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Henri Beauchamp

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Posts posted by Henri Beauchamp

  1. 10 hours ago, animats said:

    Actually, it should run on anything that Rust can compile for that can handle the graphics. .../... For now, though, I'm only producing Linux and Windows versions.

    It would likely compile just fine on a Linux aarch64 SBC (Orange Pi5B, Rock Pi5B, Raspberry Pi5, etc), and might run fine on them too, though at low FPS rates.

    With the sources (apparently not yet available), I could give it a try on my Orange Pi5B...

    • Thanks 1
  2. It will work fine (CPU and GPU are plenty powerful enough), but you might want to verify if you can expand the RAM (are there free slots left, or are all the motherboard slots already populated, because then it would mean buying 32GB (2x16) of DDR4 instead of an additional pair of 16GB (2x8) DIMMs if/when you want to update).

    16GB is really a minimum for SL, nowadays, and you would be much more at ease with 32GB of RAM (the viewer alone can easily consume up to 24GB of memory in heavy environments such as scenic sims with a gazillion of meshes and textures, or very populated places with dozens of avatars wearing complex attachments).

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  3. 6 minutes ago, Jaylinbridges said:

    Check your messages.

    Thanks for the private pointer. Still 98% of SLers who will not get it and will scratch their head when reading Brad's statement...

     

    5 minutes ago, Arielle Popstar said:

    I did point to R /Secondlife ”Official Statement From Executive Chairman Brad Oberwagerin” on Reddit where there is a posted linked copy of the blog post.

    Not a Reddit user... 😛

  4. 6 minutes ago, Arielle Popstar said:

    Not really. There were allegations about child avatars but also allegations about some of the inner workings of departments within SecondLife that has had alleged ramifications to the residents.

    If I can't see the original allegations, how could I understand Brad's own post and what it is really about ?

    IMHO Brad's statement is more confusing to 99% of the SL residents than anything.

    • Like 2
  5. 43 minutes ago, rottweiler Lednev said:

    The joking using cool viewer makes me question using cool viewer now as my payment information would be linked to it.

    Please, stop spreading FUD...

    There is no ”link” whatsoever between a viewer you would use and your payment info...

    As for the Cool VL Viewer specifically, it is probably the most respectful viewer regarding your data: it does not even use a custom web login panel page (like many other TPVs are doing), meaning that your IP address cannot even be known by a web server that would run such a custom page. It does not have either any auto-update feature that would log the version you are using together with your IP. I get absolutely zero feedback on who is using my viewer or not, what is their IP, OS, etc... Even the web site hosting it pertains to my ISP (meaning I do not even have access to the HTTP logs for it). There is not even an automatic crash log/dump upload feature like all other TPVs got...

    See ”Help” menu -> ”About” floater -> ”Usage policy” tab:

    Quote

    3.- Privacy policy:
    No data whatsoever is collected or sent to the author of this viewer. Data is however stored on your hard disk and exchanged with the servers of the grid(s) you connect to, in the exact same way as an official Second Life viewer would do.

     

    • Like 3
  6. 57 minutes ago, Kathrine Jansma said:

    It is not so outlandish for iGPUs like non-gaming notebooks.

    That's why you cannot recommend such a poor hardware for SLing... iGPUs or APUs = no go.

    3 hours ago, Modulated said:

    How about helping someone have a better experience on the hardware THEY HAVE instead of telling them to buy this or that or throwing a ridiculously priced shopping list at them?

    Any discrete GPU equal or better to a GTX 1070 and any 6-core (+SMT) CPU with 16GB RAM will render SL at 30+ fps (and 60+ in most cases), even with a 256m draw distance...

    If you cannot do that with this (relatively) old hardware, then your viewer is poorly optimized: try another. I think I am helping people with ”weak” hardware a lot already, via the Cool VL Viewer development (the latter can even run at 20+fps and 256m DD on my old potato (4th) computer equipped with a GTX 460 and a Quad Core2 Q6600 @ 3.4GHz, with 8GB RAM, but of course, in forward rendering mode only, not in ALM or PBR)...

    As for modern SLing, any system with a 4+ GHz octo-core (+SMT) CPU with any modern discrete GPU equipped with 8GB of VRAM or more and 32GB of RAM will do very nicely, and you will not need to spend a fortune for such a system either...

  7. 21 hours ago, Modulated said:

    Keep your draw distance low-ish, around 64 or maybe slightly higher

    Are you kidding ?... 🤪

    It has been many years (over 10, for sure) I have been using 256m as the minimum draw distance in SL, with 512m in islands (sims without any neighbouring sim), or when sailing or flying along/over main land...

    64m is ridiculously low: if you cannot do better with your hardware, it is time to upgrade (or opt for a faster viewer)...

    • Like 2
  8. 4 hours ago, Love Zhaoying said:

    Darn! Too bad it wouldn't mean ”go ahead and render any underlying non-PBR materials instead”!

    For that, you can use the Cool VL Viewer and switch it to the legacy ALM or even forward rendering modes... 😛

    • Like 1
  9. 34 minutes ago, Chic Aeon said:

    So does that mean that the object with PBR ”disappears”?  What if ONLY one material of the object uses PBR as well as legacy textures (like a mirror surface maybe)?

    The faces with PBR materials disappear (regardless of the presence of fallback diffuse texture or legacy material on these faces), the rest keeps rendering. Note however that some PBR materials can actually be classified as PBR alpha masks, and would keep rendering...

    This is purely a debug feature, and not meant to be used in daily SLing.

    • Like 2
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  10. For information, I just released the Cool VL Viewer v1.32.0.12 which implements my first workaround attempt for the ”ugly blue hue on shinies” and does not require anyone to touch anything at their environment settings (use the one which suits you best, including an old Windlight one if that's what you prefer). It also makes water bodies look less sky-blue and more realistic.

    The workaround is still not perfect, but it does attenuate a lot that silly blue shine by using a desaturation technique on ”blue horizon” and ”blue density” sky colors for reflection irradiance maps renders...

    EDIT: and here is the corresponding pull request for LL's viewer code base.

    • Like 1
  11. 12 minutes ago, Porky Gorky said:

    In fact I couldn't care less about legacy content.

    Yes, let's wipe out from SL everything that has been built before PBR release ! 🤪

    Cannot you understand, that no, this will not happen (thankfully, since it would mean killing SL !), and that, as a creator, you must also care about legacy contents, a contents among which your shiny new creations will be rezzed as well ?!?

    Such a state of mind as carelessness for legacy totally baffles me: if you want to kill SL, then by all mean, keep acting this way !

    Quote

    The problem I have been trying to solve is consistent rendering of PBR materials under different SL lighting environments.

    Well, good news then: this is the exact same problem (the blue hue impacts legacy and PBR contents alike) !

    • Like 3
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  12. 30 minutes ago, Porky Gorky said:

    The only solution is to change the environment to one that simulates light more realistically. @Jenna Huntsman free EEP on the marketplace is a good example of one that works. The sky still looks blue but the way the light interacts with various rough/metallic surfaces is acceptably realistic. So on a personal level the problem is solved. My 10 test materials look acceptable with my customised EEV. They look as good as they do in Unreal Engine before lighting is baked and post processing added, but that’s ok they look acceptable considering this is SL.

    Perform the same test, on a platform at, say, 500m over the ground, not using any reflection probe (typical conditions, matching the gazillion of such platforms and sky boxes which exist in SL). Do it with both PBR metallic objects and legacy shiny ones (they suffer from the blue shine in the exact same way).

    Good luck with eliminating the blue shine via EE settings without having the sky turn either grey or pink ! 🤣

    As for the ”fixed” mid-day setting by LL (yes, the one with broken, static clouds too), you will get the same thing I got: see the screen shots I attached to my reply to Dan Linden in this feedback thread.

    Beside, I won't consider the problem ”solved” if the ”solution” implies modifying all the existing EE settings in SL to have existing contents to properly render with the PBR viewer !

    An acceptable solution would consist in a workaround/kludge/hack being added to the renderer so that the EE parameters involved in that ugly blue hue are automatically and appropriately corrected instead of being used ”as is” in the shaders while rendering the reflections (and only them)...

    • Like 2
  13. 5 hours ago, Andred Darwin said:

    Your pull request was actually approved!

    No, it is still blocked for now (awaiting Callum Linden's review).

    But the ”problem” (for LL, not me) is not even about that one-liner pull request, it is in their refusal to make scrolling clouds the default for everyone when you first log in with their viewer.

    As for your advices about my ”tone”, please keep them for yourself. Thank you.

    • Thanks 1
  14. 1 hour ago, Rowan Amore said:

    But people use all kinds of different lighting.  That's my point.  There are a myriad of options now with EEP.   Why give so many options then basically take them away because future content will make all those option obsolete?  I'm sure my lighting at home is far different than everyone else's as it should be.  Now, the lighting will make the furniture, dress, house, etc look good but all the avatars will look like crap?  Awesome!

    See this modest pull request of mine (a one liner fix in LL's code, to fix an EEP-era bug with non-scrolling clouds, and a request for LL to forward the fix to their new ”default mid-day” inventory setting), and see how it suddenly seems to become ”problematic” and how, in the mind of some devels at LL, everything in the environment should suddenly stay put, with any variation (even cloud scrolling) being an ”impairment” for creators.... See, in particular, my last post about the creator-centric streak that has suddenly been taken with PBR, causing grave damage to SL-users experience... I must confess I have been flabbergasted by the reaction ! 😵

    • Like 4
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