If you have ever tried to make big things that require they be made in parts, you have probably run into this problem: the join points show. Look at the example in the lower right of the image (2 arrows). The desired result is to the left (single arrow). This is not a matter of … Read more
People are losing inventory. In most cases restarts or inventory list cache clears resolve the problem. But…
Chou chou by Makoto Lunasea, on Flickr
A couple of weeks ago the Lab asked for people to report their issues with inventory loss. They got good feedback. Now they are working to fix the problems they found via the feedback.
Gaia Clary is asking what they concentrate their efforts on in regard to the AvaStar program. See: Decide about the Future of Avastar and vote for your choice.
For those of us in SL creating high detail and low poly counts is a challenge. While this tutorial and the tools used are not completely for Second Life, the techniques used are applicable.
As builders plan for a world to be seen by Oculus Rift users we hear a bit more about building things to real life scale. It is a good idea and has many benefits.
Babe @ Lost Eden – 2014
What we aren’t hearing much about is how to avoid making visitors sick, simulator motion sickness. I suppose many think that the Oculus Rift people will take care of such problems. The Oculus people are certainly putting thought and engineering into building a system that will avoid giving people simulator sickness. But, they advise those building for Oculus headsets to make sure they can keep their frame rates above 60 FPS…
I suspect the majority of Second Life users seldom see 60 fps. I know with my Quad Core and GTX560 I seem to get 25 to 50 FPS most of the time. If I am in a crowd, it is more like 8 to 12.