2019 SL User Groups 34/2: Content Creation summary

Scarlett Isle; Inara Pey, July 2019, on FlickrScarlett Isle, blog post

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, August 22nd 2019 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.

Bakes on Mesh

Project Summary

Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves viewer and server-side changes, including updating the Bake Service to support 1024×1024 textures, but does not include normal or specular map support, as these are not part of the existing Bake Service, nor are they recognised as system wearables. Adding materials support may be considered in the future.

Resources

Current Status

  • An internal meeting at the Lab held immediately prior to the CCUG suggests Bakes on Mesh could be promoted to release status early in week #35 (week commencing Monday, August 26th, 2019).
  • It was therefore requested than anyone intending to test BoM to do so over the weekend and file any issues they find via Jira bug reports ASAP.
  • There are some known issues that will be listed when the project is promoted to release status, and which will be noted in the Bakes on Mesh knowledge base article when BoM is promoted to release status.
  • The major element in understanding how BoM works is understanding how the additional channels supplied for Bakes on Mesh work. These are:
    • LEFT_ARM_TATTOO – baked to left arm.
    • LEFT_LEG_TATTOO – baked to left leg.
    • AUX1_TATTOO – baked to aux1.
    • AUX2_TATTOO – baked to aux2.
    • AUX3_TATTOO – baked to aux3.
  • Unlike the existing channels (head, upper, lower, etc)., these do not have an underlying skin texture associated with them, and so do not have a wearable corresponding to the alpha wearable that can be used with the existing channels to “hide” them.
    • This may be changed in a future update, but for now, it is how Bakes on Mesh will be shipped with the new channels.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Due to performance issues, the initial implementation of EEP will now likely not include certain atmospherics such as crepuscular rays (“God rays”).

Resources

Current Status

  • Work continues on rendering bug fixes.
  • There are also some permissions bugs that need to be resolved as well.
  • Overall, it is hoped that these can be resolved and the viewer updated soon, with a view to moving EEP on to release status in the near future.

Animesh Follow-On – Project Muscadine

  • DRTSIM-421 on Aditi (region Bakes on Mesh) has the server-side code to support the new visual parameters LSL code.
  • The project viewer is now available – viewer version 6.4.0.530100, dated Monday, August 19th. This supports the new LSL code as per DRTSIM-421, above.
  • Vir has other commitments coming up (ARCTan?), so progress on updates to this work may be slow for the next several weeks.
  • A potential update is to revise the current throttle (limiting Animesh character to updating twice every 10 seconds). This was put in place to prevent people using the system as an alternative means of animation (and potentially thrashing performance); however, it is considered too slow for testing purposes.

Bakes on Mesh for Animesh

Still being requested, but also still seen as a significant piece of work, as it would require changes not just with how Animesh items are managed but to the entire Bake Service in support of the capability. As such, this is not currently something the Lab is putting on the road map.

Animesh Attachments

Having attach point for Animesh characters and items is seen by come as a higher priority than extending Bakes on Mesh to Animesh. It is also something the Lab could implement somewhat more easily (for some value of “easily” to be determined) than BoM on Animesh. A call was made for possible use-cases included particle support, ability to simple attach clothing items rather than having to rig them (which would conversely limit movement of the item as it wouldn’t necessarily conform to the Animesh body movements), objects such as weapons (for NPCs), etc.

2019 SL User Groups week #34/1: Simulator User Group

Hallig Norddeich, Nibbevegen 1; Inara Pey, July 2019, on FlickrHallig Norddeich, Nibbevegen 1, July 2019 – blog post

Server Deployments

Note: at the time of writing, the server deployment release notes had yet to be published. This article will be updated when they are available.

  • On Tuesday, August 20th, the SLS (Main) channel  was updated with server maintenance package 19#19.08.06.529800, containing internal fixes, and previously deployment to the RC channels in week #33
  • There was a change to the RC deployments in week#33.
    • Server maintenance update containing improvements for script performance and that had been due to be deployed to the BlueSteel and LeTigre channels, was found to have an 11th hour bug that prevented deployment.
    • Instead, BlueSteel and LeTigre received the same deployment as had been planned for Magnum –
    • server maintenance package 19#19.08.06.529800, containing internal fixes.
  • As a result, on Wednesday, August 21st, the RC channels should be updated with at least one server maintenance update, 19#19.08.07.529856, containing the script run improvements. However, at the time of writing, and pending the publication of the release notes, it is not clear if this update will be going to all of the RC channels or just a selection.
    • Should this deployment also go sideways for the script improvements updates, those interested can test performance on the Aditi DRTSIM-406 channel at the Jigglypuff region.

SL Viewer

The EEP RC viewer updated to version 6.4.0.530150 on Monday, August 19th, 2019.

The rest of the official viewer pipelines remain as follows at the time of writing:

  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
  • Project viewers:
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16th.
    • Legacy Profiles viewer, version 6.2.3.527749, June 5. Covers the re-integration of Viewer Profiles.
  • Linux Spur viewer, version 5.0.9.329906, promoted to release status 29th November 2017 – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8th, 2015 – provided for users on Windows XP and OS X versions below 10.7.

In Brief

  • Despite the lack of deployment of the script improvement code in week #33, some have reported that overall script performance on some regions appears to have improved. The Lab has picked-up on these reports, but has no explanation as to what may have happened to improve things.
  • At the CCUG group meeting on August 15th, it was stated that a Linden at a recent Web User Group (WUG) had hinted the SL wiki was to be gradually deprecated in favour of the knowledge base. However, at the SUG meeting, Oz Linden indicated that this isn’t necessarily the case:

If I proposed killing the wiki, there a Lindens who would show up with pitchforks…rest assured that it is well defended. One of our background-priority projects that is getting some attention is updating the wiki software, actually … no predictions when that might happen, but Someday™.

  • A major impact felt by regions is that of avatars teleporting into / out of a region. Some work was done to improve things a while ago, particularly around avatars leaving a region, but the Lab is aware of the issues of avatars coming into a region causing it to slow down / freeze – and this is now described as “moving up” in the Lab’s hit list of issues to tackle.
  • There was further discussion around the idea of limiting script use to the parcel level in order to prevent individual parcels taking up all of the script resources for a region. However, as noted in my week #33 summary, this is perhaps much easier said that done.

2019 SL User Groups 33/2: Content Creation summary

North Brother Island; Inara Pey, June 2019, on FlickrNorth Brother Island, June 2019 – blog post

The following notes are taken from the Content Creation User Group (CCUG) meeting, held on Thursday, August 15th 2019 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are usually available on the Content Creation User Group wiki page.

Items Coming out of the SL Summit

  • LL might potentially be looking at a refresh of SL terrain texturing in the near future.
  • Pathfinding is recognised as a pain-point, but no resources are available within the Lab to tackle improvements / enhancements in the immediate future.

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

Current Status
  • The project has been on hold for some time, but due to be rebooted during the current quarter.
  • Emphasis will initially be on data gathering, as previously.
  • No decision has yet been made on whether or not the first pass of work (once the data has been gathered) will include avatar accountability (including a further pass with Animesh), or initially only focus on in-world objects.
  • The overall aim is that of encouragement – getting users to think and want to be on-board with the changes, as they can see the benefit.
  • This work will not reduce the maximum texture size (1024×1024 – and remembering that for Bakes on Mesh avatar texture sizes have actually been increased from a 512x512cap to 1024×1024). However, ARCTan might penalise for “improper” use of textures (e.g. multiple uses of unique 1024×1024 textures across object faces, no matter how small the faces might be).
  • There are a lot of ideas around ARCTan (e.g. finding a means to not encourage lowest LODs of near-zero triangles, not penalising people if they include valid LODs, etc). However, threading the need to find the right balance on how things should be handled is acknowledged as being difficult, and as such, do not expect ARCTan to start changing anything soon.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Due to performance issues, the initial implementation of EEP will now likely not include certain atmospherics such as crepuscular rays (“God rays”).

Resources

Current Status

  • The viewer should be updated shortly to bring it to parity with the most recent viewer release (version 6.2.4.529638, formerly the Love Me Render RC).
  • There are still issues on the rendering side affecting people on various graphics systems that need to be resolved, together with some remaining performance issues.

Bakes On Mesh

Project Summary

Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves viewer and server-side changes, including updating the Bake Service to support 1024×1024 textures, but does not include normal or specular map support, as these are not part of the existing Bake Service, nor are they recognised as system wearables. Adding materials support may be considered in the future.

Resources

Current Status

  • Still a number of bugs to be resolved, and Vir is now working on these as well as the Animesh follow-on (below). These include, but are not limited to:
    • Shadows are failing to render correctly.
    • Issues with some alpha settings.
  • Otherwise, most of the functionality is now believed to be in place.

Animesh Follow-On – Project Muscadine

  • DRTSIM-421 on Aditi (region Bakes on Mesh) now has the server-side code to support the new visual parameters LSL code.
  • Project viewer supporting the new LSL code should be out for use on Aditi in the next week.
    • This will provide the means to test the new LSL code functionality, but as with all project viewers, may not work 100% in all other areas.
    • May get enhanced with additional Animesh-related capabilities, although this is dependent on commitments with other projects, notably Bakes on Mesh and Project ARCTan.

General Discussion

Possible SL Wiki Deprecation?

  • For the last few years, the Lab has been moving information away from the SL wiki and into knowledge base articles.
  • During a recent Web User Group meeting, it was indicated that this trend will continue, and that the use of the SL wiki may be deprecated over time.
    • One of the reasons for this is the wiki software has some issues, and there are problems in opening the wiki for general management by users.
  • These changes will not result in the wiki immediately vanishing.
  • It’s not clear as to the best mechanism for getting outdated / incorrect knowledge base articles corrected – potentially the best way at the moment is to raise a bug report.

Documentation

The wiki situation prompted a broader discussion on documentation.

  • LL has been considering how to better provide documentation and demonstration videos for upcoming features and new capabilities.
  • It has also been suggested a Content Creation blog where notes on projects, best practices relating to them and for things like mesh design – LODs (including how to make efficient low LOD models rather than just tossing a low number of tri into the mix) – uploads, etc., and other content creation information could be posted.
  • It is acknowledged that there is a lot of expertise within the Lab and within the community for content creation, and none of it really resides within a single individual – therefore determining what should be documented, how it should be documented, etc., is not an easy matter.
    • A lot of the existing best practises for content and build has come from users / creators.
    • Given the status of the wiki, adding to this is currently difficult.
    • While creators have produced their own documentation, etc., it does come at a cost, and tends to focus n their own specifics. Leveraging this into a more general set of best practices and documentation library would take a lot of further time and effort.
    • As such, some sort of collaborative effort between creators and the Lab might be the way forward, although even organising this and ensuring a consensus of opinion may not be easy.
  • Another way to enhance documentation might be to submit new articles / updates to existing articles through a mechanism like the open source contribution agreement.

Mesh Uploader

Work is continuing on improving the mesh uploader – notably with the contributed updates from Beq Janus of the Firestorm team (see my Firestorm 6.0.1 review for details).

Further work could be done to improve feedback information given by the uploader, but this is currently seen as being more UI intensive, and outside the immediate scope of this updates.

2019 SL User Groups week #33/1: Simulator User Group

Otter Lake; Inara Pey, June 2019, on FlickrOtter Lake, June 2019 – blog post

Server Deployments

  • There was no deployment to the SLS (Main) channel on Tuesday, August 13th.
  • On Wednesday, August 14th the RC channel should be updated as follows:
    • BlueSteel and LeTigre should be updated to server maintenance update 19#19.08.07.529856, containing internal updates which should see improvements to the percentage of scripts running per CPU cycle (particularly for Full regions) and reduce the portion of a cycle given over to idle scripts.
    • Magnum should be updated to server maintenance update 19#19.08.06.529800, containing internal fixes.

SL Viewer

The Love Me Render viewer, version 6.2.3.527758, formerly the Rainbow RC viewer dated June 5th, was  promoted to de facto release status at the start of the week.

The rest of the official viewer pipelines remain as follows at the time of writing:

  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
  • Project viewers:
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16th.
    • Legacy Profiles viewer, version 6.2.3.527749, June 5. Covers the re-integration of Viewer Profiles.
  • Linux Spur viewer, version 5.0.9.329906, promoted to release status 29th November 2017 – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8th, 2015 – provided for users on Windows XP and OS X versions below 10.7.

In Brief

Scripts

  • Script usage is still seen as possible cause of contention (e.g. because one parcel owner is consuming all script resources within a region). A means has been suggested for changing (see BUG-225391), but the Lab see the issue as complex and so wanted to get improvements such as those being initially deployed to the BueSteel and LeTigre RC channels issued first before potentially digging more deeply into the question of script usage and allocation.
  • How clear a picture does the Full private region Top Scripts give for script usage in a region? Obviously, it can help, but as Mazidox Linden noted: “I do something similar all the time. It doesn’t give you the fine grained details you’d imagine for our set-up however. For that I use other (mostly internal) tools/techniques.”
  • It’s been suggested that script information could be extended to parcel level. This is something the Lab has indicated it is musing doing – but no firm plans to implement any changes if the Lab go in that direction have been indicated. It is also a complicated issue, as Simon Linden summarised:

So how would you treat someone with 1/4 of a region and a club [and] 50 avatars come to see a popular performer, and the other 3/4 are empty at the time? Give [the club] all the script time? Or leave 75% for the  …  other land?

Region Memory Bloat

As a reminder: a region can suffer significant memory bloat during repeated terraforming. Simply put, this is the result of the navmesh (part of the region’s physics) being reformed during the terraforming. This can have numerous impacts: overall performance can be affected, as can rezzing objects. Nominally,  if a Full region’s memory allocation hits approx 900 Mb, or a homestead 230 Mb, it will shut down rezzing (if the underpinning simulator gets within ~90% of its memory limit (256MB for a Homestead & 1024MB for a full region) it will disallow rezzing).

So, if you are running a region that starts reporting issues with rezzing and have been terraforming, consider a restart (or requesting a restart from support).

2019 SL User Groups 32/2: TPVD meeting

Witchwood; Inara Pey, June 2019, on FlickrWitchwood, June 2019 – blog post

The following notes are taken from the TPV Developer meeting held on Friday, August 9th, 2019. A video of the meeting is embedded below, my thanks as always to Pantera for recording and providing it. The key points of discussion are provided below with time stamps to the relevant points in the video, which will open in a separate tab when clicked.

This was another  short meeting.

SL Viewer

[0:34-3:12]

The Umeshu Maintenance RC viewer updated to version 6.2.4.529755 on Wednesday August 7th.

The remaining pipelines are as follows:

  • Current Release version 6.2.3.527758, formerly the Rainbow RC viewer dated June 5th, promoted June 18th – No Change.
  • Release channel cohorts:
  • Project viewers:
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16th.
    • Legacy Profiles viewer, version 6.2.3.527749, June 5th. Covers the re-integration of Viewer Profiles.
  • Linux Spur viewer, version 5.0.9.329906, promoted to release status 29th November 2017 – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8th, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Viewer Promotions

The hope is that some of the current four RC will gain promotion to full release status in August, as the bug list on all of them is “really small”.

In Brief

Inventory Issues, Fixes and Log-in Changes

[3:34-10:50]

  • Some Firestorm users are reporting an uptick in inventory issue, such as corruptions. It appears that, while usually a last resort, clearing inventory cache may correct it if it occurs.
  • There is some work being carried out by the Lab that improves their ability to fix back-end inventory issues. This work is getting an “unusually thorough” QA pass, so may be a while before it is ready for support deployment.
  • Also, the Lab is working on a new log-in process that adds more checks to the inventory queries performed during log-in.
    • Currently, some of the queries, a necessary part of the log-in process, can be subject to database look-up failures that go unreported to the viewer, leading to inventory issues for the user.
    • The new process will ensure that if a query fails, an error message will be returned to the viewer, allowing it to request further look-ups. However, it will be a while before this enters production.
  • A reminder that large flat inventories (e.g. thousands of items on the same level) can cause the inventory queries to time-out and log-in to time-out. Should this happen, an inventory transform can be requested from support, which breaks large flat inventories down into a folder structure.

Second Life Engineering Jobs

[16:23-17:25]

  • The position for a Second Life Senior Graphics Engineer remains open.
  • A new position has opened for a software engineer (C++). Oz linden “would love” to recruit someone who has the relevant experience / background and who is a Second Life resident.
  • Applicants need to be US residents.

2019 SL User Groups week #32/1: Simulator User Group

Small Town Green; Inara Pey, June 2019, on FlickrSmall Town Green, June 2019 – blog post

Server Deployments

  • There are no planned deployments for week #32.
  • The update(simulator package 19#19.07.10.529179), intended for the Magnum RC originally deployed and then rolled back on Wednesday, July 17th (the roll-back the result of a bug being discovered during the attempt at deployment), will likely be re-deployed to at least one RC channel, during in week #33 (commencing Monday, August 12th.

SL Viewer

The Love Me Render viewer updated to version 6.2.4.529638 on Monday, August 5th.

At the time of writing the rest of the official viewers remain as follows:

  • Current Release version 6.2.3.527758, formerly the Rainbow RC viewer dated June 5, promoted June 18 – No Change.
  • Release channel cohorts:
  • Project viewers:
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16.
    • Legacy Profiles viewer, version 6.2.3.527749, June 5. Covers the re-integration of Viewer Profiles.
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November 2017 – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

In Brief

Lumiya / Android Client

No major change in situation: aspects of Lumiya – notably in relation to the in-world view the app has ( changing their outfits, using animations / AOs, etc.) – have not been working since the last of the UDP asset messages were removed from the simulator. Calls are still being made for the Lab to work on an Android client, given they are developing an iOS client. However, as I noted in week #30:

  • The initial versions of the iOS app will be for chatting and messaging only – which can still be done with the Lumiya app.
  • While the capabilities of the iOS app will be extended over time, the Lab has not committed to what additional functionality will be provided or a time frame of when they will be provided. Simply “diverting” development from iOS to Android (assuming LL has the in-house skills for Android development) will not really change that; ergo, it’s unlikely a change in development at this point in time will overcome the current Lumiya issues.

Other Notes

  • Simulator performance:
    • Some region holders are reporting improved performance in their regions over the last 2-3 weeks. Nothing has been altered on the back-end to account for this.
    • Some region holders are conversely reporting frequently degraded physics performance in their regions that requires frequent restarts to overcome. If this is occurring with a recently terraformed region, the suggestion is to check for any “land leveller” prims that may have been buried in the terrain.
  • Ghosted attachments: issues of attachments being “ghosted” – that is, failing to render whilst still being attached or remaining rendered (in your view) when they have been detached (“killed”) as a result of a teleport seem to be on the increase. The problem appears to be with attachment “kill” messages being incorrectly sent, or with multiple “kill” messages being incorrectly received. It’s not clear how / when this might be dealt with.