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Gavin Hird

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About Gavin Hird

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  1. Apple has deprecated OpenGL and it will most likely be zapped completely from macOS the day they ship their latest Intel based Macs. From then on it is Metal only both on Intel and Apple Silicon. They have said the transition from Intel will be max 2 years, but if could be faster. We are soon 6 months into the transition period. The consequence of that is that the Mac viewer must be rewritten from scratch because the Metal libraries ONLY work with Objective-C or Swift, and 99.99% of the viewer code is C++. In addition to OpenGL that is used both to generate the entire user interface and
  2. As long as the virtual reality is operated by live humans sitting behind their screens with a virtual representation of themselves it would be concidered a real world activity, for which your local police could arrest you if you broke local law. SL is not automata or a programmed game.
  3. Your country will hold you responsible for your actions sitting behind your computer. LL can be held responsible for facilitating your actions and not blocking them, and that can be extended to AWS.
  4. The question is not how the public in general reacts to it, the question is how corporate Amazon views it in terms of potential media and market valuation backlash. Seriously, I don't think the public would be particularly comfortable with this issue. The fact is more that SL is completely obscured from 99.9999% of the population so nobody knows.
  5. Naw, you only need to make them aware of the child avatar ***** and they could close shop immediately. It is a very slippery slope to support these billionaires by handing them your business.
  6. The performance on the MBP 13" should be identical to the mini as the motherboard and M1 is the same, with the exception it has a Retina display, and if you set the viewer to Retina display support (they call it HiDPI in the graphics setting), it will have to render 4X the amount compared to rendering with default viewer resolution. That will effectively more than halve your frame rate, but that might be acceptable depending of your location and how much content in view.
  7. Here is an excerpt of a longer message I sent to the TVP developer mailing list yesterday: An update after testing viewers on an Apple Silicon M1 Mac mini today, and the good thing is they all (SecondLife, Kokua, Cool VL, my own) runs, and seem to run reasonably well under Rosetta 2 emulation. Performance is significantly better than on a Mac mini 2018 with the Intel 630 integrated graphics. Probably around a 3X performance increase. For a viewer window of 1680x1080 running on a 27” non-Retina display, with graphics settings at high, objects at the fist High step (not fully turned
  8. The throttle also has to do with not feeding too much data to the viewer as there are limitations to how much new and updated content it can process between rendering each frame. If you feed it too fast, it will just be discarded and can be seen as cliches or tearing in frames, or cause the viewer to request the content to be reloaded.
  9. You completely forget this is the mode a lot of high end games on iOS operate. No, it does not peg the CPU 100% - in case it does the machine is very weak or the viewer code is hozed. On my Macs - even if the GPU might be hovering at close to 100% utilization, the CPU runs pretty cool mainly utilizing one core only. The same will be the case on iOS, while Metal will offload even more to the GPU.
  10. You'd run them in connected mode with a console keyboard plugged in for the iPhones. The recent iPads would be useful as they are, but obviously powered if running anything but shorter sessions. With no OpenGL you'd also have to completely redo all UI, which would be most efficient both memory wise and cooling speed wise to do in native iOS frameworks. These are also optimized the heck out of on Apple processors and GPUs. Most scenes will run comfortably in 2 GB application memory and far less GPU memory.
  11. Numbers given as estimates by Oz in a TPV meeting. Ask them in the next for an update. It was up for discussion when the Linux client was put on the back burner. Usage for Linux was said to be less than 1% of the user base.
  12. According to LL 15% of SL users are on macOS, and closer to 25% of the content creators are. So dropping the macOS viewer will impact their financial performance. What you tend to forget is that a Metal renderer will potentially broaden the market to the 1 billion iOS users. Not to be underestimated. Today's iOS HW is in many ways more capable than the desktops that ran SL only am few years back.
  13. Completely rewriting the renderer for Metal in 15 months is probably not doable both because there are significant dependencies between all LL content and OpenGL 2.1 currently used by all viewers. The other issue is that the Lab has had an open position for a rendering engineer for a very long time without being able to find anyone. The individuals out there who are capable of lifting the current OpenGL 2.1 code in to Metal are few and far between. Probably very expensive to hire too. Of course, succeeding to write a Metal renderer makes the road to an iOS version of the viewer ver
  14. Most of the viewers work on Catalina (beta versions). The challenge is the macOS version following Catalina where, reading the tea-leaves from WWDC 2019, OpenGL will not only be deprecated but also completely unsupported.
  15. There is no bluff. OpenGL on all Apple platforms are depreciated for Metal 2 which yields 2-10x draw calls over OpenGL on the same hardware. While I not necessarily think this is a good move by Apple, it is what will happen, and OpenGL should be gone in macOS 10.16 which can be expected in 2020 if they are on the same yearly release schedule as they have been. All new non iOS hardware introduced even this year have HW support for OpenGL still.
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