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Flea Yatsenko

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Everything posted by Flea Yatsenko

  1. I don't want to see marketplace rebooted and have to see everything relisted. I have a lot of products and there's people who have way, way more than me. I also see the value in old products, I've tried to clean things up personally and I've had people message me requesting things I thought were too old to be useful but they really wanted them. But the reason why SLMP has so many technical problems is because it's so big. When you make a listing on market place, that number at the end of the URL is the ID. Assuming it works like most database ids, it started at a low number and increments by one every time a new row (listing) is added. Looking at a listing I made a few days ago that number is around 22 million. Obviously it's only an estimate and maybe LL did something like start the number high. But my point is there's very likely 10s of millions of things on SLMP LL has to maintain to keep the SLMP website functioning. It's a pretty huge burden honestly. Granted the size of SLMP and the issues the size causes I think LL is very generous on what it takes to start up a store and start creating listings.
  2. This is a lot easier for LL to do now that they are in the cloud. I've seen it discussed here several times that sizes besides 256x256 would be possible and welcomed. You also have a benefit of having smaller ones too. It would make it easier to expand, instead of managing a 256x256 sim you could get a 128x128 and when you need more prims just pay for more and have your sim expanded instead of paying for a full size sim and trying to sublet it. But I think this is one of their lower priority issues. Seeing LL's latest blog posts they are concerned with improving performance and getting new users to stay in SL. More people in SL means more income for LL (and merchants) which means more growth. But it's a lot easier for LL to do this now they are in the cloud and not tied to fixed hardware with fixed specs. I think it will come but it's not going to be a huge priority for them. They have stuff to fix and I'd rather see them fix it as much as I would love my own 128x256 private sim I could expand as my business grows.
  3. 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 accuracy, not speed. But it was chosen by many projects because it's easy to get it running on multiple platforms. These new APIs will allow SL to use more than one core effectively, but it's going to take a lot of work, they'll be better off starting from nothing then trying to get it working in the current engine. They did a really good job with Sansar though, I know they can handle it fine.
  4. 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.
  5. 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 superior versions of SL come and go, because they don't have the content and stuff to buy that SL has. I feel like a lot of people take for granted you can go to the marketplace and buy pretty much anything you want. It's there. It's amazing. LL built a fantastic ecosystem. But it takes a long time to build such a good ecosystem and the server and viewer software show its age. It would be a very huge undertaking to make SL multi-threaded. But x86 CPUs are done getting much faster per core and are just adding more cores. A large part of optimization with SL comes from not being able to prepare the world. In a regular game, everything is set in stone and it's optimized assuming nothing will change. So you can take short cuts and make it run better. SL is all off the network, and it's always changing.
  6. 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 lower than Vulkan, I've seen benchmarks with Vulkan being 2 to almost 4 times faster when benchmarking draw calls, with reduced CPU usage. I wonder what the draw call bottleneck looks like for SL. It's dynamically loading content from the web, so mesh is slowly trickling in, but I don't know if it would make a difference. I don't know enough about this stuff. I'd think it has a lot of potential to increase performance. It'd be good to get the SL viewers more multi-thread friendly, especially when phones usually have 8 very weak CPU cores to use, as a long term goal.
  7. 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.
  8. 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"
  9. 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.
  10. 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 absolutely HUGE help to me. Thanks
  11. 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.
  12. 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 combination of summer ending, COVID restrictions backing off in a lot of places, and people being stressed out. Think about all the adults who have kids that would normally go on SL, but now their kids are at home all the time because of elearning. Did you really think there wouldn't be a snap back after the huge increase in sales most people saw because of the lock downs? It'll pick back up really quickly when it gets cold again, don't worry. Once flu and cold season starts, everyone who gets a sniffy nose and is heavily invested into the COVID thing is going to think they're going to die. It's going to get a lot worse for most people, but a lot more people will be spending their free time inside in front of a computer. Whenever it happens I drop by the forums to see what's up. Normally there's some sort of problems going on with the grid, but things seem pretty calm right now. Just be patient, fall is coming and LL is starting to get things moved to the cloud. I don't know if you tried the cloud hosted sim yet, but everything loads extremely quickly, it's like a whole different virtual world. Things are going to be huge when we get cloud hosted sims, it's going to be a huge increase in sales because people are going to want to spend a lot more time in SL. You should try it, it's probably one of the biggest game changers for SL since mesh.
  13. 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, databases, and an ecommerce storefront anyone can sign up and make stuff for.
  14. 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 and more populated grid than relying on a lot of empty sims. But it's going to be a big change, and a lot of people are going to interpret it the wrong way. SL can be ready for a golden age if they handle this right and open SL up to new markets.
  15. Awesome, I'm really excited for Android and iOS. Hopefully it proves popular and can have more features added over time.
  16. That could easily be solved by doing something like increasing land impact of things that are unflagged.
  17. 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 new markets. Sansar was sort of the right idea, LL wanted to expand into the VR market with a virtual world. But they left behind all the people and content in SL to try and start anew. They should be trying to bring the good content and good people of SL to new markets instead of trying to find new markets with new products. I'd like to see something like a new continent open up that's specifically more tame for consoles, mobile, etc and to see SL clients for them. SL is declining very slowly. I think it's correlated to the shift away from traditional computers and more towards mobile and consoles, and SL only being available on those platforms. I also don't think SL will die, because it's got a steady user base and a large amount of content, and PCs and Macs aren't going to completely disappear. They'll find a balance soon, you could even argue they already have reached the bottom. Short term SL needs to make SL more reliable and run better on lower spec hardware. SL having reliability issues with 40k users logged in limits growth because the platform obviously couldn't handle something like a surge of 35k in a day.
  18. In one of the threads with Lindens, they hinted that the mobile client would be a bit more than just chatting. No one really knows what to expect right now. Could be a client where you can explore in world, could just be chat and av editor, could be a lot of things.
  19. I made a few listings today and they looked fine. Probably depends on what kind of image you're uploading, if it's more like a photo or more like vector artwork.
  20. QA means they are testing them before they roll them out.
  21. SL just needs a mobile client that you can actually play and do in world stuff with. People brought up Roblox, they have almost 12 MILLION REVIEWS on the Play Store and over 2 million reviews for the app on the App Store. If SL just had a tiny fraction of that user base, it would be several times larger than it is today. Given how Western marketshare between iOS and Android is about 50/50, yet there's such a difference in the amount of reviews, I'd wager that a lot of Roblox players aren't in the West, something SL is completely missing out on. SL needs to shift from being something you play on a somewhat modern, decent laptop or desktop and be something you have on your phone you can pull out on the bus, train, car, etc when you're bored. What it really needs is to make a tech leap where sims can be compiled and optimized to run on lower spec hardware, like how things were with Sansar. A lot of SL's performance problems come from the desire to have everywhere in SL be a place you can build. Look at earlier in the thread (sorry, I read the whole thing and forgot who posted it). The sim and region is all set up and all the technology is there for everything to be edited. And it's locked down so much that a facial animation HUD can't be used. Why make all these performance sacrifices for a place where you can't even run scripts? The reality is most places people aren't building. They are being social or playing with stuff. To put this into perspective, imagine you have to tell a random person to get into SL and help them get set up in world. Now imagine you tell someone to try Roblox. Getting started on Roblox is 1000x easier and less daunting, I guarantee it. There's so much content in SL, it's a gold mine. You can find literally anything you want that's not a complete copyright violation. It is the gold of SL and it's what causes all those other virtual worlds to come and go (even Sansar). There absolutely has to be a way to split editing and viewing up in SL. Make current sim state where people can build together be an "edit mode" so people can be social and build together in world. Then have the sim be compiled to an optimized format that can run better on lower end and mobile hardware, but building is disabled. But it'd be a huge project and it sure would be troublesome and not fun to do the coding for. But imagine an SL where you rez into your parcel or sim or whatever and you download a compressed and optimized package containing the mesh and textures and everything is loaded and running great quickly. I love building in SL. I never would have gotten into making mesh in Blender if it weren't for SL. And I'm not advocating making it impossible to build or some elite thing. I'm saying that SL is treated like an editor for a virtual world, and it's alienating people who don't want to build all the time by making the client overly complex, hurting performance, and limiting the potential audience by massively limiting the types of devices that can run SL. LL is fighting changing demographics of hardware and it's not working. Android has successfully eaten away and traditional computers, and I don't think the correlation between the decline of Windows computers and the slow decline of SL is a coincidence. Focusing so much on marketing to the audience of people with decent computers is limiting your possible outreach for users. EDIT: Just think if SL was more focused on social. You are out and about and you just pull out your phone to see who is online to talk to. That'd be awesome. Sitting around on your phone, talking to people, playing with your AV appearance, and maybe doing some light exploring. Right now when you get on SL you basically have to pick a dedicated time to do it, sit in front of your computer, etc.
  22. I'm going to say something controversial, but I imagine the vast majority of users never even bother with content creation at all. The current viewer should be rebranded an editor and made for power users. The actual viewer should have all the editing and advanced features removed. Make it 100% focused on customizing your avatar, being social, and getting the most performance out of the viewer as possible. I always imagined an avatar editor more like in the SIMS. The current one feels more like a chore. It should be a full screen mode, with your avatar in a 360 degree preview you can freely move around and see changes in real time. It should be made as simple and not intimidating as possible. I think all these menus, folders, etc are very confusing to new users and stop them from coming back. SL's biggest problem right now is getting new users and keeping them. Making the new user experience a lot more enjoyable would be a huge boon for SL. And making the viewer simpler, easier to use, and less scary to new users would be huge. All the viewer really needs is 1. An easy way to customize your avatar 2. An easy and convenient way to buy things and buy L$ 3. Quick and easy communication with other members The editor should go all out hardcore with advanced options, menus, features, etc. Just add features, even if they're confusing or difficult to use, if they help people create content and get things done in SL. The current viewer tries to please content creators and content consumers and it's just oo overwhelming for new users.
  23. As someone who does web dev as well as SL, it sounds like when you save the images to the servers, they are compressing them too much. Unless they are saving a higher resolution image somewhere, LL won't be able to improve the image quality until you provide them with a better image. I highly doubt they are saving higher resolution versions of the images you upload if they're not using them. They are trying to get the SLMP to load faster with all this caching they added, and they're being over-zealous with their image "optimization" to improve page loading time and reduce operating costs. It's a very good thing they are doing this, e-commerce sites need to be extremely fast: https://www.gigaspaces.com/blog/amazon-found-every-100ms-of-latency-cost-them-1-in-sales/ Most importantly, look what Google found. Half a second of delay drops search traffic by 20%. SLMP website can take a second or two to load the first page. Meanwhile Google's first page loads nearly instantly. Amazon is the same. Caching is one of those things that can massively speed up your website and people make it sound like it's extremely easy to do. The reality is that adding caching usually breaks things in ways you never expected or shows you bugs you didn't know you had in your software. I'm glad they are finally working on increasing the speed of SLMP. The execution could be a lot better, but there's still a lot of room for improvement. The initial page load should have the openID server check for login information with an ajax request instead of an HTTP redirect, for example. But they are moving in the right direction. It has potential to really improve sales and search traffic. And when the search results are so bad due to things like keyword abuse, better performing search and SLMP website will make a very big difference. I'm holding out on making a few new listings because I don't want to deal with going back and re-uploading the images again.
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