Kokua and Black Dragon go 64-bit in Second Life

As the Lab’s 64-bit Alex Ivy viewer progresses through release candidate stage and the point where the code is regarded as a stable enough for TPVs to start picking up, viewer developers having been doing just that.

First out of the v5-stage gates at the start of September was Nicky Perian with 64-bit versions of Kokua for Windows and Mac. Towards the middle of the month, NiranV Dean issued a 64-bit version of Black Dragon for Windows.

It should be noted that in neither case are the provided 64-bit viewers the final, polished article. Nicky has clearly labelled his versions as test releases, which Niran is referring to his as an alpha series of releases.

I’ve not driven either viewer to any great extent, so the following is more informational than anything else. Please refer to the links at the end of this article for all download links to the viewers.

Kokua 64-bit

The Kokua 64-bit builds come in both RLV and non-RLV versions. Each is functionally identical to the other, with the exception of … RLV inclusion.  For convenience, I downloaded the 64-bit Windows version with RLV. all of the versions are based on the Lab’s Alex Ivy code base.

The Windows viewer builds include the SL Launcher .EXE, designed to ensure the correct version of the viewer (32-bit or 64-bit) is installed on your PC when updating the viewer. However, at this point, neither actually utilises it directly: the installation short-cut for the viewer points directly to the viewer .EXE. As the Launcher is also intended to start / terminate the viewer’s crash logging, and given – if I recall correctly – Kokua utilises the Lab’s viewer update process, I assume use of the Launcher may / will be folded-into the Kokua’s 64-bit Windows flavours in the future.

Beyond this, the viewer is functionally identical to the last full release of Kokua (, with additional updates from the more recent LL viewer releases since that date. This means the 64-bit viewer now includes the Asset HTTP updates from the Lab and the current release version ( I understand the 32-bit versions of the viewer have also been merged with these updates, but have not been formally released.

Nicky does note that there are some issues with the Mac 64-bit version of the viewer, some of which prompted an update following an initial release of the test viewers. Some of these have been logged via JIRA with the Lab (such as BUG-41395). For those downloading and trying the viewer, he particularly requests that feedback be given on notifications and taking / processing snapshots, which have caused noticeable issues in merging the code (obviously, feedback on other aspects of the viewer and problems encountered is also welcome).

Black Dragon 64-bit

Black Dragon currently has the SL Launcher removed. This generates a warning on starting the viewer, advising users to run things from the Launcher and to update short-cuts accordingly. However, it doesn’t interfere with the viewer’s operations.

The 2.9.0 64-bit version incorporates Niran’s more recent updates up to his 32-bit 2.8.2 release. For those with hardware which can handle it, Black dragon continues to offer a graphics experience several points above other viewers. For some people, this is somewhat mitigated by the viewer’s menu system presentation, which can take a little getting used to but really isn’t that hard to steer around. The large number of graphics options exposed / added can be a little frightening to those not into graphics tweaking – but again, there’s no real need to play around with any you’re not familiar with when adjusting settings.

In addition to the 64-bit iteration, the viewer includes further refinements to SL shadows, including an attempt to deal with a particular annoyance for photographers: disconnected shadows. That is, shadows which just fall short of actually visually connecting with the object casting them, and which at time no amount of jiggling with settings such as shadow quality and/or shadow bias can fix. A further change is that HTTP pipelining has been disabled within the viewer.

Rough-and-Ready Performance Notes

The benefits in using 64-bit versions of the viewer – for those who can – are much better memory utilisation and potentially a reduced crash rate and, potentially, a boost in overall viewer performance. In terms of the latter, and while direct comparisons are always subjective (and dependent upon some factors outside of your control, such as the complexity of any other avatars in your field of view / in the region, etc), I carried out some very rough-and-ready tests using ~Neive~ as my testing-point, and with the viewers all set-up according to my review system specifications.

Baseline test location: ~Neive~ 199, 155, 27, facing west, with three (or in the case of the Black dragon 32-bit version test, four) avatars within draw distance. All measurements were taken after setting the preferences in each viewer, and clearing object and texture caches before doing a fresh load to ensure each viewer had the scene locally cached. I then launched each viewer in turn, let the scene load from cache, measured, shut-down and launched the next & repeated.

FPS Static FPS panning left / right
Firestorm 64-bit 25 22-28
SL Alex Ivy 38 33-38
Kokua 32-bit 23 20-23
Kokua Alex Ivy 37 34-37
Black Dragon 32-bit 2.8.22 36 33-38
Black Dragon 64-bit 2.9.0 Alpha2 45 33-46


  1. Firestorm 64 is currently not using the Lab’s 64-bit code base, and so might be considered an indirect comparison, rather than a like-for-like code base comparison.
  2. Black Dragon has many additional exposed / tweaked graphics options, and a number of defaults somewhat different to the default viewer. In measuring, I attempted to tweak the viewer back more towards the default viewer.

Also note that the static fps numbers are a median based on fluctuations in numbers; the panning figures represent the average high/low fps values when panning. All measurements taken via the Stats floater (CTRL-SHFT-1) to ensure consistency of displayed floaters in the viewer.

As indicated towards the top of this article, I’ve not really played that much with either viewer, so cannot comment in-depth on overall performance  / stability, etc.

Links and Downloads


Kokua viewer: looking to the future

On Tuesday, July 25th, I received an e-mail from Nicky Perian, lead developer for the Kokua viewer. Sent to the Kokua Dev mailing list, the notice was also later posted to the Kokua website.

In short, Nicky will, in October – and for very good reason – be stepping back from a direct, hands-on leadership role in maintaining Kokua, and he is hoping that those in the community who are able to support viewer development will step forward to fill the void and take responsibility for helping to ensure the viewer continues into the future.

The notice – which I’m sure Nicky will have no problems in seeing reproduced here reads in full:

Hello all,

This coming October I will turn 75 years old. I intend to have minimal (consulting only) involvement with Kokua after that. Hopefully, someone will take over the project or it will fade away.

Between now and then I intend to cut some routine building and updating. The first cut will be the RLV build of Kokua OpenSim followed by RLV build of Kokua Second Life then NoRLV build of Kokua OpenSim.

That will leave The NoRLV build of Kokua Second Life version.

I want to thank all who have contributed to Kokua including other third-party viewer project developers and those that work for Linden Lab.

I will try to complete the Alex Ivy integration. Kokua Project Alex Ivy Windows versions can be
built and tested now.

Test down loads can be found at
The source code for Second Life resides at:
The source code Open Sim which is at start state with the last commit 5 months ago resides at:

Nicky has worked tirelessly to develop and maintain Kokua, and other, the viewer has been one of the first v5 style viewers to update with features and code from Linden Lab, as well as maintaining strong support and parity with Marine Kelley’s RLV. While Kokua hasn’t been my primary viewer, I have always found it to be stable, reliable and straightforward to test as updates have been released. As such, I’d like to thank Nicky for all of his work in keeping the viewer and the project going.

Should anyone fancy taking on the work with Kokua, individually or as a team, as well as following the links to the repositories as Nicky has provided, do please contact him and discuss opportunities and intentions with him so that if more than one person does step forward, you can all be put in proper contact with one another.

I’ll of course continue to cover the updates Nicky is planning, and will cover any future updates and releases of the viewer and the project hopefully rolls into the future.

Kokua forks Second Life and OpenSim support

kokua-logoKokua, the viewer 4-style Second Life and OpenSim viewer has forked development between the two platforms.

The announcement came on Monday, September 26th, with lead developer Nicky Perian announcing the initial release of KokuaOS- in a blog post thus:

Gavin Hird (macOS) is the lead developer for KokuaOS. This viewer is for OpenSim grids and is branched off at Kokua version 4.0.2. The default grid is set to 3rd Rock Grid as their support for Kokua and Imprudence extends back a number of years with the Hoagie sim contribution.

The reason for the split appears to be the increasing complexities in having a unified viewer code set supporting both OpenSim and Second Life, with Nicky noting:

While the ability to log on to Second Life is present, Jelly Doll support is not, and we expect more wandering away from Second Life as new features such as Bento Joints, and server infrastructure removal take place.

However, this shouldn’t be taken to mean that the OpenSim viewer will not be implementing changes made to the SL viewer; simply that only those changes which make sense to adopt will be carried forward into the OpenSim variant.

So, for example, KokuaOS- includes the code from the Lab’s recently released Visual Outfits Browser, allowing OpenSim users to browse through their outfits using the thumbnail image feature, and the Windows version also includes the switch to using a media plug-in based on LibVLC to replace QuickTime.

Core updates with the OS- release comprise:

  • Kukua OS- includes the Visual Outfits Browsers from Second Life, but not Avatar Complexity
    Kukua OS- includes the Visual Outfits Browsers from Second Life, but not Avatar Complexity

    There is no auto update capability. New updates must be manually installed and downloaded

  • Recent SL updates included comprise:
  • Excluded SL updates comprise:
    • Avatar Complexity (aka Jelly Dolls) and Graphics Presets
  • Media content on Linux uses Gstreamer, but can be switched to VLC by editing skins/mime_types_linux.xml- You can upload and play back sounds of up to 60 seconds
  • The Mac OSX version now use a gamma of 2.2 which improves tonal range of the scene.
  • Microphone and volume can be tested without an active session
  • Additional functionality in support of the OpenSim Export function
  • Almost complete localisation of the viewer to German.

Full details of all changes and known issues can be found in the OS- release notes, and the download is available via the Kokua downloads wiki.

Following this, on October 1st, Nicky announced the release of the Second Life version of Kokua, version This update see the removal of all code which facilitated the switch between logging-in to Second Life or to OpenSim grids, and brings this viewer to parity with the Second Life 4.1.1 code base and with RLV-

Core updates in this release comprise:

  • Most menu items with OpenSim specific functionality has been deactivated.
  • Support for:
Kokua version for Second Life does include Avatar Complexity and Graphics Presets
Kokua version for Second Life does include Avatar Complexity and Graphics Presets
  • Mac OSX Updates:
    • Use of a gamma of 2.2 which improves tonal range of the scene. System gamma of 1.8 has not been used by Apple since Mac OSX 10.6
    • Support for OSX 10.12, with a minimum requirement of OSX 10.9
    • OSX send and receive buffer size has been increased for better network performance
  • Advanced and Develop menus updated with new functionality and more relevant HUDs
  • Improvements to:
    • Voice floaters and functionality
    • Media playback functionality, including in the chat / IM floater
    • Mesh uploads
    • The world map and mini map
  • The built-in AO now shows which animation is playing
  • Own voice dot and speaker indicator no longer shown over avatar’s head (via  Firestorm)
  • Almost complete localisation of the viewer to German.

Again, please read the release notes for all changes, updates and known issues with this release. The download is available via the Kokua downloads wiki.

The two versions can be run side-by-side, providing different installation locations are used (offered by default by the Windows installer) and chat logs.


UKanDo Kokua and RLV updates

UKanDo, Kokua and the Restrained Love Viewer (RLV) have all seen recent updates in April 2015, bringing them up-to-par with the Lab’s 3.7.27 code base, which features the most recent maintenance updates from the Lab. In the case of UKanDo and Kokua, this means that Avatar Hover Height (AHH) is now available in the viewers, while RLV sees a couple of tweaks to AHH.

Core updates to the three viewers are summarised below.

UKanDo Viewer

UKanDo updated to version on April 16th. As well as incorporating AHH and the maintenance updates from the Lab, this release also brought with it:

  • Develop > HTTP Inventory now permanently enabled in UKanDo viewer, in line with recent LL server-side updates
    Develop > HTTP Inventory now permanently enabled in UKanDo viewer, in line with recent LL server-side updates

    An update to RLV release 2.9.8

  • Complete disabling of the Develop menu option allowing people to turn off HTTP Inventory loading. This is to ensure people do not encounter issues with avatar and / or inventory loading as a result of the Lab removing UDP inventory messaging support for the simulator code – see my notes on this for further information
  • The addition of a new debug setting, EnvironmentPersistAcrossLogin. When set to True, will to counter MAINT-2477 Feature Request – Sun position override should not persist across logins
  • The ability to toggle the Paste As Link option in the Inventory right-click context menu on or off, according to your personal preference (Preferences > General > Inventory Show ‘Paste As Link’ Option
  • A change to allow copy of worm items – So links for worn items can be created
  • Don’t show inventory item links or folder links in Recent Tab.

Kokua Viewer

Kokua updated to version on April 23rd. As well as incorporating AHH and the maintenance updates from the Lab, this release also brought with it:

  • AHH in Kokua's pie menu can be found under the Appearance ... option in the main pie menu
    AHH in Kokua’s pie menu can be found under the Appearance … option in the main pie menu

    The most recent RLV 2.9.9 updates

  • Fixes for:
  • In-world Flash playback issues on Linux – Ticket #333
  • Fix to top bar Draw Distance slider showing distance – Ticket #338
  • Upload fee not reflected on menus for OpenSim – Ticket #340
  • “compile as mono” option does not work – Ticket #342
  • File -> Upload -> Set Default Upload Permissions does nothing – Ticket #344
  • Changing the grid-selection option in preferences crashes viewer – Ticket #346
  • Determine correct webkit libraries that need delivered with the Linux version of the viewer – Ticket #347
  • Kokua Linux Fails to start – Ticket #348
  • Chat history compact mode does not convert the Avatar Name in OpenSim – Ticket #351

Issues and feature requests can also be found in the release notes.

RLV Updates

RLV updated to version 2.9.8 on April 8th and then to version 2.9.9 on April 21st. The 2.9.8 release saw the existing avatar height slider in the RLV top bar tied to the Lab’s new Avatar Hover Height functionality, so that using either the top slider or Avatar Hover Height from the Avatar right-context menu will use the same code and result in the same adjustments.

The RLV avatar height slider (top bar) is now tied to the Avatar Hover Height functionality. Notice the top bar operates to 2 decimal places and AHH to 3, so small rounding differences are to be expected when comparing the two
The RLV avatar height slider (top bar) is now tied to the Avatar Hover Height functionality. Notice the top bar operates to 2 decimal places and AHH to 3, so small rounding differences are to be expected when comparing the two

In addition, the 2.9.8 update saw a tweak the viewer so that HTTP Inventory is enabled by default in the viewer, again in line with the Lab’s recent move to deprecate the UDP messaging for inventory loading server-side. As RLV previously had HTTP Inventory disabled by default, this meant RLV users were no longer seeing their own avatars render in-world, and could lead them to experiencing inventory load issues as well (see my nots, linked-to in the UKanDo section above for further information). The release also saw some nips and tucks to RLV functionality.

Version 2.9.9 added a small fix to the linked AHH functionality and incorporates the Lab’s 3.7.27 maintenance release updates, as noted at the top of this article.

Related Links

Kokua 3.7.24: from RLVa to RLV

kokua-logoNicky Perian and the Kokua team announced the release of version on Tuesday, January 20th.

This updates primarily focuses on code merges with the more recent Linden Lab code base updates, and changes to the viewer’s RLV support.

The Linden code base updates mean that Kokua is up-to-date with the the following updates from the Lab:

  • Release 3.7.21 – Snowstorm Fall Contributions – Japanese input; improved rendering of projectors; fixes for object editing bug when rotating and for crash on exit on OS X Yosemite in full screen mode, etc.
  • Release 3.7.22 – GPU Benchmark start-up crash fix release
  • Release 3.7.23 –  Maintenance release – bugfixes and improvements to many areas of SL and fixes to previously released changes in the way we handle joint offsets in rigged meshes
  • Release 3.7.24 –  HTTP Pipelining enhancements – reduced pipelined texture and mesh fetching timeout so that stalled connections fail quickly allowing earlier retry. Timeout value changed from 150 seconds to 60 seconds

RLVa to RLV Update

This release sees Kokua pivot away from the use of RLVa viewer code for RLV support and to using Marine Kelley’s own RLV support, as presented through her Restrained Love Viewer. Due to unavoidable events, RLV/a has fallen somewhat behind support for the more recent RLV features, and as Marine tracks the Lab’s releases through her own viewer, this switch should make RLV-related maintenance easier for the Kokua team.

As a result of this change, a clean install of Kokua is recommended, the blog post accompanying the release noting:

[The] Recommendation for a clean install is because of the different settings presented by having RLV versus RLVa in the last Kokua release … If you do not clean install you may experience a notification at viewer start about restarting to change RLV mode because the default is set to RLV off and settings in your local setting file is RLV on. You will need select off/on once more in order to sync the on/off selection. This can be avoided with a clean install.  

The default behaviour for RLV is that it will not be present (i.e. it must be enabled via the Advanced menu).

Additional Bug Fixes

In addition, the Kokua team have included the fixes for the following issues:

  • Opensim variable size region mini-map shows the base 256×256 region only Ticket #276
  • Move view floater does not persist at relog Ticket #286, resolved at Ticket #318
  • [RLVa] Names are not all gone Ticket #314
  • Touch restriction works not very well in RLV or RLVa Ticket #324
  • Right click an attached object brings up pie and context menu Ticket #325 Added
  • Typing module in the tag Ticket #313

Related Links

Kokua forks development and releases version 3.7.8 for OpenSim

kokua-logoNikcy Perian has announced that Kokua is to fork development between Second Life and OpenSim.

While both versions of the viewer will operate on either OpenSim or Second Life for the immediate future, due to an increasing numbers of issues the viewer has been experiencing in connecting to OpenSim-based grids as a result of recent SL-specific updates, the two will diverge over time, each focusing on fixes and updates specific to the gird type to which they are intended to connect.

Commenting on the move in a blog post accompanying the release of version, Nicky states:

The release of Kokua.3.7.12 exposed some vulnerabilities of having one viewer handle both environments. The problem with Kokua-3.7.12 was that it could log on and perform well on some OpenSim grids but, would hang and then crash on others. Particularly troublesome was that it would crash on a standalone instance built from opensim git Master , OpenSim’s development track. Also, as reported by Inara Pey LindenLab is moving to content delivery network (CDN) for Meshes and Textures and plans drop UDP portocol once CDN is adopted. I suspect there will be a delay while the OpenSim core developers determine how best to approach those changes.

The comment relating to the Lab’s plans to introduce a CDN solution for texture and mesh fetching (and possibly more in the future), is interesting, as it also applies to those other TPVs which span both OpenSim and Second Life in terms of how they handle the changes as the progress (will they attempt to retain the UDP legacy code once the Lab start to remove it from their core code base? Will they also opt to fork?). As Nicky points out; there is also the question as to how the OpenSim core developers respond to the Lab’s move, and whether CDN capabilities will be added as an option for those grids as can afford it, or whether grids themselves might opt to add supporting code, depending on their needs and the perceived benefits.


In the meantime, and alongside the announcement, Kokua have released version for OpenSim. The version number reflects the fact that the more recent code releases from the Lab (3.7.9  AIS v3 updates; 3.7.10 – SL Share 2; 3.7.11 – Snowstorm contributions: and 3.7.12 – Maintenance release quick fixes) have all been removed from the viewer, leaving it based on the 3.7.7 (interest list updates)  and the 3.7.8 (Maintenance fixes) Linden code.

To assist those using Kokua on both OpenSim and Second Life, the OpenSim version of Kokua will (under Windows) install separately to the SL version – I assume the same is possible with the Mac and Linux versions, allowing for the differences in how software is installed on those platforms. This means that once the differences between the two versions of Kokua become more apparent, users will be able to move between them when logging between SL and OpenSim with relative ease.

In addition, the OpenSim release includes the following updates (please refer to the release notes for full attributions):

  • The chat text entry bar has tinted background based of the type of conversation. Nearby chat remains as white. The rest of the chat types are:
    • IM sessions are tinted red
    • Group chat sessions are tinted green
    • Conference sessions are tinted blue
  • Added the following to the avatar context menu:
    • Remove friend
    • Grant or revoke permissions granted to a friend (see when you’re online, map you, etc) – only visible when clicking on a friend
The option to remove a friend from the avatar context menu (replaces Add Friend), and the Permissions sub-menu
The option to remove a friend from the avatar context menu (replaces Add Friend), and the Permissions sub-menu
  • Added the grant/revoke friend permissions sub-menu to the People floater right-click context menu (only visible when clicking on a friend’s name)
  • Added localhost Win Grid Proxy and localhost Local Grid to the default drop down list; also added Tangle Grid to the default grid selection.


Released on July 15th (and which I thought I’d written about at the time – my sincere apologies to Nicky) includes the changes noted above, and the additional LL code base updates (3.7.9-3.7.12) as listed above. Additional highlights for the release include (please refer to the release blog post for proper accreditation):

  • New Preferences option to display your avatar name and grid display in the program title bar (Preferences > Kokua – note these changes should only be set after logging-in; if set from the log-in splash screen, they will crash the viewer)
Kokua's options to display your avatar name and the grid name in the program title bar
Kokua’s options to display your avatar name and the grid name in the program title bar
  • Received Items folder now displays as a system folder in Inventory when Preference set (Preferences > Kokua > Inventory > Show the Received Items Folder in Normal Inventory), rather than appearing as a normal folder
  • Ported, with author permission, a change by Aleric Inglewood that prevents wearing of Inventory and Library root folders.

Both the 3.7.8 and 3.7.12 versions of Kokua work well on Second Life; both had a test-drive while I took my PBY6A for another trip around Blake Sea – where I encountered not one, but two other Cats! Both viewers are also available for the Kokua wiki download page – just scroll down for the 3.7.8 version.

Related Links