections.
    • These are seen as being “not as good” as water reflections seen in non-PBR viewers, but they run with a lot less in the way of overhead on the viewer.
    • The reduction in reflection quality is the result of no longer doing a full rendering pass on Linden Water, and the decision to do this was made to offset the cost of reflection probes and planar mirrors (see below).

Screen Space Reflections and Mirrors

  • Screen Space Reflections (SSR) – (non-SL overview):
    • Now supports both glossy and “stupid” roughness values, with “good” performance, and supports adaptive sampling rates.
    • SRR will apply to “everything” in a scene.
    • The same approach taken with SSR will also be used for planar mirrors.
  • Planar mirrors:
    • Geenz Linden is working on both occlusion culling (at what distance from an avatar / camera should mirrors render) and general mirror constraints (how many mirrors should be active for an avatar at any given time). There are currently no plans to limit mirrors on the basis of size.
    • The latter will most likely initially be set to one, and if there are multiple mirrors within range of an avatar, only the nearest will have reflections actively rendered, the rest will simply render as glossy surfaces.
    • The distance culling is unlikely to exceed 12 m, and there are cases (e.g. some Linden Homes regions) where it would be best suited as being a lot less, to avoid situations where someone has a mirror in their home – but it is impacting their neighbours’ rendering.
    • The rate of update for mirrors might be throttled; a decision has not been taken on this as yet.
    • The limitations are unlikely to have debug overrides (although this might change in part for some as testing progresses) in order to prevent people from inadvertently crippling their frame rates. In this latter regard, Geenz notes:  “The performance sucks, the use cases are limited, and you should plan accordingly.”
    • Rendering takes the form of: reculling the scene from the perspective of the mirror, re-rendering that scene into the G-Buffer, re-shading that scene in the deferred pass, and finally re-rendering semi-transparent objects – all of which is intensive.
  • The intent: LL want to get to a point where SSR and reflection probes should be sufficient for more reflection use-cases. Mirrors should only ever used in exceptional cases where SSR and reflection probes cannot achieve the desired effect (i.e. the shiny metal coffee pot on the table and the “glass” on the picture frame on the wall should both utilise SSR / reflection probes for the reflections on their surfaces and not be set as a mirror).

PBR Terrain

  • As per my TPVD summary for Friday, May 12th, there is a project underway to provide PBR support for terrain.
  • This is seen as a means of leveraging PBR Materials to offer some quality improvements to terrain ahead of any longer-term terrain project which might yet be considered / actioned.
  • The idea is to enable the use of Materials asset IDs in place of the usual texture IDs and applying them to the ground.
  • An initial alpha build of a viewer supporting this work is available through the content creation Discord server. However, note that it is only alpha and unsupported outside of the project at this time.
    • Please also note that at the request of Linden Lab, I am unable to publish details on how creators can obtain access to the content creation Discord server. Those who are interested should wither a) attend a Content Creation User Group meeting and request access there; or b) contact Vir Linden to request details on how to request access.
  • As this is purely a viewer-side change, it does not require a server-side update, but for testing, the viewer should preferably be used on Aditi (the beta grid), where there are materials available within the PBR regions expressly for testing the capability. There is also a debug setting in the viewer which allows it to be used “anywhere”, but this is described as currently “hacky”.
  • This work also sees an increase in the overall texel density for terrain, raising it to 1024×1024, and the texture repeat has been doubled. The latter may only be a temporary move, with discussions at LL revolving around various ideas such as hex tiling.
An example of PBR materials applied to Second Life Terrain. Via Niri Nebula, original by Animats
  • Important notes with this work:
    • It is not terrain painting. It is the application of PBR materials – terrain painting is described as “something that’s on the radar” at LL.
    • The work does not include support for displacement maps.
    • The work is currently only viewer-side, with no corresponding server-side support, the idea here being to prototype what might be achieved and testing approaches / results.
    • It is viewed as a “mini project”, which can potentially be built upon to include elements such as simulator support (including EM tools, etc.).
    • Given the above point, there are also discussions on how best to handle the default grass texture for land (which is just a basic diffuse map) if the PBR terrain work is to go mainstream. Currently, updating this is not part of the mini-project.

glTF and the Future

  • glTF “phase one”: PBR materials (current project).
  • glTF “phase two”: mesh asset uploads support and scenes (up to, but not including animations).
  • glTF “phase three”: animations, morph targets, etc.

Next Meeting

  • Thursday, June 1st, 2023.

† 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 gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

2023 SL SUG meetings week #20 summary

Borkum, March 2023 – blog post

The following notes were taken from the Tuesday, May 16th 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, May 16th, the SLS Main channel servers were restarted without any deployment, leaving them on simulator release 579747.
  • On Wednesday, May 17th, a new simulator release will be made to the BlueSteel RC channel. This contains configuration changes on to help support the new “Social Casino“.

Viewer Updates

On Tuesday, May 16th:

  • The Maintenance S RC viewer, version 6.6.12.579987, dated May 11, was promoted to de facto release status.
  • PBR Materials project viewer updated to version 7.0.0.580085.

The rest of the pipelines remain as:

  • Release channel cohorts:
  • Project viewers:

Region Crossings

This took up a major part of the meeting.

  • BUG-227303 – “collisions makes a script stop running and revert its mono status” is still causing headaches, despite a recent attempt to stomp it. Rider Linden is going to attempt a test configuration set-up with the theory that the issue might be related to transfers between physical simhost server, rather than between simulators.
    • This came with a suggestion that those experiencing the issue should provide a detailed summary of where / when and – particularly – how they encountered the problem and, if possible supply him with the vehicles in use at the time the problem was encountered.
    • A further suggestion was made that those who experience the problem and have hight ping times to the servers (and a means to accurately repro the issue) invite Rider to ride with them and witness the problem first-hand and in real time, in case it is related to network latency.
  • BUG-233691 “Animesh re-renders at lowest LOD for extended interval after long-range llSetRegionPos” – whilst not strictly a region crossing issue, it can be experienced on a region crossing. It is believed a fix is currently in the PBR RC viewer.
  • For full details on the discussion, please refer to the video, below.

In Brief

  • BUG-232037 “Avatar Online Offline Status Not Correctly Updating” – work is in progress on a further fix, and will be included in an upcoming simulator maintenance release.
  • The last part of the meeting is a general discussion on LSD, pivot points, the glTF specification. Refer to the last 20 minutes of the video for details.

† 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.

2023 SL viewer release summaries week #19

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, May 14th, 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

LL Viewer Resources

Third-party Viewers

V6-style

  • No updates.

V1-style

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links