SL project updates week 50/1: server, viewer, misc

Black Basalt Beach; Inara Pey, August 2013, on FlickrBlack Basalt Beach, August 2013 (Flickr) – blog post

Server Deployments – Week 50

As always, please refer to the server deployment thread in the forums for the most recent news and updates.

On Tuesday, December 9th, the Main (SLS) channel was updated with the server maintenance package deployed to the three RC channels in week #49. This update comprises:

  • A fix for BUG-7515 “Restarting region turns off ‘block parcel fly over’”
  • A fix for BUG-4949 (non-public) “Cannot manage block list with certain object names”
  • A fix for BUG-7850 “Experience tools: ‘Script trying to teleport other avatars!’ script error” appears incorrectly
  • A fix for BUG-6789 “Spelling mistake in llGodLikeRezObject”
  • Minor server change to help configure the texture and mesh CDN.

On Wednesday, December 10th, all three RC channels should receive a new server maintenance package comprising:

  • A fix for BUG-7595 “Allowed & Blocked experiences persist with parcel owner change after purchase or abandoning”
  • A fix for (non-public) BUG-7036 “Experience based scripts in attached child prims reference their operation by region position instead of root position like non-experience based scripts”
  • A fix for (non-public) BUG-7048 “llGetExperienceDetails() returns 4 for state and “operation not permitted” for state message while over mainland parcels that have the experience allowed”
  • A fix for BUG-6757 “Different error code returned for an Experience that is not permitted to run on a parcel / region OR a user clicked No on the permission request dialog”
  • Additional internal Experience Key fixes
  • To find experiences with all unicode names you have to leave the search field blank and page through all results

SL Viewer

No further updates to any of the SL viewers (release, RC or project) since my last viewer release summary. Please refer to my Current Viewer Releases page for the current status of SL and TPV viewers.

However, as I noted in a separate report, the most recent AMD update to their Catalyst™ drivers, version 14.12 does not resolve the problem of failing to display rigged meshes unless the viewer’s hardware skinning is disabled. I’ve also been informed that this issues also extends to the most recently AMD / Nvidia Omega driver update.

Experience Keys / Tools

the RC deploy due on Wednesday, December 10th, sees a number of fixes and updates for the Experience Keys / Tools project. Again, commenting on the status of the project at the simulator User Group meeting on Tuesday, December 9th, Simon Linden said:

 We’re getting close on that … there are some last-minute things to take care of, and we’re being extra careful that we have the systems in place to handle the key-value storage usage.    How much load that will create is some interesting guesswork, but it’s better to be over-prepared.

However, with the holiday season now fast approach, and with it no change windows for server and viewer updates popping-up, it may be that the project doesn’t make it to a deployment beyond its current beta status until the new year.

Once Experience tools are deployed, the Lab will seek to address issues through the Simulator User Group meetings. However, if there is sufficient demand in terms of issues raise for discuss, etc., during the Simulator UG meetings so a to warrant a separate meeting, they will look into doing so.

Group Chat

Commenting on his recent group chat work, Simon had this to say:

There’s another chat server update this week.   It’s pretty minor, but you shouldn’t see the problem where it gets way behind and then starts delivering ancient (more than 5 minutes old) messages.  I’m still chasing the main bug but this should make the recovery faster and less confusing. The new code is on only one of the server cluster machines but will go to more this week, assuming we don’t see new problems.   So far it’s looking good.

He went on to comment that, while a complete overhaul of the group chat system is unlikely, simply because it is unlikely to result in a significant enough improvement in things, despite recent improvements. “the servers still spend more work updating your chat member lists than it does sending messages. That’s just not right.” So it would seem further tweaking of things will continue in 2015.

Tuesday, December 16th will be the last Simulator User Group meeting for 2014.

SL project updates week 47/2: TPV Developer meeting

The following notes are drawn from the TPV Developer meeting held on Friday, November 21st, as shown in the video below, and from the Server Beta Meeting held on Thursday November 20th. Where relevant, timestamps are included in the article to allow for referencing to the video. My thanks as always to North for the recording.

SL Viewer

[01:10] RC and project viewers are starting to stack-up once more, and further viewers are on their way. The release channel currently has four RC viewers in it: HTTP Pipeline 3.7.21.296736; Snowstorm 3.7.21.296724; Maintenance 3.7.21.296734, and Attachments 3.7.21.296729.

HTTP Pipeline RC and Texture and Mesh Fetching

The HTTP Pipeline viewer appears to be performing better with the CDN than the current pipeline code for those encountering problems. However, further updates to the RC are likely before it reaches a release status.

[05:23] In general, texture and mesh fetching via the CDN continues to work well for most people, although the Lab are still investigating why it is not working so well for some. The hope is that further improvements will be forthcoming, but at the moment the work is still very much in progress.

Attachments RC Viewer

[07:55] Vir Linden has some further updates for the Attachments RC, which should help improve the predictability of getting the right appearance as you’re going through outfit changes. This work has been tested in a closed test viewer and the results are such that Vir hopes to pull them into the RC version of the viewer as soon as possible.

Benchmark Viewer RC

[02:33] A new Benchmark viewer (removal of the GPU table) should hopefully be released on Monday, November 24th (or shortly thereafter). This includes:

  • Further improvements to how the viewer initials sets graphics preferences for some GPU types
  • Address the crash-on-start-up issue which some users are encountering in the current release viewer (3.7.20.296094), and which appears to be related to the benchmark update.

Those wishing to try a pre-RC release can do so by downloading from here.

Viewer Build Tools

[30:19] The Lab is making progress with compiling the viewer using the new build tool chains. The performance issues that resulted when building the Mac viewer (again, see my week 43 report), appear to have been resolved.

The work to build the windows version of the viewer using Visual Studio (VS) 2013 is going “really well”, with the Lab having almost all the packages ready to go – so much so that Oz believes that the Lab will have a version of the viewer built using VS2013 in week 48 (week commencing Monday, November 24th) – although this doesn’t necessarily mean said viewer will be publicly available.

As Microsoft have just issued Visual Studio Community 2013, which allows developers to create applications for free, so long as they are not intended for commercial gain (and TPVs aren’t built to be sold), it is hoped at TPV developers will in future be able to builder their viewers with exactly the same software as the Lab.

In addition, the Lab is working on an internal wiki page for building with VS2103, which will likely go public when finished to sit alongside the existing wiki page on the new autobuild process.

Viewer-managed Marketplace

The Viewer-managed Marketplace (VMM) project viewer, version 3.7.21.296858, was released on Friday, November 21st, together with information on the open beta testing for VMM on Aditi. I have provided coverage of this via a separate article in this blog, see:Viewer-managed Marketplace: beta testing and a look at the project viewer.

Continue reading “SL project updates week 47/2: TPV Developer meeting”

SL project updates week 47/1: server, viewer, RenderAutoMute functions

Nordan om Jorden; Inara Pey, November 2014, on FlickrNordan om Jorden (Flickr) – blog post

My apologies for the lateness of this update; have been busy with a variety of things, both SL and non-SL.

Server News – Week 47

There are no server deployments during the week, due to the hardware inspections taking place, which involved restarts taking place from Monday, November 17th through Friday November 21st, as detailed in the Grid Status updates (as a reminder, there is an additional period of maintenance due on Wednesday, November 18th, commencing at 13:00 SLT).

According to Simon Linden, speaking at the Simulator User Group on Tuesday, November 18th, the work on the servers requires each box being taken down, opened-up and physically inspected, and parts (unspecified) possibly being swapped-out.

Exactly what amount of work (if anything) is required on each server may vary, making the process something of a piece of string when it comes to how long it will take per box.

What prompted the work isn’t clear, but there was muted speculation that some servers may need a physical update of some description to avoid the potential of failing due to a defect. Whether this means one of the Lab’s suppliers altered them to a problem or not or something else has come up, isn’t clear.

However, none of this work should, outside of the rolling restarts, affect the performance of any regions.

SL Viewer

HTTP Pipelining Viewer

A new HTTP Pipelining RC viewer appeared on Monday, November 17th. Version 3.7.21.296736, see a “reduced pipelined texture and mesh fetching time-out so that stalled connections fail quickly allowing earlier retry. Time-out value changed from 150 seconds to 60 seconds.”

It is hoped that this viewer fixes the following issues:

  • BUG-7686 – “Avatars are not coming on viewer”
  • BUG-7687 – “Nothing is rezzing in SL,, av’s are all gray and textures will not rez”
  • BUG-7688 – “Since the last restarts I cant seen to see things I rez from my inventory or wear mesh in my inventory. I have done numerous clean installs of the latest LL viewer. I have also made sure I am not running the beta version of the AMD CCC”
  • BUG-7690 – “Textures and Meshes abruptly stopped rendering”
  • BUG-7691 – “Won’t rez properly”
  • BUG-7694 – “Textures and meshes loading slow or refusing to load”
  • BUG-7698 – “Textures much slower to load on a CDN region then on a clone of the same region not running CDN”

See the release notes for further details.

Maintenance RC Viewer

There are reports that the Maintenance RC viewer currently in the viewer release pipeline (version 3.7.21.296734) contains a number of regressions for joint position bugs. These issues are apparently known by the Lab, which hopes to have them corrected before the code merges with anything else.

Group Chat

There have been various reports of further group chat issues doing the rounds. On Monday, November 17th, for example, it was noted through Firestorm Support chat that at least two group chat server were down. Asked about this during the Simulator User Group meeting, Simon Linden replied:

Yes some of the chat servers have been having troubles in the last few days.   I’ve been looking into that … the code running there isn’t super new, and the outages might be timed with some of those restarts. In any case, there is an update soon for the chat servers, and already another in the pipeline.

Experience Keys

No major news here, other than those trying the Experience Keys in the current beta are being urged to file any additional issues they may have found as BUG reports as soon as they can. Simon Linden added to the request, “we’re trying to finish off the last few issues and have that Real Soon Now (sometime in the future, no promises).”

As previously indicated in my coverage of Experience Keys, the first release of the capabilities will not allow for grid-wide experiences, although this is something that is on the Lab’s list. Commenting on the plans, Oz Linden said:

The first general release of experiences won’t include being able to get a grid-wide key. It’s not so much that as there are more issues for us to deal with for grid-wide experiences, and we don’t want to make people wait for the ones …. Being able to do grid-wide experiences isn’t going to fall of the to-do list or anything.

As Oz was speaking, Simon Linden added:

We’ve talked about it before, and having a widely available data system like the key-value store would be really great, but there are a ton of issues with that being available, scaling it to cover the full SL population and all that. So we’re going ahead with a more feasible sized feature set.

RenderAutoMute Functions (Avatar Complexity)

One of the heaviest impacts on viewer performance comes not from issues with the SL servers or in rendering the contents of the the region you’re in, but from avatars themselves, particularly in crowded or busy regions. The Avatar Imposters option within the view can help with this, however, the Lab is looking to bring a debug setting to the fore within the viewer’s UI to further help users control their viewer’s performance.

The setting in question is RENDERAUTOMUTERENDERWEIGHTLIMIT, which is somewhat tied to the Avatar Render Weight (once aka Avatar Render Cost), the colour-coded render value assigned to avatars which can be displayed over their heads via the Advanced menu (CTRL-ALT-D to enable if not visible): Advanced > Performance Tools > Show Draw Weight for Avatars.

Essentially, the idea is that by entering a value against this setting, you can define a limit above which the viewer will cease rendering avatars fully, and instead will render them as a sold colour imposter, regardless as to how near / far they are from your point-of-view, reducing the rendering load on the viewer / your computer.

Currently, you can use the RENDERAUUTOMUTERENDERWEIGHTLIMIT option within the viewer to set a limit on rendering high-ARW avatars as solid colours in your viewer. You'll need to have RENDERAUTOMUTEFUNCTIONS set to 7 for it to work smoothly, and should note
Currently, you can use the RENDERAUUTOMUTERENDERWEIGHTLIMIT option within the viewer to set a limit on rendering high-ARW avatars as solid colours in your viewer. Note how the debug setting doesn’t correlate with the ARW for the avatar – something that will be fixed when the setting becomes a UI option (which will also see the dependency on setting RENDERAUTOMUTEFUNCTIONS removed – see the notes below)

I used the term “somewhat tied” above, because there is currently no obvious correlation between a number set within the debug setting and Avatar Render Weight, which is a figure that is in turn impacted. A further problem with the setting as it currently stands is that it is actually calculated by multiplying the number you enter against RENDERAUTOMUTERENDERWEIGHTLIMIT by a certain LOD (level of detail) factor (so if you set RENDERAUTOMUTERENDERWEIGHTLIMIT to 60,000, the actual figure being used might be 92,000 – 60K x the LOD factor).

Both of these points of confusion will be addressed by the Lab in making the option directly available through the viewer UI, so that there is a much clearer and obvious correlation between the setting and ARW.  Oz Linden is also working on colour-coding the resultant solid avatars so that it is possible to determine those avatars which are just over any limit set in the viewer and those which are well over the limit, allowing users to further fine-tune their settings according to needs / circumstance.

The two debug settings: you'll need to set RENDERAUTOMUTEFUNCTIONS to 7, and then experiment with RENDERAUTOMUTERENDERWEIGHTLIMIT
The two debug settings: you’ll need to set RENDERAUTOMUTEFUNCTIONS to 7 in order to experiment with RENDERAUTOMUTERENDERWEIGHTLIMIT

The option can actually be experimented with at the moment, although it currently has a dependency on another debug setting – RENDERAUTOMUTEFUNCTIONS - which must be set to 7 in order for any of the RenderAutoMute functions (5 in all) to work. Again, the Lab indicate that this dependency will be removed when RENDERAUTOMUTERENDERWEIGHTLIMIT becomes a UI option.

Again, the emphasis is on “experiment”, simply because of the lack of a direct correlation between values entered into the debug setting and the ARW values of surrounding avatars.  However, if you do want to have a play with the setting as it is at the moment, Oz Linden suggests starting with a value of around 60,000 and working up or down from there, depending on your needs / circumstances.

There’s no time frame as to when this work may find its way into a viewer, but Oz is actively working on it, following a prompt from third-party contributor, Jonathan Yap.

SL project updates week 45/2: viewer, group chat

The Trace, The Trace; Inara Pey, November 2014, on FlickrThe Trace, The Trace (Flickr) – blog post

This update is taken from notes gathered at the Server Beta meeting on Thursday November 6th, and is somewhat late due to the motherboard on my primary PC failing, and my having to pull out an old PC and get it running (Vista – bleah!).

Server Deployments Week 45 – Recap

  • On Tuesday, November 4th, the Main (SLS) channel was updated with the server maintenance package deployed to all three RC channel in week 44. comprising some minor improvements described by Maestro Linden at the Server Beta meeting on Thursday, October 30th, as, “just some code cleanup and some extra optional debug logging.”
  • There were no RC channel deployments for week 45.

SL Viewer

On Wednesday, November 5th, the Lab issues a new Attachments RC viewer. Version 3.7.20.296355 carries the following description from the Lab:

This release adds some fixes to previously released changes in the way we handle joint offsets in rigged meshes. Originally, if you attached multiple meshes with joint offsets, the results were unpredictable, depending on the order in which the attachments were processed. This means that you could see yourself with different joint positions at different times, and the way you saw yourself might not match up to what others saw. With these changes, the behavior is deterministic, so wearing the same set of meshes should always produce the same joint positions, and the way you see yourself should consistently match the way others will see you.The process for removing attached meshes is also more robust, so you should be able to reliably get your old joint positions back after meshes are removed. People running un-updated viewers will continue to see the original behavior with the original bugs, but will not experience any new regressions due to these changes.

This release also fixes some issues found with adding and removing attachments after the recent AISv3 deploy, and improves the status information shown in inventory for attached objects.

Specific fixes include:

  • BUG-6197 (MAINT-4158) Avatar distorted when changing outfits’
  • BUG-6487 (MAINT-4196) “Wear” Behaves Erratically For Attachments on Same Point’
  • BUG-6908 (MAINT-4350 Attachments scripted to llDetachFromAvatar on region change show as “Worn on invalid attachment point” in inventory after region change’
  • BUG-6439 (MAINT-4189) Shape distortion when wearing / taking off rigged mesh with joint offset’
  • MAINT-4572 Body crusher animations for quadruped avatars do not appear to load
  • MAINT-4605 [LION] Avatar eyes sometimes disappear after adding or removing rigged mesh
  • MAINT-4606 [LION] Avatar shape is deformed after removing some rigged meshes. Deformation is only seen by users on the Lion viewer, not default release.

Note: MAINT JIRA are internal to LL, and not available for general viewing.

Group Chat

Simon Linden is continuing to tweak the group chat code, and has most recently been looking at  the code that routes the messages – where it goes to find where group members are on the grid in order to be able to deliver messages to them, with the aim of trying to improve things there.

A further brief test was carried out during the Server Beta meeting on Thursday, November 6th to see how the changes are working out. During the test, Simon noted that any differences resulting from this round of updates are liable to be less noticeable than other recent changes. However, they should help smooth the process of how the system locates people as they move around SL.

The problem with group chat routing is that everything is run via the region you’re in; so if you move to another region, messages go to the last region you were in, which replies with a message that you’re no longer there, which triggers the chat service to perform a look-up as to where you now are. “So the system has logic (in many places, not just group chat) which is kinda like, ‘try sending to where I think they are, and if that fails, go ask and try again,'” Simon said in explaining the methodology used. It can sometimes result in messages being dropped as a result, particularly if people are moving about a lot as a result of rolling restarts, etc.

Suggestions have been made about using a central service – such as a virtual server – to handle group chat. However, such a solution isn’t favoured by the Lab. “There can be roughly 50k people online at once, all in 42 groups … it doesn’t scale well,” Simon explained.

A further problem noted (by users) with group chat is that it will often open with the original poster’s message absent – the first thing seen is a reply to what was originally said to initiate the session. This doesn’t happen all the time, but has happened enough to be noticed.

In the meantime, and depending on the results of the most recent tests, these updates may well be in an upcoming RC release.

Other Items

Aditi log-in Issues

Some people recently experienced issues when logging into Aditi which resulted in them being logged into a random region rather than their last location. The issue appears to have been linked to a specific inventory host on Aditi, and is now believed to have been fixed (see BUG-7707), so if you’ve experienced the issue yourself on the beta grid, it now should be cleared-up.

 Disconnected When Last to TP on a Region Restart

There have been a number of reports of people finding that if they are the last the leave a region prior to it restarting (either a manual restart or during a rolling restart), they are being disconnected from SL, even though they have apparently successfully arrived in their destination region (i.e. it has rezzed around them and the viewer log records their arrival). BUG-5034 outlines the issue, although it has been reported that the problem isn’t just restricted to estate managers.

Open Scripts Issue

There’s been a long-standing issue where if you have two copies of a scripted object, the script editor won’t open for scripts in one of the objects if the script in the other copy has already been opened – the script editor keeps the first script active (see VWR-27512). This issue apparently now has a fix, which should be appearing in the near future.

SL project updates week 43/2: miscellaneous, group chat

Just Another Tequilla Sunrise, Isle of Love; Inara Pey, October 2014, on FlickrJust Another Tequilla Sunrise, Isle of Love, October 2014 (Flickr) – blog post

Server Deployments Week 43 – Recap

As always, please refer to the server deployment forum thread for the latest news and updates.

  • On Tuesday, October 21st, the Main channel was updated with the server maintenance release previously deployed to the LeTigre and Magnum RCs in week 42. This update includes a crash fix and improves the delivery pipeline for abuse reports
  • On Wednesday, October 22nd, the release candidate channels were updated as follows:
  • BlueSteel and Snack will remain on the CDN project, and were updated with the same server maintenance package being deployed to the Main channel
  • LeTigre and Magnum were both updated to the CDN for texture and mesh fetching.

Upcoming Deployments

There is a further server maintenance package being prepared for deployment. however, it is still undergoing testing, and it is not clear whether it will be ready for deployment on Wednesday.

CDN and the Future of Snack

With the CDN now supporting texture and mesh fetching across all of the primary RC channels, there is a chance it may be promoted to the Main channel in week 4, particularly given that, outside of CDN support, all the server channels are now in parity. However, the Lab is making no commitments to this, and is taking a “wait and see” approach on what may happen. In particular, the Ops team will be monitoring performance over the weekend, when SL usage is expected to be at its busiest since the RC-wide deployment of CDN support, to see how things hold up.

As it stands, there are an estimated 130 regions on the Snack RC. As these all came from the Main channel, they will likely be switched back to that channel once it has CDN support, and Snack will again be dissolved until it is once again required.

Group Chat

With the most recent changes to the back-end servers, Simon Linden is continuing to poke at the code to see what can be improved. He’s now looking at the code that routes the messages – where it goes to find where group members are on the grid in order to be able to deliver messages to them, with the aim of trying to improve things there.

At the moment, if you move between regions which active in a group chat, the first message to be sent to you after you move will be sent to the region where you were and generate a failure message which has to go back to the chat service, which they has to relocate you and then attempt a further delivery. It is hoped that this can be improved, and there was a brief test following the Server Beta User Group meeting on Thursday, October 23rd to this end, just to see how the code is performing.

It has been suggested that the Lab should bypass the region hosts altogether when handling group chat, and attempt to route it directly from the chat servers to the viewer. However, this would likely require some serious re-engineering; more to the point, it could introduce security vulnerabilities.

Other Items

Aditi L$ Balance

A question was asked on how account L$ balances are updated on Aditi. Maestro replied that account balances are checked nightly (SLT), and any falling below L$ 10K (because someone has been uploading mesh models for testing / viewing prior to paying to upload them on Agni, for example), they are automatically increased by L$5K. However, if someone resets their account password (which triggers a reset on Aditi), their L$ balance will change to match their L$ balance on Agni, although again, if this is below L$10K it should be topped-up but L$ 5K overnight.

SL project updates week 43/1: server, viewer, group chat

Asalia House (November 2013) - blog post
Asalia House (November 2013) – blog post

Server Deployments Week 43

As always, please refer to the server deployment forum thread for the latest news and updates.

Main (SLS) Channel

On Tuesday, October 21st, the Main channel was updated with the server maintenance release previously deployed to the LeTigre and Magnum RCs in week 42. This update includes a crash fix and improves the delivery pipeline for abuse reports.

RC Channels

On Wednesday, October 22nd, the release candidate channels should be updated as follows:

  • BlueSteel and Snack will remain on the CDN project, but should also be updated with the same server maintenance package being deployed to the Main channel
  • LeTigre and Magnum should both be updated to the CDN for texture and mesh fetching.

SL Viewer

On Wednesday, October 15th, the Lab issued a Grid Status update on potential problems accessing external websites using the viewer’s internal browser.  The notice was issued as a result of the Padding Oracle On Downgraded Legacy Encryption (Poodle) vulnerability reported by Google.

At the time the notice was released, the Lab indicated they were working to fix the issue (via the removal of SSL v3.0 support within the viewer’s browser). This work was completed at the end of week 42, and resulted in the release of the Browser Fix RC viewer, version 3.7.18.295539.

On Monday, October 20th, the Browser Fix viewer was promoted to the de facto release viewer.  Further information on it and the POODLE vulnerability can be found in a separate article in this blog.

MAC Yosemite Issues

There have been some mixed results for those Mac users updating to the 10.10 Yosemite version of OS X, which reached a consumer release status on October 16th.

While most of those updating have found it relatively smooth, there has been a report of keyboard shortcuts borking, although there is a workaround should others encounter the same problem – see here.

A potentially more widespread issue people may encounter is that with Yosemite, Apple have apparently reverted to older nVidia drivers (as reported by Cinder Roxley at the Open-source Developer’s meeting on Monday, October 20th). One JIRA on the matter has already been filed (see BUG-7575), although if Apple have chosen to roll back some / all of their default drivers, there’s not a lot the Lab can do about matters. Cinder also reports that Yosemite makes greater use of OpenGL, which she indicates can tax GPUs further.

CDN

Following the scheduled Wednesday deployment, all of the RCs should be using the CDN. This represents around 30% of the total grid, possibly a little more, given the existence of Snack. The BlueSteel deployment does not seem to have resulted in the kind of performance issues experienced during the expansion of Snack to 250 regions, suggesting the latter problems were most probably down to overloading the sim hosts with too many high volume (in terms of avatar numbers) regions. If all goes well in the coming week, it is likely that the Main channel will gain CDN support in week 44.

Group Chat

“Today we also finished an update to the group chat servers,” Simon Linden announced at the Simulator User Group meeting on Tuesday, October 21st. He continued:

Many of you have helped us test that at Thursday’s beta user group, and that’s now on the newest version. Those are back-end servers … when you send something to group chat, it goes from the viewer to the region you’re on, then to the (new) back-end chat servers, and from there it’s distributed to everyone in the group.

While no promises are being made as to the overall improvement – or how visible improvements may be to users, Simon went on to note, “I know [from] looking at the metrics and data we can gather … the systems are running much nicer than before.”

As well as working on the update issues (see my previous group chat updates), the Lab has been brainstorming ideas on how groups might be configured differently. There are a lot of groups that have very heavy chat usage, and others where chat is actively discouraged in favour of outgoing notices; however the latter are handled exactly the same as those where chatting goes on, generating updates as people log-in and out, etc., even though these aren’t actually required. Exactly what might be done is unclear at this time, but it would appear ideas are being put forward and discussed.