For SL users there is the Apple question, will Second Life™ run on Apple? Or… continueto run on Apple?
In June of this year Apple announced its discontinuing support of OpenGL after macOS 10.14 Mojave (scheduled for release Sept 2018), the core aspect of SL’s render engine. It will take a couple of years for Apple to phase it out. But, updates and support officially stop now. For some time support has been really bad.
Core architecture is from the beginning days of 3D graphics.
Designed is based on outdated thinking.
OpenGL is a legacy tool with updates ‘tacked’ on.
Hardware GPU work flow has changed.
Never designed for multi-threading.
Today’s rendering is asynchronous.
On the PC side of things OpenGL is still supported. We can’t know for how long. Khronos, OpenGL’s developer, has introduced Vulkan. (See: State of Graphics: DirectX 12 & Vulkan – 4/2016) Development is exciting and popular. The group is on the forefront of some interesting tech. But, I don’t know that it will be helpful for SL. Continue reading →
I wanted to sit in on this week’s Third-Party Developers’ meeting. I wanted some footage of the meeting to use as an opening for my summary of the meeting. I was late. Seems to be a pattern. But, I was planning to use Pantera Północy’s video of the meeting. It comes out Saturday morning.
I was surprised to find Ebbe Altberg talking! Whoa! So, I brought up OBS and recorded the rest of the meeting. The first 15 minutes are missing. Those minutes are in Pantera’s Video, which came out before I got finished.
I’ve been having audio problems with the SL recordings. I got some of that cleaned up. I still had problems but the audio is intelligible and better.
I thought about indexing the video. I usually do. But, Thursday is an RL busy day and I already have a work-related video rendering in the background. My completer is WAY sluggish and all 4 cores are pegged at 100% heating up to 57. This one of the few times I hear the fans pick up speed. So, I’ll do the index later when I don’t have to deal with pauses.
The video is jerky in places. I was recording and had the rendering paused. But, I was still seeing a hit in the viewer. My i5-6600 did pretty well considering the load on the system.
That is a 34-minute video on YouTube. There are some gems in the video that interest Second Life™ people.
I had not realized the first iteration of SL used a graphics engine designed to circumvent the Windows graphics and go directly to hardware. This go-to-hardware was the early game-graphics optimization used by most of the industry. That is long gone. Now OpenGL is the optimization that interfaces with all the various graphics systems in use with SL.
Inara covers the main parts SL’ers will find interesting. But, the video is loaded with tidbits about Second Life and how they are changing away from the problems with ideas for Sansar. So, some seldom talked about SL things are described in the video.
There is about 10+ minutes of tech description on Sansar and how it works. And toward the end some words on how they plan to adapt Second Life for life in the cloud.
Hypergrid Business has an article about what Linden Lab’s® move to the cloud may mean for OpenSim grids. By knowing what may happen to OpenSim we can infer what is likely to happen to Second Life.
David Kariuki thinks moving to the cloud will allow Linden Lab to run on demand regions. Meaning if no one is in the region, the region would spin down and drop out of the servers, go offline. When someone is on the grid next door or TP’s there, the region loads into a server and spins up.
Brand New Colony (Sept. 2017)
The result is fewer servers would be needed, a huge cost saving in hardware and electricity.
It sounds to me like this could be a performance problem. Would we have to wait while the region spins up? Or can a region load fast enough we wouldn’t notice? We don’t know. Continue reading →
He tells us about some of the coming changes to Second Life. Some we know about, others are new news.
One change is moving SL to the cloud. I have heard no details. So, exactly what this means is currently speculation. My speculation is this should significantly drop the cost of running the system. I imagine an empty region could be spun down and then only spun up as needed. Would this reduce land cost? It might. Continue reading →
The idea of baking mesh avatars has been a subject coming up in the Content Creators UG over the last couple of weeks. The idea is to change how mesh avatars work. If you don’t understand how a Classic body layers work now, this may be confusing. I’ll try to sort it.
Starting back a couple of years, the Lindens added Server Side Appearance baking (SSA). The Classic avatar is made of three separate parts; head, upper body, and lower body. The parts allow layering of textures placed on the Classic body. Sort of like sticking decals one a top another. Continue reading →
There are 2 Maintenance viewers showing on the Alternate Viewers page. One with render changes (Love Me Render Viewe), one everything else (Maintenance Viewer).
The non-render change viewer has about 44,000 hours of run time logged. It currently has a better crash rate then default viewer. But, it isn’t enough hours to know how stable it actually is or if problems are hiding. That usually takes about 100,000 hours.
The Hell`s Heaven 2.0-2
But, if the viewer continues to do as well for the next couple of weeks, it may roll out.
Work is progressing on 3 fronts in the Alex Ivy 64-bit viewer; process management changes that alter how updates work, Work on the Mac side to get Havok (SL physics engine) support, and a new structure for updating CEF, the video player used in the SL viewer. Continue reading →