2024 SL SUG meetings week #15 summary

Elvion, April 2024 – blog post

The following notes were taken from the Tuesday, April 9th, 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 my chat log and the video by Pantera – my thanks to her as always 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):
  • They 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

  • The Main and RC channel will all be restarted this week (Tuesday / Wednesday) with no updated deployed.

Upcoming Deployments

  • Week #16 should see the back-end support for the glTF / PBR Maiantenance-2 release viewer deployed to the Preflight RC simulator channel, bringing Mirrors and PBR terrain to regions on that channel.
    • If all goes well, the deployment will expand to BlueSteel in week #17 (commencing Monday, April 22nd, 2024).
  • The deployment of the PBR-2 support is liable to be followed by a simulator update with the promised WebRTC Voice (see my Week #12 summary for an outline of WebRTC voice). This may initially only goa a small Snack RC channel of simulators.

SL Viewer Updates

  • On Tuesday, April 9th, the Maintenance W RC ((bug and crash fixes), version 7.1.5.8443591509 and dated March 29, was promoted to defacto release status.

The rest of the current official viewer in the pipeline stand as:

  • Release channel cohorts:
    • Materials Featurettes RC viewer, version 7.1.5.8472515256, April 3.
    • Maintenance X RC (usability improvements), version 7.1.5.8443777128, April 2.
    • Maintenance Y RC ( My Outfits folder improvements; ability to remove entries from landmark history + Maint Z RC integration), version 7.1.5.8448596295, March 29.
  • Project viewers:

In Brief

  • Monty Linden is trying the get back up to speed with region crossing / teleport fixes after working on other aspects of SL recently. Currently the work he has completed in looking “good” and he is planning a possible pile-on test at some point ahead of shipping the updated code.
  • Leviathan Linden has been working on implementing the “prevent passenger attachments from influencing vehicle” optional vehicle flag, but hasn’t quite finish testing it due to some modes of pushing a vehicle (without the flag) not working as anticipated. It is possible this work might make it into the Spring Break simulator update, which is still in development at the time of writing.
    • This is in response to a request to help solve the problem of cheaters sitting on competition vehicles. Someone sits on the object and uses a HUD with llSetVelocity() or other calls to push the vehicle faster than it would normally go.
  • Leviathan also hasn’t got back to working on the game controller event due to providing assistance to the glTF project.
  • A repeat of a request for slide on Y axis for llSetTextureAnim was made –  as requested in BUG-6443 (now Jira archive 14302). This is seen as “doable” on the simulator side, but would require additional work within the viewer.
  • A fix for llSetAlpha() and llSetColor to work with PBR is in the works.
  • Please refer to the video for:
    • Some general discussion on Combat issues, which will likely be part of the upcoming Combat Group meeting on Thursday, April 11th.
    • A general discussion on avatar walk speed and making it scriptable / adjustable.
    • A discussion on increasing the server notecard cache (per this request).

† 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 #14: SL CCUG summary

Memories of Dreams, April 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, April 4th, 2024.

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.
  • In regards to meetings:
    • Dates and times are recorded in the SL Public Calendar.
    • Commence at 13:00 SLT on their respective dates.
    • Are conducted in a mix of Voice and text chat.
    • Are open to all with an interest in content creation.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers Status

  • On Wednesday, April 3rd, the Materials Featurettes RC viewer updated to version 7.1.5.8472515256.
  • On Tuesday, April 2nd, the Maintenance X RC viewer (usability improvements) updated to version 7.1.5.8443777128.

Both of these updates were to bring the above viewers to code parity with the current release viewer (with bug fixes to to the Featurettes viewer as well). The rest of the official viewers remain as:

  • Release viewer: version 7.1.4.8149792635, formerly glTF PBR Materials Maintenance-2 RC viewer, promoted March 26, 2024.
  • Release channel cohorts:
    • Maintenance-W RC (bug and crash fixes), version 7.1.5.8443591509, March 29.
    • Maintenance Y RC ( My Outfits folder improvements; ability to remove entries from landmark history + Maint Z RC integration), version 7.1.5.8448596295, March 29.
  • Project viewers:

It is possible the glTF Maintenance-2 RC viewer might be promoted to de facto release status early in week ’13 (commencing Monday, March 25th, 2024).

Graphics / glTF

  • Work continues on the GLTF Featurettes viewer + support.
    • The view is in RC, but the simulator-side support is still working its way through the system for full deployment on Agni (the Main grid).
    • The RC viewer has been undergoing numerous bug fixes related to both PBR Terrain textures and Mirrors, some of which are in the most recent update, others of which will be included at the viewer continues to be updated.
    • The UI/UX changes required for Mirrors to overcome confusion relating to the placement of things like Mirror reflection probes (with the creation of Mirrors described a “not intuitive”) is still under discussion at the Lab and so yet to be implemented within the Featurettes viewer.
    • The pricing structure for uploading 2K textures is currently being finalised, although it is not ready to be formally announced.
      • As with other services / uploads, the pricing looks like it will be based upon subscription level (e.g. cheaper for the likes of Premium Plus / Premium than for Plus / Basic) and the overall resolution of the texture.
      • Further work will also be required on the back-end services to fully support the upload of 2K textures.
      • An upshot of this is that at the time of writing, there is a communications mismatch between the viewer and the Aditi test regions supporting 2K texture uploads, resulting in such attempts falling over.
  • The HDRI support (replacing the sky with an HDRI file when rendered locally within a viewer to assist creators in checking to confirm their objects render in SL as they are seen within the tools they use to create their content – e.g. Substance Painter – and any variations are not related to the shader / import pipe) is still being tweaked.
    • In particular, now it has been tested internally and seen as offering some potentially interesting uses over and above pure EEP settings, consideration is being given to making HDRI an actual sky setting with simulator-side support.
    • One aspect of this would be the ability to use the lighting effects of HDRI within EEP sky settings, thus providing more true-to-life lighting without losing the use of existing EEP settings. Another might be using HDRI maps inside buildings and structure and not having the sky setting lighting leak into the structure.
    • Again, it’s important to not adding back-end support for HDRI is a future implementation, rather than anything being worked on right now, and would require work on both the simulator and back-end services (e.g. a new asset type to support HDRI would be required).
  • Light sources: there have been requests for the likes of point light shadows (e.g. so a map on a table casts is own shadows); the ability to explicitly state whether or not a light source casts a shadow or not; ability to support shadows from multiple light sources (depending on rendering settings).
    • Some of this might be addressed through glTF scene import, and / or through further adoption of the glTF specification for lighting (e.g. punctual lights / physical lights  – such as spotlight cones, etc.).
  • The work of glTF scene imports officially commenced in week #14. This work will be tackled in a similar manner to the Featurettes viewer – elements added to the viewer but placed behind debug flags until such time as they can be properly tested as the simulator support can be added (initially via Aditi, the Beta grid).
    • The will allow the viewer to be worked on and tested (with user testing) iteratively, rather than the work disappearing into a viewer fork that doesn’t see the light of day for months.
  • It was asked whether or not EXR might be a better option for SL skies rather than EEP + HDRI.
    • Runitai Linden noted he has experimented with EXR alongside of EEP and found that while EXR comes “close” to matching EEP skies, its doesn’t quite have the same range, whereas the HDRI lighting overlap with EEP offers easier flexibility of use.
    • He also noted again that the primary reason for providing HDRI support was to allow creators that means of reference checking their content between SL and their modelling tool to ensure it is appearing as expected after going through the SL upload pipe, etc., when compared to its appearance into their development tool.
  • Does the emissive map “knock out” the normal map if it is bright? No, but it can overpower the normal may and cause bumpiness, etc., to be less distinct.

In Brief

  • There was a general discussion on reflection probes and why they are limited in terms of shape (sphere or cube) and supporting other shapes+ illumination issues where probes overlap.
    • The shapes are necessarily limited largely as a result of performance stability.
    • It was acknowledged that blending lighting between probes is more a matter of improving / altering SL’s default ambient lighting model – which may well be looked at down the road.
    • The current advice is to – if necessary – “bomb” a scene with reflection probes  – and if that doesn’t work, disable probe ambience in favour of the global ambience – it will still allow the probe radiance and so generate reflections.
  • Occlusion volumes: the question was asked if it will ever be possible to have occlusion volumes in SL such that a room and its contents are never rendered in a viewer until the user actually enters the room in question.
    • It was acknowledged that this is the kind of thing the work with reflection probes might lead to, in terms of the basic mechanics being similar from a user’s perspective.
    • However, there are no current plans for developing such occlusion volumes at present, and a feature request on how user might want to use them / see them as working has been requested so the idea can be more formally reviewed / considered.

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.

April 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 April 3rd, 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.

This meeting was more a seeking feedback type of discussion than it was an update on web project projects, etc.

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.

Official Viewer Search

  • It was noted by some users at the meeting that the official viewer takes longer to index new users so they appear within the web search People tab, whereas TPVs using the legacy search seem to index them a lot faster.
  • It was similarly noted that very short user / place names (3 letters of less) don’t always show up in search results.
  • It was asked why there is a L$30 fee for creating a Classified ad in a user’s profile / Search (short answer: to provide an additional search service of more “curated” locations over general search) and why such classifieds are not categorised (short answer: they are, via a pre-defined drop-down).
  • There have been some reports of the viewer search constantly requesting cookies be accepted, either on every use, or the first time Search is used during a user’s current log-in session.

In Brief

  • Ability for MP merchants to have their own “featured items” display pinned to the top of their store page on the first page of their MP store.
    • This idea has been floated by Sntax Linden a couple of times, and would allow Merchants to select items from their store (e.g. new items, best selling items, etc.) highlighted in some manner as featured items (possibly in a similarly distinctive manner to the Featured Items displayed on the MP home page).
    • It was met with broad approval / agreement.
  • LL are still looking at the way thumbnails of products are selected for display within users’ Favourite Stores lists on the MP, with a view to making it more useful to Merchants. This might be by:
    • Displaying thumbnails of their most recent releases, so people can use the list as a quick reference to what is new in their favourite MP stores.
    • Tying the selected thumbnails to the store “featured items” capability discussed above (if implemented).
  • General discussion on in-world store activity.
    • Some felt that the large volume of shopping events is having a negative impact of in-world store footfall, as people are event-focused, rather than opting to visit stores directly.
    • Some reported experiencing a steady decline in footfall within their stores, others no change / a potential increase in recent months.
    • It was pointed out that besides events, creator-merchants don’t necessarily help themselves by not updating the SLurls to their stores / items as listed on the Marketplace when they move (probably in part because there is no easy mechanism for them to do so on the MP if individual listings include SLurls).
  • The above led to a broader discussion on market forces, such as the fact that content creation is now for more the purview of these wishing to do so on a full-time basis (in order to remain competitive) rather than something the “hobbyist” creator can enjoy as a means of generating revenue as a means to help support their in-world activities (land tier, etc.).
  • Th question was raised as to whether CasperVend should / will be remained as it is now a LL property (just as OnRez and XStreet SL were purchased, with the latter going on to become the SL Marketplace).
    • The above included comments relating to the unfortunate / unwarranted knee-jerk reactions some users have had towards the Lab (and CasperVend users) in the wake of a certain article published within the social journalism website Medium, and which has been officially commented upon here (and, if interested, I’ve offered my tuppence worth of commentary here).
  • It was asked whether people have made any attempt to use generative AI in their content creation. The broad feedback was – no. This saw a series of follow-up questions:
    • Do people think AI tools could be useful – possibly, but not far enough developed to be sure.
    • Should content produced using AI tools and sold on the MP be marked as such – yes.
    • Are there any preferred tools already in use with content creators – not really.
    • This lead to a subjective (i.e. only a handful of creators) discussing how AI tools are viewed  / currently used within SL (e.g. to generate vendor images).
  • Sntax noted that feature requests made via the Feedback Portal board for the MP /Web are recorded and used to help inform and direct WUG meetings, particularly where it is felt broader / deeper feedback on ideas is required.
  • A further request was made for store / brand names on within SL to be unique (as with avatar account names), to both help secure branding against copycats and also to make it easier for users to find the content they want when searching the MP.
  • A suggestion that when there are Marketplace issues and updates, a mechanism is put in place to pop-up a notice when users access the MP, rather than replying purely on GridStatus (+ its outlets on Social Media), as many users aren’t even aware of the latter, whilst having notices actually on the MP means they are eyeballing them directly.

Next Meeting

  • Wednesday, May 1st, 2024.

2024 SL SUG meetings week #14 summary

Le Monde Perdu, April 2024 – blog post

The following notes were taken from the Tuesday, April 2nd, 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 my chat log. No video this week.

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):
  • They 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

  • The SLS Main channel was restarted on Tuesday, April 2nd, with the Hearts & flowers deployment going grid-wide. This mostly comprises internal (non-user visible) updates, together with these user-visible additions:
    • llSetLinkSitFlags/llGetLinkSitFlags – allow you to adjust the sit flags for a prim. It supports the existing two SIT_FLAG_ALLOW_UNSIT and SCRIPT_ONLY.
      • At some future point, SIT_FLAG_HIDE_AVATAR should also be added, so you don’t need to play an animation that squishes the avatar so they aren’t visible in something like a very small vehicle.
    • A feature for estate managers that will allow them to schedule automatic region restarts (see below).
    • A new constant in llSPP PRIM_SIT_FLAGS it will contain all the sit flag information, (including ALLOW_UNSIT and SCRIPTED_ONLY (the two older constants will still be available).
    • A new capability to load item inventory lists via HTTP (so items with large contents will load faster when accessed, although this will require a viewer update as well).
    • A fix for avatars going into an animation thrash between falling and flying when using llSetHoverHeight() from an attachment.
    • An adjustment to the way download weight for mesh object (how much bandwidth is required to download and view the object) which should reduce this weighting by around 15% for most in-world mesh, potentially reducing the LI of said objects (but should not be taken to mean the LI for any given mesh object is now 15% lower).
    • There is a known bug in this release where you always show up hovering on login… until you provide any sort of movement input at which point you drop down to stand. A fix for this is in the next RC maintenance update, which will hopefully available for deployment in week #14.
  • Wednesday, April 3rd, should see the RC channels restarted with no deployment.

Scheduled Region Restarts

A part of the Heart & Flowers simulator update is the ability for Private region / estate holders to schedule region restarts via the Region console in the viewer.

  • Schedules can be set on a Daily or Weekly basis (e.g. every day at 06:00 SLT; Monday & Thursday at 17:00, etc.)
  • Restarts have a “vaccination” period of +/- 5 minutes of the selected restart time, so that all regions in an estate don’t suddenly restart at exactly the same time.
  • Any scheduled restart can be cancelled in the same manner as existing manual restarts.

SL Viewer Updates

  • On Tuesday, April 2nd, the Maintenance X RC (usability improvements) updated to version 7.1.5.8443777128.
  • Like the end-of-week #13 updates to the Maint. W and Y RC viewers, this update was to bring the viewer to parity with the glTF / PBR Maintenance-2 release viewer.

The rest of the current official viewer in the pipeline stand as:

  • Release viewer: version 7.1.4.8149792635, formerly glTF PBR Materials Maintenance-2 RC viewer, issued March 11, promoted March 26.
  • Release channel cohorts:
    • Maintenance-W RC (bug and crash fixes), version 7.1.5.8443591509, March 29.
    • Maintenance Y RC ( My Outfits folder improvements; ability to remove entries from landmark history + Maint Z RC integration), version 7.1.5.8448596295, March 29.
    • Materials Featurettes RC viewer, version 7.1.4.8270899680 – March 25.
  • Project viewers:

In Brief

  • Leviathan Linden hopes to get work done on providing a vehicle flag which will prevent HUD llSetVelocity() and lllApplyImpulse() from affecting the vehicle’s speed.
    • This is in response to a request to help solve the problem of cheaters sitting on competition vehicles. Someone sits on the object and uses a HUD with llSetVelocity() or other calls to push the vehicle faster than it would normally go.
  • Leviathan Linden indicated that the Lab has encountered a couple of issues in moving the simulators to 64-bit architecture:
    • A script memory issue. In short, some scripts that currently work at the very edge of the memory footprint might be pushed over the limit in 64-bit, and would stop working. So the Lab needs to figure out how much more memory access by scripts is required to allow all current scripts will be able to continue working. This will require a period of extended testing to see where the issue typically occurs.
    • Figuring out how to pack the servers on server instances. The Lab currently runs multiple servers on one machine, and some of the machine instances are currently close to their physical memory limit already when the underpinning servers run for a long time. So the Lab needs to hunt for memory leaks and resource leaks, carry out optimisation work where necessary and possibly change the server density on deployment.
    • The hope (as expressed by Leviathan) is to get the transition to 64-bit server architecture completed some time in 2024.
  • The above information was given in response to a request for an increase in the script memory allowance for Mono scripts (a frequent request from users / creators so as to reduce the overall number of scripts within an object & the number of events passing between them to achieve a given result – an important consideration, given scripts can impact the LI of objects). A general discussion on script limits, memory allowance, etc., then followed through much of the remaining time of the meeting.
  • A general discussion on region crossings / teleports (such as having vehicle-initiated teleports capable of moving a vehicle + occupants across and entire region / estate (“eep!” given the complexities involved), simulator management of TPs, etc. But as Monty Linden was not present – as the Linden most intimately involved in wading through the teleport / region crossing code, most of these were unanswered in terms of certainty of response.

† 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 #13 summary

Second Life History at the Primitive Museum campus – blog post

The following notes were taken from the Tuesday, March 26th, 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 my chat log and the video embedded below, recorded by Pantera – my thanks as always for her work.

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):
  • They 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

  • The SLS Main channel was restarted on Tuesday, March 26th without any deployment.
  • Wednesday, March 27th, should see the Hearts & Flowers RC update deployed to the rest of the RC channels. This mostly comprises internal (non-user visible) updates, together with these user-visible additions:
    • llSetLinkSitFlags/llGetLinkSitFlags – allow you to adjust the sit flags for a prim. It supports the existing two SIT_FLAG_ALLOW_UNSIT and SCRIPT_ONLY.
      • At some future point, SIT_FLAG_HIDE_AVATAR should also be added, so you don’t need to play an animation that squishes the avatar so they aren’t visible in something like a very small vehicle.
    • A feature for estate managers that will allow them to schedule automatic region restarts (see below).
    • A new constant in llSPP PRIM_SIT_FLAGS it will contain all the sit flag information, (including ALLOW_UNSIT and SCRIPTED_ONLY (the two older constants will still be available).
    • A new capability to load item inventory lists via HTTP (so items with large contents will load faster when accessed, although this will require a viewer update as well).
    • A fix for avatars going into an animation thrash between falling and flying when using llSetHoverHeight() from an attachment.

SL Viewer Updates

  • On Tuesday, March 26th, 2024, the glTF PBR Materials Maintenance-2 RC viewer, version 7.1.4.8149792635 was promoted to Release viewer status.
  • On Monday, March 25th, 2024, the Materials Featurettes RC viewer, version 7.1.4.8270899680 was issued.

The rest of the current official viewer in the pipeline stand as:

  • Release channel cohorts:
    • Maintenance X RC (usability improvements), version 7.1.4.8148263040 , March 11, 2024.
    • Maintenance-W RC (bug and crash fixes), version 7.1.4.8113624779, March 6, 2024.
    • Maintenance Y RC ( My Outfits folder improvements; ability to remove entries from landmark history + Maint Z RC integration) updated to version 7.1.4.8114240508, March 6, 2024.
  • Project viewers:

In Brief

  • Was a belated equinox party, so not a lot of discussion.
  • Simon Linden threw out a generic request for feedback on the viewer’s text translation capabilities. Nothing really came back from it.

† 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 #12: SL CCUG summary

Serene Retreat, February 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, March 21st, 2024.

Again, apologies for the lateness of this appearing; a major RL home project is getting finished-up, but it is still taking a good deal of my time.

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.
  • In regards to meetings:
    • Dates and times are recorded in the SL Public Calendar.
    • Commence at 13:00 SLT on their respective dates.
    • Are conducted in a mix of Voice and text chat.
    • Are open to all with an interest in content creation.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers Status

No changes to any of the official viewers through the week, leaving the list as:

  • Release viewer: version 7.1.3.7878383867, the Emoji Viewer, issued February 15, promoted March 1st, 2024 – NoChange.
  • 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 Maintenance-2 RC viewer, version 7.1.4.8149792635, March 11, 2024.
    • Maintenance X RC (usability improvements), version 7.1.4.8148263040 , March 11, 2024.
    • Maintenance-W RC (bug and crash fixes), version 7.1.4.8113624779, March 6, 2024.
    • Maintenance Y RC ( My Outfits folder improvements; ability to remove entries from landmark history + Maint Z RC integration) updated to version 7.1.4.8114240508, March 6, 2024.
  • Project viewers:

It is possible the glTF Maintenance-2 RC viewer might be promoted to de facto release status early in week ’13 (commencing Monday, March 25th, 2024).

Graphics / glTF

  • Work continues on the GLTF Featurettes viewer.
    • There have been refinements to the applying glTF materials to terrain, notably the UV density was halved in the interest of 2K textures, and further work put into making sure repeats are less noticeable.
    • It will now be possible to have alpha under PBR terrain “under limited circumstances” (e.g. single-sided and alpha masked)
    • Discussions have started at the Lab on the fees applicable for 2K texture uploads, but no decision on what this is likely to be.
    • Mirrors have also bee going through further refinements (e.g. a Hero reflection probe for a mirror can now have similar – but not the same – fall-off as other reflection probes, so it is no longer necessary to have a “really massive” probe to get a reflection; also, a mirror reflection probe now has the ability to go between a box probe or a sphere probe, influencing how it gets masked on a reflective surface).
    • It has been noticed that people trying the pre-release versions of the Featurettes viewer have been very confused as to the placement of things like mirror probes. Therefore, the viewer is going through a further UI/UX review in order to try to make things less confusing.
    • There are also some optimisation issues (again with mirrors) which may have to be revisited.
    • Brad Linden has been working on the server-side support for the Featurettes viewer through QA. If this is successful, it will allow the graphics team to work with the simulator team to get the code into an Agni (Main grid) channel (either as Preflight or as an RC channel).
  • Index of Reflection (IOR):
    • Initially will be a numerical value which can be adjusted, and which will be “bundled” with transmission
    • LL will attempt to get volume and dispersion included at some future iteration.
    • In this, it was pointed out that within the glTF specification, IOR requires both transmission and volume: transmission gives the basics for refraction (e.g. glossy refraction); whilst volume allows for things like colours within the refraction.
    • It’s not clear if attenuation will be used with respect to IOR.

In Brief

  • “Flexi mesh” – a long-standing request to have mesh interact with physics to make it flexible in the same manner as flexiprims (i.e. movement but without collisions being calculated). The response to this was:
    • The flexiprim system doesn’t really work for mesh.
    • What would be required is dynamic bones (as seen on other platforms). However, providing this has a number of pre-requisites (e.g. custom skeletons on hair for hair movement). As such, it is not something that is liable to be implemented in the near-term (if doable).
    • In terms of using Havoc physics interacting with mesh, the short answer is: not possible. It would require Havoc physics libraries which cannot (due to licensing) be made available to the viewer, due to the latter’s open-source nature.
  • Bake Service updates:
    • LL have acknowledged that it has been some time since the Bake Service has been updates, and that there are multiple requests for improvements and additions to the service (e.g. PBR materials support).
    • A potential project to update the Bake Service and implement some of the requested updates is currently being considered. However, a decision on where this will fit in the roadmap and what it will include has yet to be taken.
    • There is a fear among some that if the Bake Service is not updated specifically to support 2K textures when that is deployed, it could see Bakes On Mesh deprecated by creators in favour of applier systems which can utilise 2K textures (even if the system downsamples them on the basis of size).
  • With regards to 2K textures:
    • It appears that LL are trying to make heir use system specific: if a user is on a computer with the capacity to handle 2K textures, then they get 2K; if a user is on an older system (e.g. one limited by VRAM), then the largest textures they get are 1K.
    • For PBR terrain using 2K textures, there are some glTF specification-defined fallbacks the Lab hare leveraging to ease the load on lower-end systems.
  • It appears the PBR release has broken the Render Resolution Debug setting (most often used by RLV(/a) for screen blurring). A fix for this might be in the glTF Maintenance-2 RC viewer.

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.