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Flea Yatsenko

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About Flea Yatsenko

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  1. Metal and DX12 are all based on Vulkan. Sadly I think we are heading into a future of fragmentation, Vulkan should be supported on all major platforms, even if it requires some third party libraries to go from Vulkan to Metal or Vulkan to DX12. It just depends if Intel, Nvidia, and AMD are going to support Vulkan properly going into the future or not. I hope they do, having different APIs for OSX, Windows, and Linux is going to make a huge mess of things and distract from features like having a proper Android and iOS client. OpenGL was never a first choice for graphics, it's focused on ac
  2. I thought the major reason for moving to the cloud was that LL's bandwidth from their servers wasn't that great. It also means LL doesn't have to maintain the server hardware, and AWS is a lot more resilient if something goes wrong (like a hard drive dies). Uplift was never going to be a cure all. But I think it helped with a few things.
  3. Multithreading and Vulkan has been brought up a lot before. IIRC there is a problem where network fetching or something causes a single thread bottleneck. It was something unique to SL having to fetch things off the network. It's in this thread, specifically this post: LL would basically have to re-write the engine, but they'd still be held back by the existing content, like using normal and specularity instead of PBR, not including massively unoptimized content that people have created. And the content on SL is the most valuable part of the platform, we've seen lots of technically super
  4. I don't know what made me search for "Vulkan" in the forums, but I found this active thread, and I think you're right on the money with this. Vulkan can multi-thread rendering a lot better than regular OpenGL. I kind of went down a rabbit hole, but I found this regarding performance http://wiki.secondlife.com/wiki/Culling. The edit history is quite old, I don't know how much is actually relevant. Some of it may be outdated, but the Performance section has draw calls being a bottleneck, and the wiki considers adding more triangles to draw calls. But OpenGL's draw call performance is much l
  5. I filed a ticket, but just in case some Lindens are around and investigating, I dumped the network requests when trying to log in and it's just stuck redirecting to https://secondlife.com/auth/oid_end.php?redirect=https%3A%2F%2Fsecondlife.com%2Findex.php&janrain_nonce=2020-12-21T21%3A37%3A35ZJr4mMF&openid.mode=cancel&openid.ns=http%3A%2F%2Fspecs.openid.net%2Fauth%2F2.0 over and over again, until the browser gives up.
  6. It took a while to dig through this, I would say it happened sometime in the beginning of 2018 going through my older builds. Looking at my builds, it seems in early 2018 I started to get objects named "Object" a lot more and by mid-2018 everything was just called "Object"
  7. It used to do it, because I wrote a blender plugin that would export an LSL script that could match textures to object names and face numbers as well as construct linksets that didn't import as one object. But it doesn't work anymore because everything is just called "Object" It would be a really big help with materials too, because I could easily adapt it to apply base color + normal + spec.
  8. A while ago, mesh uploads of multi-object meshes got changed from maintaining their Blender names and instead were renamed "Object". Having the mesh names was very helpful for me with import and export scripts. Is there a feature or something I'm missing? That was actually super useful for me and it's gone all of a sudden. Just to be clear, I export cube.001 and cube.002 in one dae. If I open up the DAE file, the object names are still there. But when I upload to SL, some of the names are changed to "Object." Is there a way to turn this off so it maintains their names? It would be an abso
  9. I think this could be a problem to look into. There are probably things the viewer could handle on the main grid because the servers were slow enough to not flood the client. But cloud seems a lot faster, like it could flood a client and cause it to choke and stall.
  10. You've never had this happen before? It happens to me all the time. September cash out is usually much lower than average for me. Lots of people going back to school, work, etc. Normally, "summer" is officially over after Labor Day, but a lot of people didn't really have a summer because of COVID, so my summer sales were well above average year over year. Things are finally starting to loosen up with COVID restrictions in a lot of places, and a lot of people didn't have a summer because of the virus. They want out. I think September is going to be well below average just because of the combina
  11. You can watch SL status blogs, sales always go down and drop suddenly when there's billing maintenance, especially if it's unscheduled. I seem to notice it more than others because I have a large range of products, and most of them are tailored to people who want to build. People aren't going to spend money and work on their avis or land when SL isn't running right. For me, sales pick back up a day or two after maintenance ends. It's just part of working with computers, it's not an SL thing. LL has a lot more to deal with when they have to keep their ecosystem up and running. Servers, dat
  12. LL is moving around income sources in order to make land cheaper. It's a good thing, and it's been in the works for a long time. All these empty sims are because there's too much supply and not enough demand at the current price. By lowering the cost of a sim, or land in general, it would, in theory, increase demand for land. Which would actually increase the SL economy and get more users in world. To have land in SL, compared to other games, cost a lot more. LL is trying to fix that. And they could make a lot more money making microtransactions, i.e. marketplace sales, in a successful an
  13. Awesome, I'm really excited for Android and iOS. Hopefully it proves popular and can have more features added over time.
  14. That could easily be solved by doing something like increasing land impact of things that are unflagged.
  15. Second Life still depends on the PC and Mac platforms for users. You can't get it on PS4, Xbox, Switch, Android, or iOS. PC and Mac have been in steady decline for the last 10 years as other devices take over. People are always comparing SL to things like Roblox or Fortnite. You can play Roblox or Fortnite on your phone or a console. Same with games like Minecraft. Almost every major game people compared SL to that has had staying power (GW2 did well but died quickly) is on platforms besides PC and Mac. As someone with a store, I think it's really important to grow SL by expanding into ne
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