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KjartanEno

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Posts posted by KjartanEno

  1. On 11/14/2021 at 8:05 AM, NiranV Dean said:

    Sounds normal, i'd get ~45 FPS there too, although i'm not sure without ALM, probably with ALM unless that place is as bad as i imagine it is from the picture.

    I have an RX 580, which would compare poorly on Windows but runs OpenGL fairly well on Linux. My Ryzen 5 3600 no doubt helps, and it was a very noticeable improvement over my previous Ryzen 3 1300x.

    AlchemyonLinux.thumb.jpg.db10c181a4c721d1ad9efe4aedd5563d.jpg

    That's 48 fps on the mainland with ALM on. I did turn ALM off momentarily and the framerate went over 100 fps. (Custom day cycle is being used. Had I set time to midday, results would likely have been higher overall.)

  2. 2 hours ago, 1Arden said:

    Well, the changes haven't really helped, to be honest.

    Here I am standing at someone's house, advanced lighting off. Seems okay.

    image.thumb.png.d2de9a8112f4765f934c699fc54bf13a.png

    A GTX 1060 with advanced lighting OFF and only getting 44 fps? Not sure if it's the location or some million polygon trinket you might be wearing made of a hundred sculpted prims, but something is off. Try a location that's on the mainland where anyone can visit and compare results.

  3. Running Black Dragon via WINE, I do see the rigged mesh head attached to the Skull while in 1st person camera view. Of course, it's not a really obvious issue most of the time since the camera is viewing the invisible side of the faces of the rigged mesh object(s). Being seated will most often pose/animate the head in a way that makes the mesh more visible than while standing/moving with an AO. 

  4. 4 hours ago, NiranV Dean said:

    All Viewers do this. Almost always have been (there was a time they didn't for a while, that was a bug). Problem is that most things are attached to hand (rigged stuff because its rigged and automatically goes where it should) but can usually be fixed by separating the head from the body (if no scripts require it to be in linkset) and attaching it separately to the head.

    Head attached to Skull attachment point. Avatar is seated. View is 1st Person.

    Firestorm:

    FS_1st_seated.thumb.jpg.9c4408805a5c2aacce1d77175afecca1.jpg

    Kokua:

    Kokua_1st_seated.thumb.jpg.6ee097094730165ee09887884972f1e6.jpg

    Edited to add that I'm not saying I prefer any one viewer over another in all situations. I go to Firestorm when I want to do building. I use Singularity in clubs. I like the look that Alchemy EEP beta (only available from the Alchemy Discord channel) has with its unique Contrast Adaptive Sharpening. I like Kokua for the aforementioned features. Really I'm spoiled for choices. :)

  5. Just now, Lyssa Greymoon said:

    Kinda sure. I went to http://maps.secondlife.com/secondlife/Nautilus - Shalim/253/201/23 to check it out and the invisiprims in the drydock acted exactly the same in Kokua and Firestorm.

    612392742_ScreenShot2021-10-22at5_20_55PM.thumb.jpg.d02f470c15fdcb3472941b9aa53d3e72.jpg2035248112_ScreenShot2021-10-22at5_21_18PM.thumb.jpg.07a0932039202b40b62bae56dbebbd40.jpg

    Well, this is most odd. I'll have to look into the advanced and developer menus to see if there is a specific setting when I get a chance. Also, try the Mac version of Cool VL Viewer since it has the same capability to 'show' invisiprims  in ALM too, at least on the Linux version.

    • Thanks 1
  6. 13 minutes ago, Lyssa Greymoon said:

    Is there a setting for this? It doesn't look like invisiprims are being rendered with ALM on in the Mac version.

    I logged in and performed a quick test. I use the Linux version with RLV. I don't know of any specific setting. It just works. Are you sure you're using an invisiprim? They show as green when viewed using CTRL+ALT+T (or Mac equivalent).

    invisiprim_001.thumb.jpg.a6266ec77f55a218d3ce1e3ba25c2ffa.jpg

    invisiprim_002.thumb.jpg.a47d8235f67ac7835c714d869770d832.jpg

  7. I think Kokua is a great viewer. It offers a couple nice features not found on other viewers. For example:

    1. Kokua still renders invisiprims in advanced lighting mode, which is good for owners of some yachts where the water would otherwise appear inside the hull. Firestorm only renders invisiprims when advanced lighting is off, which isn't quite as nice to look at, assuming one has a good enough computer to handle shadows and reflective water, and one doesn't want to sail a waterlogged boat. 

    2. Kokua will hide mesh attached above the neck while in first person view. This is nice when seated in a boat or other vehicle and looking around in first person view. You won't see your mesh ears, hair, or tongue, for example, if they're using attachment points above the neck (might include the neck attachment point but I'm not logged in right now to verify that).

    However, as long as one is using the EXACT SAME graphics settings, there is hardly any difference in performance between Firestorm and Kokua. There was a time before the last Firestorm release in which Kokua had the "opaque water" option but Firestorm did not. When you don't need to see pretty water, that setting alone can make a big difference in framerate. Again, Kokua is a great viewer, but there's not enough of a difference between it and Firestorm right now to claim that either is a better viewer for performance, in my opinion.

  8. 29 minutes ago, Istelathis said:

    Alchemy doesn't see very many updates though, while Singularity has nightly builds you can download.

    Alchemy is being actively worked on, but you'll only find public beta test builds on the Alchemy viewer Discord channel. While I agree on Singularity being the fastest, it is unclear whether there'll be any more Nightly builds made available, the last one (8419) having been released back in February, I think.

    • Like 1
  9. 15 minutes ago, Lyssa Greymoon said:

    ¯\_(ツ)_/¯

    I didn't realize it was an option in the Linden viewer until just now. I get a significant performance boost from it in both viewers.

    It became an option in the official viewer and Kokua sometime earlier this year, but Firestorm doesn't update as often as those viewers. The framerate boost is quite noticeable on the mainland, unless perhaps one spends most of their time in skyboxes.

    On my operating system (Linux based) and hardware (Ryzen, Radeon), I have no problems with the performance of Firestorm with one minor caveat: I have VRAM manually set to 2048 MB. Even with 16 GB system RAM and an 8 GB video card, I have on a few occasions experienced excessive system memory consumption into swap space when using the Dynamic Texture Memory (DTM). This never happens in other viewers or in Firestorm when I disable DTM. Other than that, it's a great viewer release.

    • Like 1
  10. Jake-low-poly-mod.thumb.jpg.298a75fe4b36dfb54780fc2f03301fea.jpg

    I deleted unused parts. Basically, as mentioned in this thread:

    1. Set up the mod version of the body how you want it.

    2. Detach and rez this body.

    3. Edit the body.

    4. Unlink all parts.

    5. Edit all the visible skin parts and sort them away from the pile of invisible parts. (CTRL+ALT+t)

    6. Assemble the body so you know it's all there.

    7. Create a prim, name it.

    8. Edit a body part, press SHIFT, and continue clicking parts until they are all selected. (Move selection to see if any parts are not selected yet.)

    9. Finally, select the prim you made and link all parts.

    10. Edit the body, click "Edit linked" and select the root prim you made. Make it invisible (100 % transparent).

    11. Take the body into your inventory (and find it in Objects folder). Right-click on it and attach it to anything but your right hand!

    Jake-Edited.thumb.jpg.bc67cb8f40f6e8674fe832714d9585f0.jpg

  11. 1 hour ago, Marianne Little said:

    What's your neck number?

    45

    I don't have any bad bump like others have shown. I just notice the transition from body to head when looking at it up close using standard day cycle lighting conditions. If I set the viewer to CalWL, the transition is close to perfect.

    B-Jake-C-Dino-CALWL.thumb.jpg.bfe32fb0b7e8c51845fe01c00aeaa329.jpg

  12. B-Jake-C-Dino.thumb.jpg.9535517a8482c9bc9f9e787dae0c6988.jpg

    Jake with Slink Redux male feet and Catwa Dino head. Skin, bump, and specular textures are my own. I'm using the mod version of the body. There is a noticeable neck seam. I despise neck blenders, so it is what it is.

    • Like 3
  13. 4 hours ago, Pussycat Catnap said:

    I removed over 60 pieces of mesh from Belleza last night that were unused items - onion layers, alternative breast shapes, multiple feet, etc.

    Which is probably what I'll do as well to Jake, since there's hardly any need for three onion layers nowadays. I'll change the description fields on what I do keep and add an Omega Custom Mesh Body kit script to it.

  14. 4 hours ago, Karly Kiyori said:

    There's no need for this. The hud for all 4 of the new bodies has a button on the hud to switch between Alpha Blend, Alpha Masked and None. Its set to None by default (same as the old body) but if you click where it says None - next to BOM (can't get a screenshot cos I can't log in atm) it toggles beteween the three modes. 

    No need to do any of this complicated stuff.

    I'd love to be able to check this and see for certain, but yeah, today of all days we get a grid crash LOL.

    Nevertheless, when I did click the BOM button after having selected one of the available skins from the HUD, it did not cause alpha masks to start working on the No Mod body. I selected a skin, saw the Belleza Jake skin, and then after clicking BOM on the HUD, I saw my system skin.

    I was wearing an alpha mask at the time as part of my testing. I make system alpha masks, tattoo layers, Universal layers, system skins, Omega appliers, and even rigged mesh when I feel like playing in Blender with Avastar.

    Regardless of potential creative uses of alpha blended and emissive skins, the BoM setting should automatically set the skin to masking by default, else there are going to be a lot of confused customers.

    ___________________

    EDIT: You are right. I was clicking the [ BoM] box that looks like a button, not the button next to it. Masking does work. I think the body should have it set to mask by default though. I'm probably not the only one who will wrongly assume that the body wasn't properly set up.

  15. Just now, Janet Voxel said:

    Damn...putting in work already!

    Will that script work with Freya too?

    Sorry, Janet, I doubt it. The linkset isn't organized. I had to edit and move the jumble of pieces into the four main layers. I really have only fully sorted out the skin layer so far, then put in a simple script to say link & face numbers to chat. Once one knows what the upper and lower skin links are, it's not hard to plug the numbers into the script.

    • Haha 1
  16. I couldn't pass up a sale on Jake, especially since I've already got clothing for the body. As pointed out in this thread, a modifiable version of the body is now included. (EDIT: This rest of this is wrong. A button on the HUD does allow masking. I'm leaving the rest of this post as it was since someone might find it amusing. Your laughs are always appreciated :) ) That is very important since the body is still NOT fully BoM compatible out-of-the-box due to the skin layer having no blend mode set. The No Mod version is still essentially the same as the demo I've had for a while in that it can have the BoM placeholder textures applied, but system alpha masks have no effect on it. The only difference being that on the demo I had to use Omega to set the BoM placeholder textures, and now they're included in the body script.

    For anyone who would like to get the modify version of Jake working with BoM, here's a script you can create and drop in the body:

    Quote

     

    // Skin layer mesh links:

    //  Neck-Head 107
    //  Upper Body 2 12 14 23 24 26 27 28 29 30 31 61 63 64 65 67 69 71 Hands: 61,0 108,0
    //  Lower Body 3 7 13 21 22 25 42 62 66 68 70

    default
    {
        state_entry()
        {
            llSay(0,"Click the body to apply masking...");
        }
        
        touch_start(integer total_number)
        {
            llSetLinkPrimitiveParamsFast(2, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]); // Upper Body
            llSetLinkPrimitiveParamsFast(12, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(14, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(23, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(24, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(26, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(27, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(28, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(29, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(30, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(31, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(61, [PRIM_ALPHA_MODE, 0, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(63, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(64, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(65, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(67, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(69, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(71, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(108, [PRIM_ALPHA_MODE, 0, PRIM_ALPHA_MODE_MASK, 100]);
            
            llSetLinkPrimitiveParamsFast(3, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]); // Lower Body
            llSetLinkPrimitiveParamsFast(7, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(13, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(21, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(22, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(25, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(42, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(62, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(66, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(68, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
            llSetLinkPrimitiveParamsFast(70, [PRIM_ALPHA_MODE, ALL_SIDES, PRIM_ALPHA_MODE_MASK, 100]);
        }
    }

     

    Even though this script will enable the correct use of BoM, the Omega system cannot be added to the modify body for some reason. I know I can further edit the body to get an Omega Custom Mesh Body Kit to work with it, but I expect the average user won't have the patience or know-how to deal with the semi functional nature of the "update."

    If you got Jake and want fully functional BoM, then use the above script on your Mod version of the body. If you don't mind using applier skins and alpha HUDs, then "new" Jake will work pretty much like the old one in that regard.

    • Like 4
    • Haha 1
  17. 57 minutes ago, Macedonio Ashley said:

    I do not see many advantages either, the only positive thing is that now you can share the windlights with other people but graphically it is almost the same. the only difference is that shiny things are a little brighter now. Black Dragon and Alchemy still use the traditional windlight so I don't see why people should have been forced to use this new version when 6.3.9 was working perfectly,

    Alchemy devs are working on a new version, available only to testers via their Discord channel, which is based on EEP. The previous release based on WL is quite out of date and should probably not be used.

    Singularity has a nightly build released earlier this year (version 8419) that is still based on WL. Older nightlies and the 'official' release are out of date and should probably not be used.

    Black Dragon is based on EEP with Niran's enhancements for photography. It isn't advertised as a viewer for lower end, easy rendering usage.

    Cool VL Viewer has a switchable renderer. My experience on Linux with an AMD GPU is that its WL mode is as slow as its EEP mode. You may have significantly better results (or not) than mine, so try it for yourself.

  18. I just tried to duplicate your issue with Firestorm. I was able to type a web address into the built in web browser including the 'forward slash' symbol. It worked fine for me.

    Firestorm 6.4.21 (64531) Jul 21 2021 21:57:13 (64bit / SSE2) (Firestorm-Release) 
    ...
    OS Version: Linux 5.11.0-25-generic #27-Ubuntu SMP Fri Jul 9 23:06:29 UTC 2021 x86_64
    ...

    OpenGL Version: 4.6 (Compatibility Profile) Mesa 21.0.3

    RestrainedLove API: RLV v3.4.3 / RLVa v2.4.1.64531
    libcurl Version: libcurl/7.54.1 OpenSSL/1.0.2l zlib/1.2.8 nghttp2/1.25.0
    J2C Decoder Version: KDU v8.1
    Audio Driver Version: FMOD Studio 2.01.09
    Dullahan: 1.8.0.202011061705
      CEF: 81.3.10+gb223419+chromium-81.0.4044.138
      Chromium: 81.0.4044.138
    LibVLC Version: 2.2.3
    Voice Server Version: Vivox 4.6.0017.22050

    Settings mode: Firestorm
    Viewer Skin: Firestorm (Dark)
    Window size: 1920x1005 px
    Font Used: Deja Vu (96 dpi)
    Font Size Adjustment: 0 pt
    UI Scaling: 1
    Draw distance: 128 m
    Bandwidth: 500 kbit/s
    LOD factor: 2
    Render quality: High-Ultra (6/7)
    Advanced Lighting Model: Yes
    Texture memory: 2048 MB (1)
    Disk cache: Max size 2048.0 MB (100.0% used)
    Built with GCC version 50400
    Packets Lost: 0/3,515 (0.0%)
    August 10 2021 06:54:58 SLT

  19. It's there as an Environment Setting now. Simply open your inventory and type CalWL into the search bar. You'll see the setting appear under Library > Environments > Skies where all the old Windlights are now located, converted to work with the EEP viewer. No Purchase Necessary (unless you really want to). You can right-click on the CalWL setting in your inventory and "apply to myself". It will stay like that across logins until you decide to use the region settings again.

    You can copy any environment setting from your Library to your Settings folder for quick access. There you are able to edit the setting you copied any way you like.

    • Like 3
    • Thanks 1
  20. Firestorm now has "opaque water" as an option for advanced lighting in the graphics preferences. Unless transparent and reflective water is desired for boating or photography, using opaque water provides a significant boost to the framerate while still enjoying materials, shadows, and ambient occlusion. This wasn't possible on the previous version of Firestorm. Even if you can't see water, it's impacting your framerate if you're anywhere near the ground level.  

    • Like 2
    • Thanks 1
  21. 2 hours ago, Profaitchikenz Haiku said:

    my recollections of the viewers was that they all ran nicly under 20.04 nd I don't recall having to fish around for any extra libraries).

    I've been running all Linux viewers on Ubuntu 21.04 (Gnome/Wayland) without any issues. Black Dragon will run with WINE. I also have absolutely no screen tearing, stutters, or flickering while dragging windows around the screen. That said, there are a few minor issues relating to the Ubuntu UI on Wayland that Xorg doesn't seem to have. Those will probably get sorted by 21.10 & 22.04. One can simply choose to log in via Xorg every time if they prefer it.

    I think I had to install VLC for some libraries to get Singularity to work, but other than that, it JUST WORKS. I do not have a microphone to speak (I don't even like talking on the phone), but I can listen to voice on Firestorm just fine.

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