Lance has issued a couple of blog updates on Dolphin 3.
The first is that there is now an update available – 3.0.5 (20427) which sees:
Dolphin Viewer 3 now defaults to its own separate cache folder (users of previous versions need to reset the cache location once this version is installed, unless you already set it to its own location)
Restrained Love check box in preferences renamed to RLV to make it more consistent with all other RLV options
Chat bar hovertip now properly mentions whispering by using shift-enter
Linux build works for users of older Linux distributions
Additionally, he reports three known issues relating to the Viewer:
The performance on Windows can be slow, (lance suggests are one-third of previous performance)
Replacing a saved outfit that contains more than one of any one wearable type (two or more tattoo layers) does not take off all of those layers (e.g. one tattoo stays behind but does not show in “Current Outfit”)
Sending teleport offers to more than one person through selecting them on your friends list makes the viewer crash
Lance indicates that both of the second points reproduce on the original RLV 2.7, and that they are being worked upon. The first issue – Windows performance – is an issue with the original Linden code, and so is in their hands for a fix.
Obviously, as these are known issues, please don’t burden Lance by reporting them to him again.
In the wake of the arrival of mesh, and in the hope of alleviating confusion / making things a little more understandable, there are changes coming down the road for Viewer 3. Some of these will undoubtedly make their way into TPVs as well, so here’s a quick overview.
The changes described below can be seen in the latest Mesh Development Viewer from Linden Lab (3.0.5 (240741)+), which can be obtained from the alternate viewer wiki download page. note that as this is a development Viewer, some elements may change in relation to descriptions provided here.
Prim Equivalence and Land Impact
For a general user perspective, this is probably going to be the most obvious change.
Prim Equivalence, or PE has been an issue on many levels, not the least of which, for consumers, is that it tends to be bracketed with a prim count value – and is frequently greater than the associated prim count (although there are items where the reverse is true). People therefore get confused as to which is the key value: prim count (which everyone is familiar with) or PE.
In order to try to solve these issues, the terms “Prim Equivalence” and “prim count” are set to be replaced by a single value: “Land Impact”. How this will work takes a little explaining on two fronts, as it relates to a couple of changes within the Viewer and how we need to view things. So bear with me while I attempt to explain.
The first of these changes is that land will no longer be referred to in terms of prim counts and usage, but rather in terms of its “capacity”. Essentially, this means that:
Full sims have a “capacity” of 15,000
Homestead sims have a “capacity” of 3,750
OpenSpace sims have a “capacity” of 1,875.
Land parcels will also be referred to in terms of their “capacity”:
About Land today: prim counts (l); As it will be: capacity (r) (click to enlarge)
This might all sound like unnecessary semantics – but it does have a point in that it allows everything to be thought of equally, regardless of its origin – as we’ll see below.
Note as well, that nothing is physically being “lost” from your land. A 4096 sq m parcel that had a prim count of 937 prims before the arrival of the new Viewer will simply have a “capacity” of 937 after the new Viewer has entered general use, as shown by the figures highlighted in green in the above images.
To align with this, objects need no longer be through of in terms of their prim count or their PE – but simply in terms of their Land Impact – that is, how much of the available “capacity” on a sim / parcel they take up. This is reflected in changes being made to the Build menu floater:
Build floater: As it is with Prim count & PE (l); The new Land Impact values (r)
As can be seen, the prim count / PE values are being replaced with two simple figures:
The impact the rezzed object has on the land
The remaining capacity that is available for rezzing further objects.
So if an object has a Land Impact of 15, it will reduce the land capacity by 15; if it has an impact of 150, it will reduce the land capacity by 150, regardless as to whether the object itself is made of prims or is a mesh object.
For people who want more detail on individual objects, the new Build menu also includes a MORE INFO link. This opens an additional floater which provides:
Information on the object itself (including the prim count for those missing it!)
If the object is a mesh creation, the “weights” applied to it in terms of the bandwidth required to download it, the server resources it uses, its physics weight, etc.
The overall land impact: impact of the object itself, impact of all objects rezzed, remaining free capacity and total capacity for the land itself.
MORE INFO: for a prim object (l) and mesh object (r) – note the weights for th mesh object
There will also be a WHAT IS ALL THIS? link which will open a Help page that explains the various figures.
Replacing both prim count and PE with a single, easily understood value (Land Impact) makes sense, and at a stroke makes the impact of rezzing any object in-world easy to understand, removing any confusion between prim count and PE.
Of course, there are going to be voices that proclaim the change is about further “hiding” the “real” cost of mesh objects from the user, with the underlying implication that the users are somehow being hoodwinked by Linden Lab. But, c’est la vie. People are wont to make waves come what may.
It will be interesting to see how merchants react to the change – given that all vendors, etc., refer to prim counts right now, and getting wording changed to “Land Impact” (or simply dropping the word “prim” from displays) is a nontrivial issue for many. Some may even opt to retain the use of “prim count” in their vendors for this reason.
And when considering merchants – one hopes that Linden Lab will actually remember to update the Marketplace so that listings also reflect the use of “Land Impact” (i.e rename Prim Count!).
Avatar Rendering Cost and Avatar Draw Weight
Alongside the changes around PE and Land Impact, the Viewer will also be losing another measure that has always caused controversy and angst: Avatar Rendering Cost, or ARC.
Always intended to be an indicative figure for the amount of potential Viewer-side lag avatars create, ARC quickly became viewed by some as the figure for determining whether or not an avatar was “creating lag”, which in turn lead to a lot of drama in some quarters – up to and including people being banned from venues / sims on the basis of their ARC count.
DWA: 197,484 – but don’t panic!
From 3.0.5, things will be totally revamped. ARC as a term is vanishing from the Viewer to be replaced by Draw Weight for Avatars (DWA). Furthermore, how DWA is calculated is radically different to how ARC has been calculated, as Nyx Linden explains.
DWA should be far more accurate than the old ARC system; and therein, one cannot help but feel, lies the rub.
If the figure is indeed more accurate, it is likely to be pounced upon within even greater zeal by those already obsessed with ARC. As such, I can’t help but hope this is one value that Linden Lab don’t make a song-and-dance about when these changes to the Viewer are formally released for general use.
Mesh Uploader
Another source of irritation for content creators has been the mesh upload floater. At SLCC 2011, Charlar Linden himself admitted the current floater is isn’t overly user-friendly. As such, it is also being overhauled, as can again be seen in the current Mesh Development Viewer.
The current upload floater presents a basic set of modifiers that can be applied to a mesh object prior to uploading in order to optimise it. These tend to encourage a lot of trial and error / guesswork on the part of the creator in order to arrive at a desired result.
The current mesh object upload floater
The new upload floater offers a greater range of modifiers and the ability to better define the model itself in terms of what it represents (avatar shape, avatar attachment, moving vehicle, etc – see the drop down in the image below), which presumably apply suitable algorithms that help optimise the object and calculate its overall weight.
The new mesh upload floater as it appears in the Mesh Development Viewer
I understand that several of the changes in the new upload floater are as a result of consultations with / requests from mesh content creators, so hopefully they will go some way to easing the process of importing objects into Second Life.
More to Come
These are by no means the only changes coming to Second Life and the Viewer as a result of the arrival of mesh object support. For one thing, more needs to be done in the area of mesh clothing in order to make it easier to adjust clothing to fit the avatar, rather than the other way around as is currently largely the case. Therefore we can expect to see further changes in relation to this in the future (indeed, those interested in the issue should check Maxwell Graf’s JIRA relating to a parametric deformer).
In the meantime, the above should hopefully give insight into what is waiting just around the corner.
Many of us reported last week that development on Kirsten’s Viewer had been suspended due to Dawny being ill. As a consequence of her illness, Kirstenlee has had to seek full-time employment as well as needing more time to care for her.
Today, Hamlet Au published an interesting piece on the fact that if the (approx. 8,500) users of Kirsten’s Viewer were to each donate $6.00, then work could continue on the Viewer for an entire year. That’s not $6 a month – it’s $6.00 per person in total, or 50c a month.
Let me be clear here – as Hamlet is – this is neither Dawny nor Kirstenlee asking for money – this is a suggestion coming from Hamlet following-on from a conversation he had with Dawny. It’s not entirely clear what Kirstenlee’s views are – although I’d be surprised if they were any different to Dawny’s; the Viewer has been a major part of their lives for a long time now, and they have both put heart and soul into it, together with the rest of the team.
Hamlet isn’t suggesting people start donating right away – but rather they use the Kirsten’s Viewer site to register moral support – with dollars possibly coming later, once details have been worked out, and potential options looked at.
The Firestorm team have released an optional update to the Firestorm 3 Mesh Beta release. The update is to deal with a couple of issues, as explained in the official blog post:
“A new bug was brought to our attention recently that effects region restarts while using our Metaharper skin in our Firestorm Mesh Beta. Basically, the region will fail to restart and be left in a state that only LL Support can fix. We traced the origin of the bug, fixed it and have updated our download files.
“If you are an Estate Manager who performs region restarts AND you use the Metaharper skin it is strongly advised that you download our updated version 3.0.1.22566 from our download links on this page. No other skin is effected by this bug. Alternatively, you can fix the issue yourself without installing this optional update by following the instructions listed on this page. http://wiki.phoenixviewer.com/doku.php?id=fs_region_restart_bug
“We have also patched a performance issue some people may be effected by which essentially drops performance when you have many IM windows open at once. If you have performance drops while having multiple IM windows open you may find an improvement with this optional update.
“If you do not fall into the above criteria there is no need for you to update or worry, aside from what’s listed above, nothing else has changed since our 3.0.1.22525 Mesh Beta.”
If you are affected by either of the above, download the update from here.
Dolphin 3 (official 3.3.0.3 (20418) is the latest V2/V3-based Viewer for Second Life to gain support for mesh object rendering. With it comes a raft of other features. So how does it look and behave?
As with all V2/V3-based TPVs, Dolphin installs directly, without the need to install any “official” Viewer. The installation is fast and smooth, and leaves you with the customary option of launching the Viewer directly upon the installation completing.
Given it is based on one of the latest code releases from Linden Lab, Dolphin 3 is the first to incorporate the new Second Life log-in screen – and kudos to Lance and the team for including it.
For those who have been using TPVs exclusively, the new SL Viewer log-in screen allows users to search SL for activities, events, destinations, etc., and log-in to them directly, without having to log-in to home / their last location, then run a search and then teleport. It’s a nice, tidy feature, and one I’ve reviewed previously. Not everyone will find it useful – but it would be nice to see it more widely available for those who do.
Dolphin 3: Features the SL Viewer log-in screen
Logging-in
Once logged-in, Dolphin 3 presents a very V3-like UI, with some subtle differences. The Navigation Bar gains a new button – ENVIRONMENT – while retaining LAND, while the toolbar and the bottom of the window retains the INVENTORY button from Dolphin 2.
Dolphin 3 UI: familiar with a little difference
The inventory button is something that has been seen elsewhere in V2/V3 TPVs, providing a means of quickly accessing the Inventory slider of the Sidebar. Dolphin 2 has always approached things a little differently, and in a way that could appeal to those who have no great fondness for the Sidebar – it opens a dedicated Inventory window floater.
Inventory floater: directly from the Inventory button
What’s more, clicking on the Inventory Sidebar tab doesn’t close the floater – it still opens and closes the Inventory slider, as per “normal” Viewer 2 behaviour. Working together, both the button and the tab thus allow for two Inventory windows to be opened with the minimum of effort, thus overcoming one of the major complaints concerning V2/V3. I’ve always felt this to be a smart move, and it is good to see it being retained in Dolphin 3.
The Environment button provides quick access to an updated set of Windlight settings, etc.,for the sky.
New Features Overview
Mesh object rendering is perhaps the major reason for Viewer 3, and by extension, the changes we’re seeing to Viewers in general at the moment. Dolphin 3 renders mesh objects as well as V3 or any other Viewer; I used my familiar examples from the Beta grid, and they rendered without issue.
Mesh rendering
Like all Viewers that can render mesh objects, Dolphin 3 includes the new prim count / PE counts in the edit menu.
Prim Counts and PE
Also as with the majority of TPVs at present, Dolphin 3 does not have any upload feature for mesh objects.Hopefully, this will change in the future for all TPVs that currently do not have the capability; but as I’ve mentioned ein the past, for most people the capability to see mesh objects is what matters, rather thean the ability to upload it.
Alongside mesh object rendering, Dolphin 3 supports the new native 64m maximum size – which it again, unsurprisingly, handles without fault.
Lance Corrimal has launched Dolphin 3, the latest in the Dolphin range of Third-Party Viewers, and another alternative to Viewer 2.x/3.x.
The new release follows hard on the heels of the Firestorm “Mesh Beta” brings with it a wealth of new features – including mesh object rendering. The full list of new features reads:
All new goodies from Linden Labs up to their internal version 3.0.3:
Mesh object rendering
Camera depth-of-field
Avatar physics
Native 64m prim support
Build tool improvements (see below)
Increased maximum cache size (up to 9984 Mb)
Increased maximum setting for LOD (up to 8 )
Mini-map back in the People sidebars with options to turn off & re-size
Enhanced parcel privacy, a check box in About Land/Options
Marine Kelley’s Restrained Love v2.07.03.03
All of Lance’s own additions to Dolphin 2, with the exception of Qarl Fizz’ “select Linden plants” patch, which does not work with the mesh engine
The improved build tools include:
Ability to perform simple mathematics in the spinner controls in the Build tool’s Object tab (numeric fields in Position, Size, Rotation). For example, to double the length of a prim along the y axis you enter sy*2 in the y-size field. The other “variables” are px/py/pz for position, sx,sy,sz for size, rx,ry,rz for rotation.
A new button in the Build tool is present, so that creators can create a sculpted prim directly instead of first creating a box and then changing it to a sculpt.
The maximum number of repeats for textures has been set to 256
The maximum size for hollow has been increased to 99.99% from 95%
More precision (4 decimals) in the spinner controls in the Build tool, together with a way to increase and decrease the single digits with your keyboard
This release does not include mesh object uploads, for the same reason a Firestorm 3, and may also have inherited the Linden-generated nVidia 400-series+ crash bug – so caution may be required in using Basic Shaders.
I’ll hopefully have a features review of Dolphin 3 out within the next 24 hours.