The Second Life™ blogosphere is mostly silent on the state of VR in SL. A few blogs are covering the release of a sort of updated CtrlAltStudio viewer, version 126.96.36.199412. This is a viewer based on the Firestorm viewer version 4.6.9 from December 2014.
The viewer does support Oculus Rift CV1… the commercial retail consumer product. Continue reading →
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)!
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.
This is the viewer that was the Oculus Rift enabled viewer for Second Life. Today, 6/21, I see that the viewer has been removed from the Third Party Viewer directory at the viewer maker’s request.
Tracks of my Tears
Early versions of the viewer were based on Linden Viewers and later versions on the Firestorm Viewer.
There is no current version of a viewer that supports the Oculus Rift, AFAIK. The Linden Viewer is in the process of being updated. But, we have not seen a release in over a year. Later this month the SSL/TLS security change will make the only available Linden made viewer with Oculus support about useless.
It is hard to say what the Lab’s priority is for getting a usable Oculus capable viewer out. We have known the Lab to pull people off the update project to handle problems they consider more pressing.
I didn’t notice this until today. David Rowe has explained that his Rift supporting viewer is not going to update until he gets his updated Rift headset. Reference.
✨ Energia ✨
He is also looking to hear something from the Lab on their Oculus Rift viewer. He tells us his code is more a quick and dirty to get something running. He seems to prefer the Lab’s code as being a better solution.
We know the Lab’s Rift viewer is an October 2014 version. It is being upgraded to current viewer code, of course. But, it also needs to be upgraded to the new Oculus code and enhancements (CV1). So, this is probably quite a bit of work. We don’t have any word on whether this version is just being caught up SL Viewer 5 code or also being updated to use CV1 tech. I would guess it is…
We also don’t know how much of a priority it is. I suspect while important it isn’t all that important. So, we have no idea when we will see an updated Oculus Rift viewer from the Lab or CtrlAltStudio.
This is a brief round up of the Third Party Viewers for Second Life that I find interesting. Not in any particular order. The popular feature to be adding is: Restore to Last Position. I explain that in the section on RLV.
RLV 2.9.15 Update
Marine has updated the RLViewer she maintains. She is adding in the feature from Firestorm and Kokua: Restore to Last Position. This is a controversial feature the Lindens have omitted from the Linden made viewer. It apparently generates too many support calls.
What’s that sound? [Good facial expression]
The controversy centers around a problem the feature creates. Imagine you have a parcel in, say, Fishergate and it is in the northwest corner of the region. You build and rez stuff into that parcel. You then take them into inventory. You go to a different region, say Furball, and get a parcel in its south central area. When you use Restore to Last Position to rez those items they will poof away. You will most likely find them rezzed at the 0,0,0 point in the region. Continue reading →
You’ll find the viewer works in Direct and Extended Rift modes. There are lots more little details discussed in the announcement.
I find this interesting, quoting David Rowe:
I can achieve a pretty smooth 75 FPS experience on the Rift if the scene’s not too complex, though only if I have my main monitor set to 120Hz. If I set it to 60Hz I only get a somewhat juddery 65 FPS on the Rift. I haven’t looked into this yet and am keen to hear how other people get on. Note: You can use Ctrl+Shift+1 to display a statistics window in Riftlook.
At 75 FPS it would be close enough to 90 FPS to be usable for extended periods.
There are some dates for Rift delivery, a SDK 1.0 December 2015. Don’t confuse the DK1 and 2 with the SDK’s that have been coming out. The consumer CV1 Rift will finally be delivered, sometime in Q1 2016.
My avatar has Oculus Rift before I do!
David Rowe believes the Lab will finalize their Rift Viewer when the consumer Rift has a release date. When that happens he plans to stop development of the CtrlAltStudio Viewer. Until then he says; Continue reading →
Yes some of the chat servers have been having troubles in the last few days. I’ve been looking into that … the code running there isn’t super new, and the outages might be timed with some of those [hardware update] restarts.
In any case, there is an update soon for the chat servers, and already another in the pipeline.
Photo Shoot w/Mr. S
This week there are no rolls for either the main channel or RC channels. Next week is a no change week. So, I expect no roll outs that week either.
We can expect tweaking to the CDN system. This week whatever they are doing that requires multiple restarts is ongoing.
The main reason for no updates is the hardware updating requiring the restarts scheduled for this week. Estimating time for any individual update or the group is difficult as Simon says, “We also have to actually open up the server box and look inside to see if it needs an update, so it’s random how long each one takes.
This shouldn’t do anything grid-wide, aside from extra region restarts.” Continue reading →