2024 week #47: SL CCUG & TPV meeting summaries

Silent Melody, September 2024 – blog post
The following notes were taken from:

  • My chat log & the live stream video (embedded below) of the Content Creation User Group (CCUG) meeting of Thursday, November 21st, 2024.
  • My chat log and Pantera’s video (embedded towards the end of this article) of the Third Party Viewer Developer’s Meeting (TPVD) of Friday, November 22nd, 2024.
Table of Contents

Please note that:

  • This is not a full transcript, but a summary of key topics.
  • “[Video]” time stamps refers to the CCUG meeting livestream recording;  “[Pantera]” refers to the TPVD meeting video provided by Pantera.

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work. This meeting is held on alternate Thursdays at Hippotropolis.
  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
  • Dates and times of both meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.

Official Viewer Status

  • Release viewer: version 7.1.10.10800445603, formerly the DeltaFPS RC (multiple performance fixes, etc), dated September 11, promoted September 17 – No change.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11750364439, November 12.
    • Performance improvements: enhanced texture memory tracking, broader hardware compatibility and higher FPS gain;  additional code to improve texture streaming on rigged attachments (e.g. if an earring is made with 2K textures, the viewer will correctly calculate the required resolution for the textures and download them, rather than downloading the full 2K textures), etc.
    • Aesthetics improvements: new Antialiasing setting – SMAA; Contrast Adaptive Sharpening; Khronos Neutral Tone Mapping (can be changed to ACES via the RenderTonemapType Debug setting).
    • UI Optimisations.

Mobile Notes – CCUG Meeting

[Video: 45:24-47:42]

  • Adding PBR support to SL Mobile is on the roadmap, with ah hoped-for target of some time in Q1 2025 (Jan-March).
  • SL Mobile voice support is experimental, and utilises WebRTC.

CCUG Meeting

Graphics Team Work – General Recap

[Video 0:28-5:31 and 25:04-32:33]

  • Core focus remains on performance work and will remain so until “everyone is happily on PBR-enabled viewers.”
  • Hope is still to have ExtraFPS promoted to release status by the end of 2024.
    • This viewer should see some “significant [performance] improvement” on certain types of hardware – e.g. the Intel HD4000 series (launched May 2012), which is “remarkably popular” among SL users.
    • This work is focused on developing a “classic” mode (also known as a “potato mode” which will see various rendering options disabled (e.g. HDR, Tone Mapping, Reflection Probes, the Emissive channel) to render SL more in keeping with its pre-PBR appearance when running with ALM enabled (aka Deferred Rendering).
    • To achieve this and ensure decent frame rates, comparative benchmarking is being carried out:
      • If an older GPU runs a non-PBR viewer at a higher FPS with ALM enabled than with it disabled – then the aim is to try to match or better that FPS when the same hardware is running a PBR viewer. Or;
      • If an older GPU runs a non-PBR viewer at a higher FPS with ALM disabled (thus using the old Forward Renderer)  – – then the aim is to try to match or better that FPS when the same hardware is running a PBR viewer, but with ALM-like graphics fidelity.
    • A major element of this work is to get older harder performance back up without creating a rendering schism through the re-introduction of something like Froward Rendering.
  • This work is being carried out alongside “various end of year this and kick-off the next year things.”
[We’re] doing our level best to ensure everybody who can use Second Life on Firestorm 6.6.17 can upgrade to some version of 7.x [PBR] without suffering negative consequences. That’s what we’re doing; we’re chasing all the crashes that we can and all the performance issues that we can. 

– Runitai Linden.

  • [Video 33:28-35:10] A reiteration that a lot of the issues impacted older / lower spec systems are not PBR-related per se (they just happen to have been surfaced within PBR-enabled viewers). Rather, they are the result of things like running out of VRAM due to the updates made to the texture streaming system.
    • Where issues have been due to PBR (e.g. exceptionally heavy PBR in-world builds) there are additional optimisations that are being done.
    • A point to remember here is that PBR is a part of the glTF 2.0+ specification which LL are adopting – and glTF is designed to support a very wide range of hardware, including mobile ‘phone upwards, and so is not itself particularly resource-intensive.
  • Until now, issues with the quality of water reflections on PBR viewers has not been seen as a priority to fix, as it is not performance related and has thus been “taking a back seat” in the queue of fixes. However, if it is seen as a significant issue that prevents users from moving to a PBR viewer, this might be reviewed.

Texture Blurring and downscaling

[Video: 6:54-14:25]

  • In response to comments about texture blurring, Runitai Linden noted that the viewer will start down-scaling textures as it detects a system is running low on available VRAM.
  • This can result in some scene textures close to the camera remaining blurred until focused / zoomed-in upon.
  • Runitai believes there is more work that could be done as to how the fall-off curve for this works to reduce the need to zoom “right in” on textures doing this in order for them to render properly.
  • He further noted that the old behaviour of just using mouseover on a texture to get it to load is no longer applicable, as that actually caused most of the textures in a scene to load at full resolution, causing a performance hit.
  • In addition, there are still some bugs which can result in the viewer getting the wrong answer as to how much VRAM is available on a system (and start downscaling textures when it may not need to). To check if this might be the case:
    • Open the viewer’s texture console (Develop(er) → Consoles →  Texture Console / CTRL-SHIFT-3).
    • Check Est. Free (top line of the Console display) and compare the number with something like GPU-Z or Task Manager (via GPU option).
    • If the two are very different, then there is likely a bug. Please file a bug report with hardware details (Help → About → Copy to Clipboard and paste info into report).
    • Note that on integrated graphics system, the amount of VRAM usually gets reported as the amount of system RAM, and this is referenced by the Sys Free number in the viewer’s Texture Console. Sys Free also reports based on the fact that the viewer tries to minimise its total memory footprint to under 16 Gb.
  • There is no set “minimum” or “maximum for VRAM with SL; LL are committed to enabling SL to run on GPUs with as little as 2 Gb of VRAM, and it is felt that systems with a minimum of 4 Gb and a Draw Distance of 128 metres should be able to manage most scenes – but this is a very broad rule of thumb; the viewer will continue to use VRAM until it runs out, if necessary – there is no upper limit, although some TPVs do allow caps to be set.
  • When downscaling occurs, it should be a) because VRAM has been used; b) commence with textures in the background / off-camera before moving to those in-view.
  • Note that textures will also be off-loaded from VRAM when SL is minimised  / put in the background, to allow other applications access to VRAM. This can also cause blurring as textures are reloaded when SL is brought back to the foreground and resumes using all available VRAM as best it can.

In Brief

  • [Video: 18:32-21:02] WebRTC: LL are still awaiting more users to move to viewers with WebRTC support prior to disabling Vivox.
  • [Video: 23:31-24:40] Older EEP (e.g. Windlight, they’re that old – such as CalWL) settings can look blown-out on PBR views.
    • LL have been attempted to auto-adjust them, but this has proven subjective in terms of results.
    • Therefore, going forward, work will be limited to trying to make them look like they used to, which is acknowledged as not being great for PBR content, but is the “least bad” in terms of keeping EEP settings people like looking the way people like to see them.
    • Hopefully, this work will be finished in time to be included in ExtraFPS; however, if it misses ExtraFPS, it may be issued as a viewer hotfix.
  • [Video: 39:15-40:10] A note of two long-term risks, graphically speaking, that have to be addressed within SL at some point:
    • COLLADA support: support for COLLADA is waning world-side, and so SL needs an interchange file format that is not dependent on COLLADA. Again, glTF is seen as the best solution here.
    • Similarly, OpenGL support is waning, so SL requires a rendering engine that does not rely on OpenGL [and this has been an on-going discussion for the last couple of years or so].
  • [Video: 40:12-45:10] Land Impact: it has long been acknowledged that the Land Impact calculation needs to be revised; there is both a lack of real incentive within it for creators to optimise their builds, and  it misses some key adjustments for things like large builds. The question here is more when it will be revised – although doing so may not eliminate all the ways in which some people game the system to produce lower LI items, as this is something of a separate issue.
  • A general discussion on glTF and mesh imports (incl. scenes) via glTF. In short, no-one working on things at present, given the focus on the performance issues. The local preview remains available in those viewers with the code – by Runitai reminded people that the preview does not use texture streaming; everything gets pulled in at full resolution – and so VRAM can easily be gobbled up.

TPVD Meeting

Much of the TPVD covered ground already walked during the CCUG meeting. Therefore, the following is thus a summary of additional points discussed. Time stamps reference Pantera’s video, below.

Note the meeting formally ended at around 29 minutes, although the video runs through until just shy of 41 minutes, covering a more generic conversation.

  • A recap of the “classic”  / “potato” mode work (get PBR viewers running on lower-spec machines running at the same or better FPS than the hardware can run a non-PBR viewer).
  • Debunking the PBR myths:
    • It is not necessary to run the viewer on Ultra quality in order to view PBR content.
    • LL are not removing support for Blinn-Phong (or “classic” or “legacy”, however you want to call them) materials. PBR is an extension to materials support in SL, not a replacement.
  • A general conversation on Blinn-Phong and PBR Materials, notably in terms of providing the former as “fallbacks” to the latter to accommodate people on non-PBR viewers and prevent them seeing grey / white / plywood surfaces  / features.
  • [Pantera: 9:42-10:42] Some people may experience issues with PBR not just because of computer hardware limitations, but also because of network / router issues (e.g. instead of a single diffuse map, PBR calls multiple maps, resulting in multiple HTTP requests which can cause some routers to choke).
    • To counter this, the “classic / potato” mode LL is developing already doesn’t use the emissive map; if this is shown to work and push up performance, then LL will likely go through as see what other maps might be ignored without compromising the overall visual look of “classic” mode, and hopefully further lift performance in these cases.
  • [Pantera: 15:11-16:45] A reiteration that LL are continuing to work on trying to resolve performance issues, and that anyone experiencing such issues should file a feedback report with as much detail as possible (including hardware information (Viewer Help and use the Copy to Clipboard button and paste info into the report).
    • Specifics are important, as there is only so much info LL can pull from their stats. This is particularly true when terms such as “performance craters” are used, as these are so broad-ranging as to be meaningless.
  • [Pantera: 16:50-20:00] SL viewer’s use of CPU cores and threads: thread usage is variable depending on the number of CPU cores.
    • Those with a specific interest in this, the Steam Hardware Survey is “pretty close” to SL, although SL’s install base tracks “a little closer” to the lower end of hardware, so reduce what is reported in the Steam Hardware Survey 10-20%, and that’s fairly representative of SL.
    • Overall with SL, the main processing loop is single-threaded; texture rezzing and some audio processing occurs on background threads.
    • Runitai Linden has been experimenting with adding threads – such as a dedicated idle thread – and these are showing a “lot of promise”, particularly when Vsync is used.
    • As most GL processes are multi-threaded, hints are sent to things like Nvidia drivers to put themselves into multi-threaded mode.
  • [Pantera: 20:38-25:35] Frame limiters / Vsync: some TPVs use frame limiters to assist with performance, and LL would be interested in receiving a code contribution for one of these.
    • However, it is felt that if trying to limit frame rate to screen refresh, then Vsync remains the better option; whilst a frame limiter is more suited to use in other situations. But, and  depending on the frame rate, Vsync can cause more screen jitter than a frame limiter.
    • In this discussion it was noted that a fix from Apple at the OS level means Vsync with work at 100/120 Hz.
    • It was noted that Firestorm are now defaulting to 60fps with their frame limiter.

Next Meetings

 

† 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.

2024 SL SUG meetings week #47 summary

Mindful Cove, September 2024 – blog post

The following notes were taken from the Tuesday, November 19th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from the chat log and Pantera’s video of the meeting, which is embedded at the end – my thanks to her for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • On Tuesday, November 19th, 2024, the simulators on the Main SLS channel were restarted without no updates.
  • On Wednesday, November 20th the Barbecue simulator update will be deployed to all remaining simulator RC channels. This update includes:
    • Support for “alpha-gamma” which will allow an object owner to adjust some of the PBR alpha values that were impacting legacy things like hair.
    • llSetAgentRot.
    • A new warning on receiving direct IMs from Scripted Agents (“registered” bots). Rider describes this as “Bot confessions”: with IM sessions with bots there will be a warning sent to the receiver that they are having a conversation with a bot. Also, for viewer developers, there will be a bit of metadata attached to the IM_NOTHING_SPECIAL that indicates the sender is a bot.
    • The remaining RC channel will be restarted.

Apple Cobbler Update

  • This will follow the Barbecue deployment in the coming week, and should include:
    • llTransferOwnership which enables a prim give itself to a new user (subject to owner permissions already set).
    • An extended llGiveInventory to allow for a destination folder (system folders + RLV/a) to be specified as well (+ the use of a parameter list, so further options can be added in the future).
    • llMapBeacon – like llMapDestination, but a) does not necessarily open the map window; b) can optionally open the map, with or without focus. This will also require a viewer update.
    • A new function for detecting attachments. If it is running with an experience it will be able to detect HUDs that also have scripts with the same experience (e.g. to ensure the correct HUDs are being used – this will not allow anyone to script to find out all the HUDs someone is using).
  • A preview of Apple Cobbler is available on the Aditi (Beta Grid) regions of Mauve and Jigglypuff for those wishing to test, with the testing carried out thus far having uncovered a range of cases relating to llTransferOwnership.

SL Viewer Updates

No updates with the current official viewers:

  • Release viewer: version 7.1.10.10800445603, formerly the DeltaFPS RC (multiple performance fixes, etc), dated September 11, promoted September 17 – No change.
  • The above included thought on No Copy permissions, and a potential issue with DFS rezzers.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11750364439, November 12.
    • Performance improvements: enhanced texture memory tracking, broader hardware compatibility and higher FPS gain;  additional code to improve texture streaming on rigged attachments (e.g. if an earring is made with 2K textures, the viewer will correctly calculate the required resolution for the textures and download them, rather than downloading the full 2K textures), etc.
    • Aesthetics improvements: new Antialiasing setting – SMAA; Contrast Adaptive Sharpening; Khronos Neutral Tone Mapping (can be changed to ACES via the RenderTonemapType Debug setting).
    • UI Optimisations.

In Brief

Please refer to the video below for the following:

  • A discussion about this issue with llrezobjectwithparams() (or possible feature, depending on one’s viewpoint) changes properties of no mod objects. The resulted in a wide discussion on permissions and llROWP.
  • The above became wrapped into a discussion on No  Copy permissions. and llROWP extensions, rezzing system ranges.
  • A conversation on object and agent inventory, touching on some of the differences between the two, and where data is relating to objects is stored, with Rider commenting he has ideas for expanding inventory data to obtain things like the length of an animation.
  • A reiteration of Rider Linden’s Combat 2.1: Teams & Respawn proposal.

† 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.

2024 SL SUG meetings week #46 summary

Clef des Champs, September 2024 – blog post

The following notes were taken from the Tuesday, November 12th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from the chat log and Pantera’s video of the meeting, which is embedded at the end – my thanks to her for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • On Tuesday, November 12th, 2024, the simulators on the Main SLS channel were restarted without no updates.
  • On Wednesday, November 13th::
    • The Barbecue simulator update will hopefully be deployed to all simulators on the BlueSteel RC channel; however, a late-breaking bug in the code may prevent this. Among other things, this update includes:
      • Support for “alpha-gamma” which will allow an object owner to adjust some of the PBR alpha values that were impacting legacy things like hair.
      • llSetAgentRot.
      • A new warning on receiving direct IMs from Scripted Agents (“registered” bots). Rider describes this as “Bot confessions”: with IM sessions with bots there will be a warning sent to the receiver that they are having a conversation with a bot. Also, for viewer developers, there will be a bit of metadata attached to the IM_NOTHING_SPECIAL that indicates the sender is a bot.
    • The remaining RC channel will be restarted.

Apple Cobbler Update

  • This will follow the Barbecue deployment in the coming week, and should include:
    • llTransferOwnership which enables a prim give itself to a new user (subject to owner permissions already set).
    • An extended llGiveInventory to allow for a destination folder (system folders + RLV/a) to be specified as well (+ the use of a parameter list, so further options can be added in the future).
    • llMapBeacon – like llMapDestination, but a) does not necessarily open the map window; b) can optionally open the map, with or without focus. This will also require a viewer update.
    • A new function for detecting attachments. If it is running with an experience it will be able to detect HUDs that also have scripts with the same experience (e.g. to ensure the correct HUDs are being used – this will not allow anyone to script to find out all the HUDs someone is using).
  • A preview of Apple Cobbler is available on the Aditi (Beta Grid) regions of Mauve and Jigglypuff for those wishing to test.

SL Viewer Updates

The ExtraFPS RC updates to version 7.1.11.11750364439 on Tuesday, November 12th.

  • Release viewer: version 7.1.10.10800445603, formerly the DeltaFPS RC (multiple performance fixes, etc), dated September 11, promoted September 17 – No change.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11565212741, October 30.
    • Performance improvements: enhanced texture memory tracking, broader hardware compatibility and higher FPS gain;  additional code to improve texture streaming on rigged attachments (e.g. if an earring is made with 2K textures, the viewer will correctly calculate the required resolution for the textures and download them, rather than downloading the full 2K textures), etc.
    • Aesthetics improvements: new Antialiasing setting – SMAA; Contrast Adaptive Sharpening; Khronos Neutral Tone Mapping (can be changed to ACES via the RenderTonemapType Debug setting).
    • UI Optimisations.

In Brief

Please refer to the video below for the following:

  • Further discussion on llGiveAgentInventory, including but not limited to:
    • A reminder that the  function will not require a viewer-side update.
    • Requests that it should include the option for the receiving user to select the destination folder.
    • Whether or not all items given using llGiveAgentInventory should be forced to default to creating folders only with a defined system folder within inventory (e.g. “Given Items”).
    • Discussion and disagreements over which folders should be available for nomination by a script / which should not.
    • A general discussion on system folder naming (e.g. the misnomer of “Received Items”, suggesting everything goes there, when it is in fact for items received from the MP) which in turn wandered into areas of tagging and hierarchies.
  • Comments on attachment issues (failing to show on others after TP, etc.), Monty Linden reminded people that the recent fix targeted a specific issue (relating to attachments ghosting and similar on region crossings), not “all” attachment related  bugs. He also notes that there is some asset re-prioritization work going on in the viewer which is improving avatar render after arrival.

† 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.

2024 week #45: SL CCUG summary (with Philip Rosedale discussion)

Evermore the Folklore, September 2024 – 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, November 7th, 2024. This meeting lasted some 1 hour 50 minutes, due to the presence of Philip Rosedale, who address feedback from the audience as well as discussing SL in general.

The majority of the session was livestreamed by Strawberry Linden, and her video is embedded at the end of this article. However, as the meeting extended beyond the recording session, I’ve summarised the rest based on my chat log and audio recording.

Table of Contents

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work. This meeting is held on alternate Thursdays at Hippotropolis.
  • Meeting dates and times are recorded in the SL Public Calendar, and they re conducted in a mix of Voice and text chat.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewer Status

[Video: 1:28-2:19 and 3:43-4:32]

  • Release viewer: version 7.1.10.10800445603, formerly the DeltaFPS RC (multiple performance fixes, etc), dated September 11, promoted September 17 – No change.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11565212741, October 30.
    • Performance improvements: enhanced texture memory tracking, broader hardware compatibility and higher FPS gain;  additional code to improve texture streaming on rigged attachments (e.g. if an earring is made with 2K textures, the viewer will correctly calculate the required resolution for the textures and download them, rather than downloading the full 2K textures), etc.
    • Aesthetics improvements: new Antialiasing setting – SMAA; Contrast Adaptive Sharpening; Khronos Neutral Tone Mapping (can be changed to ACES via the RenderTonemapType Debug setting).
    • UI Optimisations.

Near-Term Viewer Release Roadmap

  • ExtraFPS work remains focused on bug fixes.
  • The first maintenance RC to follow ExtraFPS will be a viewer bringing together the updates originally planned for the  Maint B and Maint C viewers which were side-lined with the focus on viewer performance (Atlasaurus, DeltaFPS, ExtraFPS).
    • Some issues have crept into the merge process for this work, so the focus on this will be stabilising it after ExtraFPS is promoted to release status.
    • This likely means there will be a longer than usual pause between ExtraFPS being promoted and the new Maintenance viewer RC appearing.

WebRTC Update

[Video: 4:42-5:50]

WebRTC communications protocol (RTC=”real-time communication”) is the new Voice communications protocol for Second Life, replacing Vivox Voice.

  • Situation remains that Linden Lab are waiting for more users to switch to a WebRTC enabled viewer prior to switching over to using WebRTC only, and disabling Vivox.
  • A core sticking point here appears to be Firestorm users remaining on a pre-PBR (Vivox-only) release of that viewer, and they are being strongly encouraged to try swapping to the latest Firestorm release (7.1.1) or if performance with that doesn’t suit them to temporarily consider moving to an alternate viewer to help LL with enabling WebRTC (which is a superior Voice option to Vivox) / avoid losing Voice altogether should it reach a point where the switch is thrown for WebRTC.

Graphics Team Work

Viewer Performance

[Video 6:06-6:44]

  • Core focus remains on performance work , and will remain so until “everyone is happily on PBR-enabled viewers”.
  • Average viewer performance for most users is believed to be “pretty good” for PBR, but the Lab remains aware of the fact that their are cohorts of users who, due to hardware, etc., are “suffering some pretty significant performance loss”.
  • “Hunting down” and trying to fix these issues is now the priority, but will take some time.

Pre-PBR / PBR A/B Testing

[Video: 4421-49:19]

  • LL is carrying out A/B testing with Firestorm 6.6.7 (pre PBR) and SL Viewer’s ExtraFPS (RC viewer at the time of writing) to try to better understand performance differences and which lower-end hardware is being particularly hit under PBR (e.g. lower-spec Intel systems (integrated graphics?), some AMD GPUs).
  • In terms of Nvidia, Runitai believes performance on PBR viewers is “pretty close” to levels enjoyed pre-PBR, although there are still issues to be ironed out with some older GPUs / cards with low VRAM (such as those with only 2GB).  Some of this is likely to be a case of “turning down” some internal settings in the viewer so it its friendlier towards lower-end GPUs with limited VRAM.
  • One thing that has been identified is behaviour on launch / entering a scene (location):
    • Pre-PBR viewers like Firestorm 6.6.7 tend to launch with high frame rates which then decreases as the scene loads and memory is used, before stabilising.
    • PBR viewers tend to front-load textures, resulting in a low frame rate from the get-go, which improves as the scene loads the the viewer rationalises the textures it needs to display. This gives a false impression that performance is “bad” from the outset and only liable to get worse, potentially causing people to quit using a PBR viewer before they witness the increase in frame rates.
  • Part of the work in testing involves automation: the Lab has established a “potato farm” of laptop with limited resources and which are used with SL in order to carry out automated tests to determine where performance issues might reside

Tone Mapping

[Video: 6:56-8:07]

  • Originally slated as being a part of the viewer to follow ExtraFPS, the Khronos Neutral tone mapper, intended to improve overall ambient lighting in SL, making things somewhat brighter and more vibrant.
  • Khronos Neutral was to have been the default, with the option to switch back to ACES via Preferences → Graphics. However, following feedback, the decision has been made to leave the default as ACES and make Khronos Neutral the option, together with the ability to disable Tone Mapping.
  • Setting Tone Mapping will eventually be a Sky setting within EEP.
  • The recommendation to content creators remains don’t bake the Tone Mapping into your textures, allow the post-processing the the viewer handle it – in other words, Tone Mapping belongs to the camera, not the object.
  • The above rule also applies to thigs like lighting under PBR as well.

Auto-Exposure Work

[Video: 8:09-9:18]

  • Geenz Linden is now working on both the Tone Mapper and on auto-exposure.
  • Work has already been done within the auto-exposure process to make transitions “softer / easier on the eye”, and Geenz is now extending this work to make it more configurable (e.g. a “maximum”, a “minimum” and and “offset” for auto-exposure that users can set to their personal preference).
  • The intent is to have these new auto-exposure controls within the EEP Sky settings.
  • This work should help with issues such as the environment looking “dim” over water, snow, and similar.

In Brief

  • [17:36-25:40] Mina PBR Hair issue: Mina Nakamura indicated a possible alpha issue she is experiencing when using the specific PBR versions of some of her hair styles, which has only become apparent with the release of DeltaFPS. This may be a result of multi-layering of alpha blends, but copies of the hair have been passed to LL for testing.
  • [27:48-28:49] It was noted that there have been problems in get various content artists (hair makers, skin makers, etc) engaged in the Content Creation Discord channel, which has impeded some of the work relating to Baking, alpha/gamma, etc.
    • As LL – via Derrick Linden – has requested I do not publish information on how to join the Content Creation Discord channel, if you are a content creator not involved on the channel, please contact the likes of Vir Linden, Runitai Linden and Geenz Linden to request information on how to access it.

2K Bakes on Mesh

[Video: 9:43-13:37]

  • 2K Bakes on Mesh remains in general QA on Aditi (the Beta grid), and content creators are asked to test content there and provide feedback.
    •  Specific feedback being sought includes: bakes coming out at the correct resolution (e.g. if all layers at 1024×1024, that the Bake is also 1K); everything appears visually correct without any compression artefacts or similar; that the general experience with Bakes is the same as on the Main grid.
  • As a part of this work, the Bake Service as a whole has received some performance improvements. However, this aspect of the work has yet to be deployed to Aditi, plus once deployed, they may not result in a visually faster bake, depending on the complexity and resolution of the layers being baked.
  • If all goes according to plan, it is hoped there will be some form of 2K Bakes on Mesh support to the Main grid (Agni) by the end of November – although this is subject to confirmation; and they the Lab will provide a date when 2K skins, etc., can start to be listed on the MP, etc.
  • There was a reminder that account syncing with Aditi should now be automatic at the time of log-in (no need to raise a support ticket). However, anyone encountering issue still with Aditi access should contact support.

Viewer Discussion

This was a wide-ranging discussion commencing at the 29:14 point of the video. The following attempts to summarise that discussion, however, to try and keep a general sense of context, the bullet points may not reflect the order in which comments were made.

[Video : 29:14-55:00]

  • LL are looking to encourage greater engagement in testing new capabilities and features for SL, rather than having to wait for Firestorm to ship a viewer with support for the new feature / capability, in order to avoid a similar situation as occurred with PBR.
  • The SL viewer (SLV) has a good cross-section of hardware running it, but the overall pool of users is much smaller than that of Firestorm, and of those that do use it tend not to be so engaged in the platform so as to test and try things / report issues, which can result in problems such as those seen with the deployment of PBR: the Lab doesn’t have a sufficient deep pool of engaged users to report issues as they are encountered as new features / capabilities are being developed.
  • The question was asked as to what makes Firestorm attractive to users. This boiled down to four major areas:
    • The additional UI elements Firestorm have built to expose functions native to the viewer, but otherwise hidden within Debug settings.
    • Dedicated additional features created for Firestorm (e.g. Contact Sets), our specific new UI elements which pull together options and setting from assorted elements of the viewer and present them as a cohesive whole in their own right (such as the Phototools code contribution; the Graphics Improvement floater, etc.).
    • Very basic quality-of-life improvements, e.g. the ability to de-render / block the rendering of in-world objects (see below for more on this); the additional options to position tollbar buttons in the window (e.g. make them left or right ranged along the bottom).
    •  The level of in-world and additional support Firestorm provides: in-world classes teaching how to use the viewer; in-world support groups providing “live” support in multiple languages, etc.
  • Shortfalls within the SL viewer were noted as:
    • Loss of simple quality-of-life elements (e.g. the chat bar) and lack of accessible in-world support.
    • A lack of general support documentation / material (in this, TPVs have a distinct advantage, in that users of those viewers are willing to produce their own tutorials and guides, whereas few do so where the official viewer is concerned).
    • General misapprehensions about viewers. for example:
      • The idea that the SL viewer “doesn’t have capability X or Y, as it remains hidden with Debug settings.
      • The belief that features capabilities added by LL are “Firestorm” (or whichever viewer is being used) simply because it is first seen in that viewer, and thus are “missing” from the official viewer.
      • The idea that LL “doesn’t support” older hardware; as Runitai Linden noted, LL does not intentionally seek to make the SL experience any worse for those on older / less capable hardware; when this happens, the Lab does make efforts to redress things.
  • [Video: 49:19-End] An extended discussion on the Derender capability within Firestorm, with pros and cons, together with whether it should be generally surfaced for new users, due to the impression it gives (“welcome to our world; yes some of it is naff, so you might want to derender it”).
    • Pros: the ability to stop unwanted objects being rendered in a scene either for a session or until cache is cleared. This is very hand for a variety of reasons such as in-world photography.
    • Con: the ability to de-render mesh clothing on other avatars.
    • The discussion also touched upon alternatives to derendering for certain use-cases (e.g. the ability to click-through something like mesh “rain” to touch a vendor board – something which can now be set, as Rider linden indicated).
    • Also mentioned was the option for a degree of automation to help deal with some instances where de-rendering might otherwise be used (e.g. some form of flag mechanism / land setting such that should someone enter a G/M public space with genitalia / “adult” attachments on display, the simulator orders the viewer to remove them (see below for this).

Post-Video Discussion

  • A discussion on streaming on Twitch to reach new users – which Philip Rosedale has previously noted, is a subject of ongoing discussions between LL and Twitch, with the caveat that seeing Twitch as a possible “marketing / promotional” channel for SL is not ideal, due to the younger age demographic of many Twitch users.
    • It was noted that VRChat, which has “adult” content manages to be able to have people stream from it to Twitch.
    • It was also pointed out that Twitch is a channel for content creators to produce tutorial-like live streams on how to use external content creation tools (Substance Painter, Blender, etc), to create content for SL – but they are unable to steam video of the content being used in SL via Twitch.
  • The idea of a flag mechanism was discussed in broader terms: as well as having a specific land control switch, having a switch in the viewer which derenders “adult” attachments on avatars. This:
    • Would provide the control at a per user basis (don’t want to risk seeing “adult” attachments? Leave the switch set; no objection – turn the switch off and allow “adult” attachments to be rendered.
    • Allows, when combined with the land control, the greatest flexibility of use: store owners or owners of G / M rated public regions, for example, could opt to set the flag at Land level, and thus automatically prevent rendering of any  / all “adult” attachments in their regions in all viewers in that region.
  • The above led to a conversation on Second Life continuing to allow adult content whilst working to ensure there are workable safeguards to ensure those not wishing to see it do not see it. This discussion touched upon:
    • Issues of Marketplace content not being properly flagged as adult / being tagged too broadly so that either someone with the MP content rating set to General or Moderate still gets to see adult content; or b) adult content appears in entirely unrelated categories.
    • The need for a more granular rating system. There are many reasons for this (e.g. Adult is often a catch-all, rather than indicating “sexual” (or possibly offensive): art galleries, for example, will often opt for an Adult rating, simply to avoid the risk of being reported for displaying nudity, genitalia, etc., within art.
  • Philip Rosedale asked about the appropriateness of clothing in public spaces (specifically indicating his own use of chaps with a “stained glass” crotch area in a public meeting venue – even through the chaps revealed nothing, they still drew people attention to his crotch).
  • Suggestions were made that the new user experience should provide mor details on common activities within Second Life, to give incoming joiners a clearer idea of what to expect / what they might discover.
    • This included an idea that anyone expression an interest in “Adult” content should be “sent straight to Zindra” – which (personal opinion here) I believe would be a bad move, as Zindra is most strongly associated with sexual content – and as noted earlier in the meeting, “Adult” in SL does not automatically equate to sexual activities. But, by pushing people who click the option merely out of curiosity directly to Zindra, risks reinforcing attitudes that SL is focused on sex / porn.
  • Philip also provided some updates on matters raised during his November 1st, 2024 Community Round Table:
    • That work is being put into place to better explain the user name selection in the join flow, and the difference between the user name and the Display name, to help overcome issues of people choosing user names they come to regret (e.g. “xyzmnop3210”).
    • A reiteration of the (oft-voiced at UG and Meet the Linden / Lab Gab technical sessions) fact that the reason Groups are capped for membership levels is that activities such as sending Group message comes an a non-trivial computational process (and associated cost) of the back-end systems having to look up which users are in a particular group in order to receive said message(s).
  • The above comments led to a series of personal requests being made directly to Philip, which as he pointed out, highlight the fact that prioritising requests is not easy  – those who talk loudest / most persistently do not necessarily represent the majority thinking, and thus their request  – even if apparently easy to achieve – many not reflect what “the community” (a term itself hard to quantify) actually wants.
    • In this, he specifically reiterated some of his comments from his Community Round Table about trying to find mechanisms by which the Lab can better engage with groups of users on topics / ideas, in order to get a broader representation of people’s views without either a) responding only to the most dominant voice in a group; or b) having a group so large, it is impossible to get a broad consensus on feedback / ideas.
  • Amidst the general airing of points-of view, Philip asked a question which is of potential relevance to many; as such I’ll include it here:

 

One of the things I’m trying to think about is how to make Second Life more accessible to all of you. What I mean by that is, for that one thing that brought you in, is Second Life also accessible to everyone else for whom that one thing is also true? So, for example, I spoke to someone the other day who is hard of hearing; and I can imagine that’s a pretty good reason to want to be in Second Life, because being in the real world sometimes can be quite difficult if you’re hard of hearing, right? Potentially, Second Life can make that easier, but only if we do the accessibility work to make that functional. 
So I kinda ask the broader question – and again, if you want to follow-up with me by e-mail, please do so. The broader question is, what is it that brought you here, and then is Second Life easy to use for everyone else like you, is kind-of the way I’m thinking about right now. It seem like so many things are hard; in different ways, Second Life is appealing, but then many, many other features  of it make it excruciatingly difficult. Like, we talked earlier about if I’m a teacher who wants to play around with using Second Life at university, but I’m so exposed to sexual content that I just decide “no”, that would be a perfect example of that; so in that case, Second Life is just not accessible to me as a university teacher, because it’s just too sexual.
  • The above led to a range of opinions on what SL is, griefing, accessibility in terms of supplied avatars, etc, running through the last 10 minutes of the session. However, given Philip’s question and the fact that some might wish to respond – to Philip via e-mail, not in the comments here, which he may not read! – I will close the summary here as it is already well into the realm of TL;DR!

 

Next Meeting

† 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.

November 2024 SL Web User Group summary

The Web User Group meeting venue, Denby
The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday November 6th, 2024. They form a summary of the items discussed and is not intended to be a full transcript. A video of the meeting, recorded by Pantera Północy, is embedded at the end of this summary – my thanks as always to Pantera for recording it and making it available. Table of Contents

Meeting Overview

  • The Web User Group exists to provide an opportunity for discussion on Second Life web properties and their related functionalities / features. This includes, but is not limited to: the Marketplace, pages surfaced through the secondlife.com dashboard; the available portals (land, support, etc), the forums.
  • As a rule, these meetings are conducted:
    • On the first Wednesday of the month and 14:00 SLT.
    • In both Voice and / or text.
    • At this location.
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

General Update

[Video: 1:22-10:14]

  • Data Feeds: a re-cap on the new from the last meeting that the issues causing the breakages to the data feeds API metrics (number of users logged-in, etc), for use by external services, have been fixed.
  • Marketplace UI  / Responsiveness Updates: defined as being in the “final stages”, with changes under review and subject to on-line feedback from users.
    • It was noted that a lot of what is visible to users is just “pieces” and a lot hasn’t been released as yet, with the intention that all the work is out by the end of 2024.
  • Multi-Factor Authentication (MFA): as per the last meeting, is being extended across all of the Lab’s web properties to make them all consistent, so those opting-in to MFA will find at times that they may have to re-authenticate when accessing a wider range of Second Life web properties.
    • At the previous meeting the target for implementing this was within 4 (October – December 2024). In this meeting, less confidence was displayed that MFA would be deployed by the end of the year, and a more likely target is Q1 (January-March) 2025.
    • The reason for this appears to be competition for resources between the MFA work and another project.
  • Web Properties Responsiveness and Appearance: as well as working on Marketplace responsiveness, the Web team is now looking at improving the responsiveness of other web properties, and bringing them more up to the look and feel of those web properties like the MP which have been undergoing an update.
    •  This is described as not being a large-scale overhaul of all web properties, but more an update to those which are looking particularly outdated.
    • Examples under consideration for this work include: Web log-in and Dashboard (secondlife.com), the Account pages, and the download page.
  • Second Life Maps: improvements are to be made to:
    • Make web maps more usable on smaller screens, and refining the left-side Destination Guide bar so it does not intrude so much into the map display on smaller screens.
    • Ensure that when a destination in the Destination Guide on the left is clicked, the map scrolls to the destination and opens an information pop-up that provides actual information on the location, not just the “Welcome to Second Life” boilerplate, as seen below.
LL are looking to make the information pop-up for destinations on the map selected via the Destinations Guide sidebar more meaningful than the default boilerplate text that tends to be displayed
  • “Stars” in MP product / store names: there have been complaints about the use of stars (e.g. via emojis / unicode, etc.) in the names of products / stores, which people feel are being used to give the false impression that the product / store is “star rated”. The web team is working on a means to prevent this.

Gifting L$0 Items on the Marketplace

[Video: 13:06-22:05]

  • Being able to gift MP items at L$0 has been blocked for assorted reasons (trolling / griefing and the like).
  • The Marketplace team is now confident that have the means to prevent this – but feedback is being sought on how gifting L$0 items should be managed.
  • Ideas on the latter expressed at the meeting included:
    • Limiting the number of L$0 items which can be given in one go (one shopping cart load).
    • Make the receiving of L$0 items an opt-in for users, and whether from “friends” or “everyone”.
    • Limit the giving of L$0 items on the MP to friends only.
    • Making the receiving of L$0 items / gifts from the MP and opt-out choice.
  • Feedback on this should be given via the Feedback portal.

General Marketplace Discussion

  • [Video 22:34-26:30 and 30:54-34:34]  Marketplace images being distorted, notably in the Related Products section of listings  (see: this Canny report). This appears to be a clash between absolute image size and aspect ratio (the latter being quotes as 1:1 or 4:3 – when it is more 3:2). The 3:2 ratio also conflicts with viewer thumbnails being 1:1.
    • Alongside of this was a request to increase the (viewer thumbnail?) image size / aspect ratio (the latter might be subject to a Lab-raised Canny to allow the correct aspect ratio information to be stored with the textures to avoid the 1:1 default).
    • Concerning this the distorted images, Garfield Linden noted:
The fixes to images will be shipped after the next batch of fixes (which improves half of the issues with Related Items, as well as some weirdness when there is an error during product listing image upload fails) in our queue ships.
    • Preferences were also expressed for support custom image aspect ratios at upload and / or from a drop down of common aspect ratio options.
    • It was suggested that an overlay / crop tool might be provided to allow images to be suitably cropped to meet display requirements within MP listings.
  • [Video: 26:34-30:30] Embedding videos in MP listings: rather than simply lining to videos on You Tube, the option to use You Tube’s Embed capability to embed videos in MP listings.
    • Seen as a good move, if it can be supported, with the suggestion that embedded videos should be restricted to a maximum length to avoid abuse (e.g. someone creating a listing and embedding an entire movie from You Tube).
    • An alternate suggestion was a video thumbnail image which, when clicked opens up the video on You Tube, etc., or within a dedicated tab / floater, if possible.
    • Embedding would be preferable to direct uploading and / or front-loading, as the latter requires LL storage and front-loading could slow down page loading responsiveness.
  • [Video: 38:45-45:39] A discussion on further Marketplace categories / tagging.
  • [Video: 45:56-50:09] General discussion (with interruption!) on multiple shopping carts (focus on on dedicated for gifting) and labelling the Buy Now button to indicate it means buying for yourself.

Next Meeting(s)

  • Wednesday, December 4th, 2024.

2024 SL SUG meetings week #45 summary

Dutch Pavilion, September 2024 – blog post

The following notes were taken from the Tuesday, November 5th, 2024 Simulator User Group (SUG) meeting. They form a summary of the items discussed, and are not intended to be a full transcript, and were taken from the chat log and Pantera’s video of the meeting, which is embedded at the end – my thanks to her for providing it.

Meeting Overview

  • The Simulator User Group (also referred to by its older name of Server User Group) exists to provide an opportunity for discussion about simulator technology, bugs, and feature ideas.
  • These meetings are conducted (as a rule):
  • Meetings are open to anyone with a concern / interest in the above topics, and form one of a series of regular / semi-regular User Group meetings conducted by Linden Lab.
  • Dates and times of all current meetings can be found on the Second Life Public Calendar, and descriptions of meetings are defined on the SL wiki.

Simulator Deployments

  • No deployments for this week, just rolling restarts across the grid.

Simulator Deployment Plans

  • The next simulator maintenance update will be Barbecue (or BBQ), which is currently awaiting further bug fixing. This should include:
    • Support for “alpha-gamma” which will allow an object owner to adjust some of the PBR alpha values that were impacting legacy things like hair.
    • llSetAgentRot.
    • A new warning on receiving direct IMs from Scripted Agents (“registered” bots). Rider describes this as “Bot confessions”:
Oh. One of the other items coming in BBQ. Bot confessions. With IM sessions with bots there will be a warning sent to the receiver that they are having a conversation with a bot. Also, for viewer developers, there will be a bit of metadata attached to the IM_NOTHING_SPECIAL that indicates the sender is a bot.
  • Following Barbecue should be Apple Cobbler, which should include:
    • llTransferOwnership which enables a prim give itself to a new user (subject to owner permissions already set).
    • An extended llGiveInventory to allow for a destination folder (system folders + RLV/a) to be specified as well (+ the use of a parameter list, so further options can be added in the future).
    • llMapBeacon – like llMapDestination, but a) does not necessarily open the map window; b) can optionally open the map, with or without focus. This will also require a viewer update.
    • A new function for detecting attachments. If it is running with an experience it will be able to detect HUDs that also have scripts with the same experience (e.g. to ensure the correct HUDs are being used – this will not allow anyone to script to find out all the HUDs someone is using).

SL Viewer Updates

No changes at the start of the week:

  • Release viewer: version 7.1.10.10800445603, formerly the DeltaFPS RC (multiple performance fixes, etc), dated September 11, promoted September 17 – No change.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11565212741, October 30.
    • Performance improvements: enhanced texture memory tracking, broader hardware compatibility and higher FPS gain;  additional code to improve texture streaming on rigged attachments (e.g. if an earring is made with 2K textures, the viewer will correctly calculate the required resolution for the textures and download them, rather than downloading the full 2K textures), etc.
    • Aesthetics improvements: new Antialiasing setting – SMAA; Contrast Adaptive Sharpening; Khronos Neutral Tone Mapping (can be changed to ACES via the RenderTonemapType Debug setting).
    • UI Optimisations.

In Brief

Please refer to the video below for the following:

  • LL are still holding back on throwing the WebRTC switch across the grid, waiting for more users to move to WebRTC-enabled viewers.
  • The new function for detecting attachments  / HUD in an experience, noted above, sparked a slightly interwoven conversation on “missing” attachments” and the detection of HUDs.
  • A discussion on the SL Lua(u) implementation and LSL. The official place for information on this is in this FAQ in the SL Wiki. A resident-written entry is also in the SL Wiki. In terms of LSL / LUA interoperability, see this section of the official FAQ.
  • Further discussion on llTransferOwnership, including the fact the end use need to accept the transfer of ownership in some kind of a dialogue, as per any other inventory transfer.
  • The “Bot Confessions” function sparked a further conversation on bots  / Scripted Agents & identifying them (e.g. adding an indicator in the Profile of registered Scripted Agents), their use, etc.

† 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.