Intel has released its 6th Generation iCore processor. You can read all the Intel® hype here: Our Best Processor Ever. I just cover the interesting stuff for Second Life™ users .
New 6th Gen iCore CPU
They say this CPU “…brings an immersive computing experience that will forever change our relationship with technology.” That sounds like Virtual Reality (VR).
Second Life™ is getting a new tool to hopefully induce people to reduce avatar generated lag; the Avatar Complexity Rating. I’ve written about it before and I am trying to play with the Project Quick Graphics Viewer version 3.8.4.304761, which adds avatar complexity settings and notices.
Complexity KB Value
The notice that appears in the upper right of the screen just after login tells you your avatar complexity number. I suggested that it be colored, green good and red bad, just as the Show Avatar Render Complexity Information (ARC) display does.
They note the other factors that can cause avatars to be rendered a Jelly Babies;
total attachment surface area
total attachment byte size
You can change the values of these settings in Debug Settings. See:
RenderAvatarMaxNonImposters – The maximum number of avatars closest to your camera who may be fully rendered. Avatars beyond those will be rendered as ‘imposters’, which means that the rendering will be a little simpler and they will be updated less frequently. Increasing this value can cost you in performance if you’re in a crowd. This does not cause them to render as Jelly Babies.
RenderAvatarMaxComplexity – Any avatars over this complexity will be drawn as solid color outlines. Changing this value directly may cause problems; use the slider in the advanced graphics preferences floater.
RenderAutoMuteSurfaceAreaLimit –The limit for the total surface area of attachments before switching to solid color rendering. The default (10 million square meters) is intended to protect against deliberate abuse and should rarely be encountered.
RenderAutoMuteByteLimit – The limit for the total number of bytes of attachments before switching to solid color rendering. The default (10 million bytes) is intended to protect against deliberate abuse and should rarely be encountered.
As you may have guessed, the last two are mostly to stop some griefing issues. But, those settings can be used to improve viewer performance.
Changing RenderAvatarMaxComplexity in the Debug Settings doesn’t seem to be a problem. Whether I change it in the Preferences panel as the Lindens recommend or in Debug Settings the change is reflected in the other. But, getting to the Preferences setting is much easier. Whether changing the setting there affects other settings not affected by using the Debug Setting, I have no information. It is a possibility, but I have not seen anything that leads me to think that happens. But, this is a Project Viewer and it will change.
Second Life’s Strawberry Singh posted Juggling Raccoons. She mentions Mutresse having raccoons at the The Arcade Gacha. An endless event running but now with Raccoons. You can teleport to the Arcade using this SLURL or search in the World Map using The Arcade.
Second Life™ users know Apple lags in providing gaming support for SL type OpenGL games. But, that may change. The news in the The Telegraph is Apple TV is going into the gaming market. See: Apple TV.
Just Keep Swimming
Whether or not this will cause Apple to provide better gaming support for computers, is still a question. But, I think, any attention shift toward gaming by Apple has to improve the odds for an improvement.
Apple is adding more processing power to their game machine, built into their Apple TV box, to handle complex graphics. That sounds like acknowledgement that VR is coming, at least I hope so.
The new box will directly compete with PlayStation and Xbox.
As of 9/3 we have a new version of Project Quick Graphics Viewer version 3.8.4.304761.
My first experiences using it are not good. Within 5 minutes is was getting 2 or 3 FPS and going Not Responding. Memory use wasn’t all that high, 1.3gb. But, using System Explorer (free program) and clearing memory still helps.
The main viewer, Second Life 3.8.3 (304115), ran much better. So, unless you are wanting to play with the Graphics Settings feature or Complexity Settings, you may want to wait a couple of weeks before you try it.
With the release of this body comes support for Omega Appliers. They say,
With this body I have introduced Omega support. This means you will need to purchase the Slink activator from the Love -n- Lust Designs marketplace store and use it with your Physique body and your Omega HUD.
If you have male hands and/or feet there is an update. Go to the store and get updated. The change is they now use Omega appliers.
Many Slink items for males are discounted until September 18th. Visit the store to see those.