Candide LeMay
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Posts posted by Candide LeMay
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Buy Ingrid's prefabs
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Legal drinking age
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I almost always accept experience requests if it's a place I'm actually visiting and not just popping in and out for a second.
They are easy to revoke if needed (haven't had the need to revoke yet).
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Many happy (auto)returns Cristiano!
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The music scene in SL is one of the things that still has some life in it so I'd suggest to lean into that. Most new friends I've made in the past few years were people I've met at music events. I don't necessarily mean big clubs - smaller, more intimate venues are more likely to have a lively chat in local instead of gesturbators. Or follow an artist/dj whereever they play. Sooner or later you'll start recognizing the same names. The NZ timezone will make it more challenging I think, I'm only familiar with what happens during euro hours.
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I have a separate settings file ("--settings" viewer parameter) with different cache locations for all the viewers/grids I use.
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27 minutes ago, Riodan said:
I just can't fathom how they expect to keep making a residual profit off Second Life, with just about any game server, the longer you keep it online, the more expensive it eventually becomes.
The move to AWS has allowed LL do scale up AND down as needed. And you probably misunderestimate just how much money is LL making on SL:
- private islands bring at least 2mil USD/month, probably closer to 3mil (depending on the distribution of full vs homestead and the various grandfathered prices)
- lindex fees are somewhere in the range of 1mil USD/month
- premium account fees & mainland land fees ... no idea, but given the popularity of Belli maybe another 1mil USD/month?
- name change fees - probably not significant but lolworthy, best business idea LL ever had
As a conservative estimate that's ~60mil USD/year revenue. And there was never any public indication that LL is not profitable. The previous CEO infamously called it a cash machine.
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30 minutes ago, Riodan said:
Land prices are ridiculously overpriced, the technology for Second Life is well behind the curve at this point, and it feels to most people I know like SL is dying and in it's final years.
We have been saying this in 2008-9 already yet SL is still around.
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The cheat code that removes all lag:
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1 hour ago, Silent Mistwalker said:
❓🤔
I've seen mention that Isa passed away last year but I don't remember where I saw it. But yeah one of the best names (and people).
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I'm using Firefox on Windows and can get to the forums with no issue. I've just tried to open https://community.secondlife.com/forums on a Linux VM with Firefox and it opened fine too (anonymously, haven't tried to log in).
edit: not Firefox 122 though so who knows...
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The asset CDN url is asset-cdn.glb.agni.lindenlab.com
If you ping this you should get very low latency (in my case <5ms) because it should connect you to Akamai's closest server.
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I have one 5600X machine and one 5900X machine and they both do fine with SL.
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What is your timezone? I'm on euro time and typically go to music events monday/friday/caturday evenings. You're welcome to join me if you like.
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1 hour ago, Beq Janus said:
An interesting issue, if you have not already done so, this should be raised as a JIRA on jira.secondlife.com (from the LL viewer you can click help->report a bug and it will fill in some parts for you)
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24 minutes ago, Qie Niangao said:
Oh good point. I wonder why folks used to worry about shadows from high-altitude skyboxes. Must have been superstition. I think the lore was that if you'd rendered them on a visit up there, they'd continue to cast shadows (for a while?), but probably that was always hokum.
This is still happening and is very annoying. The sim I'm demonstrating it with has multiple height layers, 500m apart. If you visit a higher layer and then come back to the lower layer, the higher layer will cast shadows, despite being out of draw distance:
Screenshot 1 fresh login, no big shadows http://maps.secondlife.com/secondlife/The Sand Seas/199/200/67
Screenshot 2 one layer up http://maps.secondlife.com/secondlife/The Sand Seas/199/200/508
Screenshot 3 back to the ground, now with shadow from the higher layer everywhere http://maps.secondlife.com/secondlife/The Sand Seas/199/200/67
Screenshot 4 what you see looking up - the layer casting shadows is not visible
Screenshot 5 the higher layer at 500m casting shadows on the neighboring sims
Latest LL viewer, Midday (legacy) environment, 240m draw distance.
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Yeah it would make it easier to use the beta grid for mesh uploads... but you could also share screenshots of work in progress etc, so it's not strictly necessary. Let us know if a place like this materializes, I would drop by 🙂
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If we had 2K/4K textures, in proper hands it could mean one material slot used for the whole mesh instead of multiple slots = fewer draw calls = better rendering performance.
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On 12/26/2023 at 10:46 PM, Meadow Poppy said:
I really appreciate your reply! So incredibly helpful and it will be here in a couple days. I guess my choice of words may be wasn’t the best but affordable, I thought was the nicest way to say cheap cheap, cheap cheap wink wink wink wink anyway, thanks again for your insight.
Well let us know what you got and how well it works, especially when tested with the current LL PBR viewer. More people will be looking for affordable upgrades.
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1 hour ago, Candide LeMay said:
Altville
Or maybe given the general age profile of residents we could call it Altersheim
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Altville
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That sounds like you might have issues with your network connection. Are you on wifi perhaps with weak signal? Check how much packet loss is the viewer reporting in stats floater (ctrl-shift-1)
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It makes perfect sense to only use lossless compression for normal maps when you import gltf. Otherwise there would have to be an override "yes this is a normal map, upload losslessly" during normal texture upload and guess what people would do...
Euro 24 - on SL!
in General Discussion Forum
Posted
Ice hockey championship, football championship, summer olympics ... so many sport events to ignore, so little time.