From the Third Party Developer’s meeting we learn a bunch of inventory changes are ready to roll out to RC testing. But, they are waiting on the HTML HTTP* viewer, Azumarill. Once the viewer is out, soon, the HTML HTTP part of these changes can start rolling to the servers.
For her Light…
This is another significant change in technology. For users it will be mostly transparent. You aren’t going to have new features or buttons, at least as far as I know. You will have fewer problems and inventory operations will be more reliable and I suspect quicker. Less chance of losing inventory.
Expect a Project Viewer version with Chromium Embedded Framework (CEF) this year and maybe this month, probably in October. Webkit is being replaced with Chromium Embedded Framework (CEF). This is a major change in viewer technology for Second Life™. It will catch the viewer up with the new tech being used in phones and across the web.
329 Feel freedom, what can be best?
CEF is sort of the engine that makes video and animation possible in the web browsers. It used to be that Adobe’s Flash was the only way to add reliable video and animation to a web page. But, Adobe didn’t respond to Steve Job’s requests to support the iPhone, this was pre-iPhone release days. So, Apple moved ahead without Adobe. Now CEF type tech is replacing Flash in an HTML5 world.
This Friday a Third Party Developer’s meeting was held. This meeting has become the primary source of news for Second Life. We got some news this week. I’ll write up the viewer news first and other stuff in later articles. So, here is what is happening.
St. Pete
there were 24 people attending the meeting. I think 6 of those were Lindens, making it 18 residents. As I check out the video of the meeting, I see 22 people have watched the video of the meeting.
We have a new release of the Project Viewer version 3.8.4.304916 that came out last Thursday. I saw it update my install when I went into SL this morning. This version apparently has some fixes that improve performance. Or it may just be that debug code has been removed. Whatever, I get way faster frame rates.
A number of bugs with Avatar Complexity have been fixed according to the release notes.
I am finding that most of my Jelly Babies come from high KB values, bytes of attachments. Setting my Complexity to MAX means something else triggers Jelly Baby render. KB triggers the Jelly Baby render just under 10,000KB. The default setting is 10,000,000b in Debug Settings’ RenderAutoMuteByteLimit. But, a 9.8mb avatar went Jelly Baby. Complexity was 98,000± with 29m2. So, I am wondering if there is some computation involved.
I’ve seen some ridiculous avatars in the new visitor hubs: Complexity 184,000, 33m2, and 341,000kb…
This viewer version is a bit more stable. If you have been wanting to try it, go for it now. It still sucks up memory and I clear it when the viewer starts slowing down. It takes longer to fill up memory now. I have used the viewer to visit new user landing areas with lots of people for about an hour and not crashed. I think I only cleared memory twice (using System Explorer – Free program)
This Friday (9/11) there was a Third Party Developer’s meeting. This is where most of the early news comes from. These days this meeting is pretty much The Source for any word about anything new or in progress.
~Humana~
Viewers
The main viewer is currently (9/12) Release/3.8.3.304115. This release is based on a maintenance package of fixes. Release Notes
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.