Mesh starts rolling in July

The Mesh timeline has been published. Well, “timeline” is a bit of a stretch, but the details are now out. To save you from clicking a link, here’s the announcement in full:

“Of all of the things that excite us about Second Life, and there are many, Mesh is near the top of our list. Since the Mesh Project Viewer has been available, many content creators have given it a try on the test grid and we have only seen a small glimpse of the unlimited creative potential that this technology brings to Second Life. On behalf of everyone at the Lab, we want to thank everyone who have participated in the test and created these cool videos demonstrating the power of Mesh. 

“So, now that you are excited about trying it out on the Main Grid, we wanted to share the launch time line, as promised.

“In July, we will enable a limited set of regions to use Mesh and will it roll out, in a phased approach, throughout August. By the end of August, everyone in Second Life will be able to import Mesh objects. Of course, if we run into unforeseen issues or bugs, then this time line will need to shift. 

“We know that you must have a lot of questions regarding policies, costs, and how Mesh objects will be weighted. Although we cannot share these details yet, we will continue to keep you informed on our progress and other relevant news on this blog. 

“So buckle up and get ready for a whole new wave of creativity in SL.”

Or you can read the above here.

Mesh has been a long time coming – and the announcement is somewhat welcome, a little more depth-of-detail would have been helpful. I’m assuming at this stage that the regions for the initial roll-out will be connected to a specific Server Release Channel. If so, will sim owners on that channel be given the opportunity to opt out until later in the roll-out? Mesh is obviously a complicated subject, hence the caveats in this announcement – but I certainly hope we’ll be seening a greater depth of information as July draws closer.

Mesh: timeline due end of May

It has been confirmed that Linden Lab will be publishing a timeline for the roll-out of Mesh at the end of May.

Note this is not the actual roll-out of Mesh itself; it is the timeline on what will happen when. It’s a good move on LL’s part: people have been hungering for Mesh for a long time, and all that has been happening on the Beta grid had increased overall levels of excitement / curiosity / confusion / demands to see it “now”.

Mesh is potentially one of the most revolutionary new aspects to be introduced to SL in a long time – at least in terms of content creation and technology. It will possibly completely redefine entire market sectors in terms of both the look of objects, how they are created and the skill sets required to produce them. It can be applied to almost anything – objects, building shells, vehicles, so the impact is potentially huge, although there do appear to be some limitations as to precisely what can be achieved  – and how much will be modifiable – within mesh objects.

Castle exterior by Ash Soyinka (31 prim equivalent) image copyright Pupatron

Take just one market sector, the one I’m most familiar with: buildings.

The potential here is mind-boggling: beautifully sculpted exteriors to buildings that mimic their real-life (or fantasy!) counterparts, and for the equivalence of a few dozen prims, and fitted-out inside with traditional prim-made floors, etc.

Avatars are another area where mesh could revolutionise things. While our current avatars are themselves mesh creations, they are somewhat limited; augmentation currently requires the use of prims and sculpties – both of which can be cumbersome. Mesh imports allow avatars to be massively altered / augmented – so the potential here is massive, although there are allegedly some initially limitations as to what can be done with such rigged meshes.

Given the sheer scope of impact mesh represents, then defining a timeline / roadmap leading to its roll-out is undoubtedly a good move. While there is much about Mesh that probably won’t become apparent until after it is “live” – precisely how popular mesh designs will be, what they will do to the market sectors where they are principally used, precisely what the initial limitations will be, how these will be overcome, and so on, there is still a need for people to have as much information in advance as it is possible to give. This can only be achieved through full and proper communication and avoiding the desire to give into pressure to simply “get it done”.

We’ve waited a long time for mesh – kudos goes to LL for dealing with its arrival sensibly and in a step-by-by manner that has fully engaged with the user community on the Beta grid, and which look set to continue now on the main grid. Hopefully, the new timeline will do much to clarify where everything stands with regards to mesh, and in the coming months, we’ll see even more engagement between users and Lab as we move towards it’s arrival.

Timmi Allen’s awesome 27-prim equivalent model of the 2010 Ferrari F10

Further Information

All images in this report copyright named individuals; objects copyright named creators.

The shapes of things to come

Braydon Randt has started an interesting thread in the SL forum where those working on the beta grid are encouraged to post images of their Mesh creations.

Allowing for the limitations that will (initially?) be inherent in Mesh objects (lack of resizing for one, I understand), there are clearly some potentially exciting times ahead. I cannot get my head around Mesh at all from a technical standpoint: submeshes, vertices, triangles, prim equivalency…it genuinely goes right over my head. But I have to say that even without the ability to resize, things like vehicles and houses could make a tremendous impact on the way SL looks, especially compared with the new graphics tools.

I also confess to being a little sad, as I cannot help but feel I’ll be waving bye-bye to my own modest house building business.

Mesh and ARC – Angst in the offing?

An interesting post popped up in the official blogrum today concerning confusion about Mesh objects and prims counts.

While the technical ins-and-outs of the main discussion largely go right over my head, Lightscribe Infinity raises a point that, if accurate, could lead to a lot of additional angst in-world in the coming months:

ARC is high for any av mesh. The default av, simply smoothed and brought inworld, increases ARC dramatically. 91938 versus the 0 of a present av, with everything detached.

ARC – or Avatar Rendering Cost – is a misleading “measure” introduced by Linden Lab some time ago that was designed to provide a loose – one might say entirely arbitrary – measure of the “cost” to the SL Viewer in rendering your avatar, based on the number of textures and primitives (or indeed, sculpties and (soon) Meshes worn by your avatar. The basic value for an unadorned avatar is 100 (and not the 0 mentioned by Ligtscribe, in fairness), but the more prims /textures your avatar wears – and the higher the resolution of those textures – then the higher the ARC count generated.

ARC itself appears as a number floating above avatars’ heads once the option is enabled from Advanced > Rendering > Info Displays > Avatar Render Cost, and it is perhaps one of the most misunderstood information displays available in Second Life, and one of the biggest causes of unnecessary drama. This is for two reasons:

  1. People look upon ARC is absolute terms. That is, a) the look at it in isolation of other factors; and b) they treat it as if it is an entirely accurate measurement in and of itself.
  2. People believe ARC lags the simulator, and thus directly impacts everything.

In fairness, the first item – ARC being viewed as an absolute measure – could be said to be partially LL’s fault inasmuch as the ARC count is “colour-coded” when displayed, with “low” lag counts (approximately up to 1,000) being shown in green, “medium” lag counts (between around 1,000-2,000) appearing in yellow and those above 2,048 appearing in red. These colours alone send out entirely the wrong message to the uninformed, given that most us of automatically associate green with “good” and “acceptable” but red with “bad” and “dangerous”  – and something that “must” be avoided.  However, as the SL wiki entry on the subject itself states:

ARC isn’t the end-all for pinpointing Viewer lag. It’s a useful estimate which should be used in conjunction with other tools

The second point is completely and utterly wrong. ARC is a factor – as the name states – of rendering. Rendering is a function of the Viewer, not the simulator. As such, rendering is dependent wholly on the client end of the equation – what computer you are using, what graphics card / system, the amount of memory it can utilise and so on, and has nothing whatsoever to do with the the simulator itself.

These basic misconceptions have resulted in a wide range of myths sprouting up around high ARC counts – such as:

  • a high ARC count is indicative of an avatar carrying a high script load.
    • No, it isn’t. Scripts are not, and cannot be, rendered ergo they have absolutely no impact on an overall ARC count
  • a high ARC count directly affects your ability to teleport.
    • No, it doesn’t. Teleport failures are largely related to how many scripts your avatar is carrying and/or server-side issues entirely unrelated to ARC)

While it is true that ARC can provide a measure of the overall cost of rendering an avatar by every single Viewer that can “see” that avatar, the point that people forget is that it is not, nor has it ever been – and the SL wiki states – the only measure. More importantly, its not even an accurate measure in any way, shape size or form; it is simply an estimate. If only those who bow down before the Great God ARC would actually understand this!

The fact that LL openly admitted it to be a subjective measure, entirely dependent on a wide range of factors entirely outside of their control, at the time it was introduced went almost entirely unnoticed by those who use now use ARC as a club to batter people with, and who have reached a point where no amount of reasoned argument will sway them from their entrenched view that those displaying a high ARC count deserve to be shouted at, badgered, and / or banned from sims. Not even perfectly obvious demonstrations of the ineffectiveness of ARC as an accurate and reliable measure can break many of these so-called “ARC Police” from their misguided views.

For example, if ARC were truly an accurate measure of an avatar’s impact on things, then one would expect all ARC counts to be constant for any given combination of clothing and attachments worn by an avatar.

But it is not. For proof of this, simply get a group of friend together, or go to a shop or mall where there are a number of avatars and turn on ARC. You’ll get a range of counts appearing above people’s heads – but if you cam around, zoom in or out – the counts will change! Simply teleporting from sim to sim can increase / decrease an individual’s ARC, simply because the need for the client to render everything else in the view is impacting on the count ascribed to the avatar itself; and before anyone starts telling me the error of my way, yes, every single object you see in your world view also has it’s own rendering cost as well.

So how does this relate to worn Meshes? Well, if Lightscribe is right, and Mesh attachments end up sending ARC skyrocketing, then doubtless the ARC Police (which is perhaps the politest name for them compared to others I’ve seen) are going to be bludgeoning a lot more people with there ignorance and creating even more unnecessary drama and angst.

Which is a shame, because one gets the feeling that Mesh is going to have more than its share of drama, upset and misunderstandings once it arrives on the main grid, without anyone stirring the pot even more.

Yet more on Mesh

Various questions have been floating around, re: Mesh. In the hopes of providing clarification, here’s a couple of points of clarification:

TPV users will not be able to see Mesh objects.

  • Users of 1.23.5 / snowglobe-based viewers will likely not be able to view Mesh objects.
  • Users of Viewer 2.x-based TPVs will be able to view Mesh objects correctly.

TPV users will not be able to upload Mesh imports

  • Users of 1.23.5 / snowglobe-based viewers will not be able to upload Mesh objects
  • Users of Viewer 2.x-based TPVs might be able to upload Mesh objects, depending on whether Linden Lab agrees to release a “wrapper” that will make this possible.

It’s by no means certain that the second point above actually happen; Linden Lab appears keen to ring-fence the ability to upload Mesh within Viewer 2.x. However, those TPV developers developing Viewers based on the 2.x have requested a means by which they can provide the means for users to upload Mesh objects, and Linden Lab have apparently agreed to look into the matter and see what can be done, without necessarily lifting the fence on the code completely.

One thing that is clear is that if the ring fence remains firm, those wishing to see – as well as upload – Mesh objects will, at some point, find it necessary to make the move to a Viewer based on the Viewer 2.x code. Both the Imprudence and the Phoenix teams are already moving in this direction – with Jessica Lyon of the Phoenix team going so far as to state that the upcoming release of Phoenix will likely be the last major release to that particular code base, with future releases being restricted to bug fixes and the like, while the focus within the Phoenix team shifts more to the Firestorm (Viewer 2.x-based) Viewer project.

Beta mesh

Jack Linden posts today that the Mesh beta import programme opens today. As previously posted, Mesh offers the potential to revolutionise the appearance of objects into-world, and also avatars, clothing and the rest, and has been a long time coming to SL.

As one would expect, the Beta is active on the Beta grid and requires the use of a dedicated version of Viewer 2 in order to upload and import Meshes. The former is understandable – there is still much to be understood about Mesh without further screwing up the main grid; the latter decision, while unexpected, may yet see some howls from people not that enamoured of Viewer 2. BUT…in keeping with their promises at SLCC 10, and providing people have a little patience, the howls should be short-lived as the code base for the Mesh imports is targeted for release via Project Snowstorm wiki, so that Third Party Viewer developer can incorporate it into their own code.

It’s going to be interesting reading-up on feedback on the project and seeing how well LL respond to the feedback, particularly with reference to improving the Viewer side of things, which, as with everything else, is “still in development”. If we’re brutally honest here, LL haven’t responded overly positively when listening to valid concerns about Viewer 2 and its associated tools so far…

Nevertheless, this move should be welcomed; one still has concerns about the overall impact of Mesh on businesses across the grid; there is a potential for mesh to be more revolutionary than evolutionary in that regard – and many may not be able to easily adapt. Personally, I hope that we see the two types of content creation also meshing – with traditional builders who cannot manage Mesh creation able to work alongside those with Mesh skills who don’t have the desire to work with the older tools. But – time will tell.