Bento Update 2016 w28

I finally made it to a Bento Meeting… YAY!

There is a second video of the post-meeting. Also for the next couple of weeks Vir Linden is on vacation. There will still be UG meetings. These will be mostly for user-developers to discuss problems. Coyot Linden (not a furry) will be there to pass along issues and question to Vir.

I’m uploading the post-meeting now.

Second Life: Oculus Rift CV1 Viewer & How To

Hamlet at New World Notes is pointing out David Rowe has a SL VR Viewer working. The page Hamlet  linked to is out of date. The new news is in the comments where David says,

Oculus Riftを貰った
Oculus Riftを貰った

David Rowe Post author5 Jul 2016 at 11:22 am

Just tried LL’s Rift viewer and, well, it’s surprisingly un-good. It’s like the graphics are being fed from the wrong framebuffer object or the pipeline is being misconfigured when you switch into HMD view. Intentional or bugs? I suppose time will tell. The graphics should be able to be so much better (even if understandably the FPS isn’t so good)!

Links:

Note Jo Yardley’s comment about being able to use Vorpx with a regular viewer (i,e., like Firestorm, Alchemy, or LL’s regular viewer) to view Second Life in your Rift. I haven’t tried it myself but am told it can be used.

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Second Life: Stipend Delay RESOLVED

[RESOLVED] Premium Stipends Delayed

by Linden ‎07-12-2016 08:56 AM – edited ‎07-12-2016 01:08 PM

[Resolved 1:07 PM PDT, 12 July 2016] The stipends delay has been resolved and all premium users should be paid.

[Posted 8:55 AM PDT, 12 July 2016] We are aware that not all premium members received their weekly stipends. We are currently investigating this issue. Please keep an eye on this blog for further updates.

Reference

Graphics Cards and VR

The site Road to VR has an article about Nvidia and the changes they are making to improve VR performance and that tech moving into game engines. See: Unreal Engine and Unity to get NVIDIA’s New VR Rendering Tech.

Waiting for my ship
Waiting for my ship

Until recently video cards were given geometry (the mesh world), lights, and a camera position and they rendered an image. As the camera moved the geometry was reloaded shaded and rendered again with mesh and lights in relation to the camera. (Which is technically saying it backward. Consider the camera fixed and to change the view we move the world. Think of your computer screen as the camera. It sits on your desk never moving. Everything displayed on it moves. Thus the reason for reloading geometry.) 

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