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Yo,

Is there any news on upcoming features/updates?

I'm personally really looking forward to seeing something like an update to the animation system (IK animations maybe?) Or something to do with larger sims or faster scripts or something. I'm really hoping to see synced animations at some point, maybe also whatever black dragon viewer is doing with the pose system integrated in other viewers...

Edited by Nikkesa
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Off the top of my head, I can only remember that LL is working on Animesh 2.0 which will allow you to wear two or more animesh items simultaneously without interfering with each other.

Other than that, the two big projects are still the expansion of the number of Linden Homes, and of course the herculean task of moving SL to the cloud which sounds simple, but it requires a re-write of many services and testing, testing and testing, then test some more to make sure that users will see no negative impact of this move.

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3 hours ago, Nikkesa said:

Yo,

Is there any news on upcoming features/updates?

I'm personally really looking forward to seeing something like an update to the animation system (IK animations maybe?) Or something to do with larger sims or faster scripts or something. I'm really hoping to see synced animations at some point, maybe also whatever black dragon viewer is doing with the pose system integrated in other viewers...

You can poke away at the viewers available LL Alternate Viewers

If you have time, you can join the User Groups. The Content Creation UG is probably the best one to hear and ask about what's new and upcoming Linden Lab Official:User Groups

 

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37 minutes ago, Nikkesa said:

Moving SL to the cloud? Is it not already all in servers, or are they talking about moving it to something like stadia?

They are working on moving away from the servers that they own, to servers owned by Amazon. I believe they said it would be cheaper to operate, and easier to scale up/down. Some services (I forgot which) have already successfully been moved to the cloud.

LL has run out of private regions to sell because they can only support so many regions on the servers they own. If the simulators (which is where the regions live) had been running on these cloud servers, they could simply have bought a little more space from Amazon and offer these private regions.

There will be more advantages to this move, and I don't remember most of them, I think that stability and even better region crossings were on the list, but please do not quote me on that.

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On 7/9/2020 at 9:34 AM, Scaler Rexen said:

Adding additional region sizes could be neat but I can only imagine how many scripts would break because of this.

Perhaps there would be some issues but nothing insurmountable. OpenSim uses the concept of variable regions which effectively can make a region size up to 2048m x 2048m (maybe larger?). I've only personally experimented with 1024m x 1024m sized "varregions" on my own OpenSim standalone and the scripting seemed to work out of the box. Granted, OpenSim uses OSSL vs LSL, but the former is based upon the latter with the addition of special functions used in OpenSim. Again, may be some issues but not insurmountable.

Yes, existing LSL scripts may break. Given the number of "abandoned" scripts present major usability problems. But new scripts written for the change in region sizes should present no problems.

Having said that OpenSim has been unable to, at least in my experimentations, allow cross-border scripting to work with variable regions. At least I've not experienced the ability to be able to physically cross from one variable region to another on OSgrid (where there seems to be a boat load of these variable regions deployed).

Edited by DilliDallagio
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Perhaps the usual LSL scripts could simply function on a small space of 256x256 within the big sim, and a new set of functions could be used to interact with the larger sims.

Optionally, It's very feasible to just make vehicles not be part of your av or be connected to you, and just remote-control them on a smaller scale. Things could probably get messy with minimum draw distance but yeah...

But anyways, I'm still hoping then, once they move everything to AWS, they'll be able to expand SL greatly in terms of features and making things a bit more modern-game-friendly.

Maybe a few other cool things would be a _real_ HTML-based-or-something GUI system that doesn't use prims, but would instead be a locally-run 2D interface. (Ha, maybe general HTML5 support in-client for building stuff on top?)

This game definitely needs a revamped item system as well, with thumbnails, item browser, stuff like that. I'm aware you can build that out using the outfit dialog but it's not the best....

Optionally, maybe a more local avatar-builder that lets you construct your avatar without sim-lag.

Mesh modification, in-client 3D modelling, in-client 3D painting (see something like quixel? Maybe a little more basic though?). In-client sculpting, rigging, etc... People have created plugins like this solo and open-sourced for game engines like unity, I don't see why SL couldn't have things like that, which don't _really_ require a ton of extra architecture on the backend, just frontend tools and the ability to upload after or something.

They did some stuff like this in sansar, and they even set up MD support with in-client clothing editting and physics, and _that_ was freakin' genius. I'm really disappointed that they sandbagged so hard on the frontend of sansar, and the new-user experience. "You can be spock, or you can be a weird-looking angel thing, and we built this for VR, btw" isn't a really good way to say "hey, we did SL 2.0 but like with the worst features of VRchat and SL put together"

Edited by Nikkesa
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SL should have the Open Simulator LSL call that gets you the region size. Even if it always returns "256,256" for now. Then scripts can be written in a way that prepares them for regions of other sizes. Warn people this might happen someday, and not to code "256" into things.

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On 7/8/2020 at 8:50 PM, bigmoe Whitfield said:

For the sim sizes,  direct from the ceo's mouth.

 

 

Friggin' heck WHY are any of us even asking for that?  I have a rig that can run Red Dead Redemption 2 full 64 person hacked servers multiplayer with the "always photo mode" patch at 70FPS... but with Second Life and Firestorm I twiddle my thumbs for 10 minutes entering Big Daddy's, for example, and stare at 5 frames per second.  It's not my connection, either.  I could run 10 instances of SL before making a tiny difference in ping.  My experience isn't unique, either.  I don't know what Linden Labs is doing wrong, but there is something being done SEVERELY wrong.

There is absolutely nothing more important than fixing whatever the hell is wrong which causes this.  The region crossing problems are likely related to _whatever the hell you're doing wrong_ for circa 2012 graphics to run like I'm logging in with a Commodore 64 when my rig can run.. well as above.  You guys seriously need to pull all the tech dweebs in and make it so this doesn't run slower than Habitat (google it) when there's more than 10 people in a parcel.  I'm 43 years old and am pretty much the young guy wherever I go, due to how it runs.  We're people who remember BBS and so have patience but... there's gotta be fresh blood, and I don't mean brazilian ladyboy escorts.  I love this place, I mean it's the best RP engine around but.. so help me I can't blame the kids for ADHDing off in a few days.

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@NikolaosSakamoto:I assume you understand the difference between pre-optimized and non optimized content and the graphics processing required to stream the latter?  That is why most games load PCs far less than SL and therefore run much faster. If you would prefer an SL without user-created conent then maybe you would prefer Sansar?

Oh...wait...Sansar was sold off since no-one wanted to use it......

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I will repeat something I have previously said.  Is there a place in SL where all the content is “ optimized”?  Are mere mortals allowed to visit?  I suppose we would have to leave our unoptimized selves in inventory to get the full effect.  I do so tire of the arguments.  How about some controlled demonstrations?

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12 hours ago, NikolaosSakamoto said:

I don't know what Linden Labs is doing wrong, but there is something being done SEVERELY wrong.

 99.9% of content in-world is created by users, ie, people like yourself who are just playing SL, not Linden Lab.

Vote with your wallet, go somewhere that isn't laggy, support creators who make optimized content.

Not to say that LL couldn't improve the situation too. For instance, project arctan was supposed to put an end to rewarding certain types of laggy mesh, but not heard a peep about that in a while.

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On 7/18/2020 at 7:47 AM, NikolaosSakamoto said:

Friggin' heck WHY are any of us even asking for that?  I have a rig that can run Red Dead Redemption 2 full 64 person hacked servers multiplayer with the "always photo mode" patch at 70FPS... but with Second Life and Firestorm I twiddle my thumbs for 10 minutes entering Big Daddy's, for example, and stare at 5 frames per second.  It's not my connection, either.  I could run 10 instances of SL before making a tiny difference in ping.  My experience isn't unique, either.  I don't know what Linden Labs is doing wrong, but there is something being done SEVERELY wrong.

There is absolutely nothing more important than fixing whatever the hell is wrong which causes this.  The region crossing problems are likely related to _whatever the hell you're doing wrong_ for circa 2012 graphics to run like I'm logging in with a Commodore 64 when my rig can run.. well as above.  You guys seriously need to pull all the tech dweebs in and make it so this doesn't run slower than Habitat (google it) when there's more than 10 people in a parcel.  I'm 43 years old and am pretty much the young guy wherever I go, due to how it runs.  We're people who remember BBS and so have patience but... there's gotta be fresh blood, and I don't mean brazilian ladyboy escorts.  I love this place, I mean it's the best RP engine around but.. so help me I can't blame the kids for ADHDing off in a few days.

The problem, my dude, is that optimization for RDR2 is ridiculously easy in a static world, with everything being instanced and handled by advanced shaders that are perfectly optimized. In Second Life, textures aren't shared, maps are complex, and almost none of the mesh is optimized. All of the avatars have ridiculous polygon counts with large non-customizable skeletons underneath, and worlds are built out of objects not even remotely optimized either in the texture sense, poly-count, or anything like that. It's what comes with the freedom of being able to make a game like Second Life what it is. That being said, more work could definitely go into making tools to run things smoother.

 

4 hours ago, iceing Braveheart said:

increasing land size would devalue lands value for sale and resale

 

That's nice. The whole concept of artificially based restraints for the sake of "land sales"... Why don't they just turn SL into IMVU, if they're going to halt all progress? Or just accept that the game will eventually be even less than just mostly dead content that it is right now.

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On 7/20/2020 at 3:38 AM, iceing Braveheart said:

increasing land size would devalue lands value for sale and resale

Only for the existing 256sqm regions. The new 1024sqm regions would sell like hot cakes.

Economy 101: If it's new and larger, everyone will want it, unless it's priced too high.

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14 hours ago, Fritigern Gothly said:

Only for the existing 256sqm regions. The new 1024sqm regions would sell like hot cakes.

Economy 101: If it's new and larger, everyone will want it, unless it's priced too high.

A current region (256x256) is 64K sqm (or 65536 sqm). A 1024x1024 region is 1048576 sqm, which is 16 times the area of a current region. The big one should have its maintenance fee set accordingly - US$3664 per month. LL could be generous by reducing it to US$3600 per month.

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