Author Archives: Inara Pey

About Inara Pey

Eclectic virtual world blogger with a focus on Second Life. My blog can be found below and I'm semi-active on Twitter and Plurk.

SL project updates week 47/1: server, viewer, RenderAutoMute functions

Nordan om Jorden; Inara Pey, November 2014, on FlickrNordan om Jorden (Flickr) – blog post

My apologies for the lateness of this update; have been busy with a variety of things, both SL and non-SL.

Server News – Week 47

There are no server deployments during the week, due to the hardware inspections taking place, which involved restarts taking place from Monday, November 17th through Friday November 21st, as detailed in the Grid Status updates (as a reminder, there is an additional period of maintenance due on Wednesday, November 18th, commencing at 13:00 SLT).

According to Simon Linden, speaking at the Simulator User Group on Tuesday, November 18th, the work on the servers requires each box being taken down, opened-up and physically inspected, and parts (unspecified) possibly being swapped-out.

Exactly what amount of work (if anything) is required on each server may vary, making the process something of a piece of string when it comes to how long it will take per box.

What prompted the work isn’t clear, but there was muted speculation that some servers may need a physical update of some description to avoid the potential of failing due to a defect. Whether this means one of the Lab’s suppliers altered them to a problem or not or something else has come up, isn’t clear.

However, none of this work should, outside of the rolling restarts, affect the performance of any regions.

SL Viewer

HTTP Pipelining Viewer

A new HTTP Pipelining RC viewer appeared on Monday, November 17th. Version 3.7.21.296736, see a “reduced pipelined texture and mesh fetching time-out so that stalled connections fail quickly allowing earlier retry. Time-out value changed from 150 seconds to 60 seconds.”

It is hoped that this viewer fixes the following issues:

  • BUG-7686 – “Avatars are not coming on viewer”
  • BUG-7687 – “Nothing is rezzing in SL,, av’s are all gray and textures will not rez”
  • BUG-7688 – “Since the last restarts I cant seen to see things I rez from my inventory or wear mesh in my inventory. I have done numerous clean installs of the latest LL viewer. I have also made sure I am not running the beta version of the AMD CCC”
  • BUG-7690 – “Textures and Meshes abruptly stopped rendering”
  • BUG-7691 – “Won’t rez properly”
  • BUG-7694 – “Textures and meshes loading slow or refusing to load”
  • BUG-7698 – “Textures much slower to load on a CDN region then on a clone of the same region not running CDN”

See the release notes for further details.

Maintenance RC Viewer

There are reports that the Maintenance RC viewer currently in the viewer release pipeline (version 3.7.21.296734) contains a number of regressions for joint position bugs. These issues are apparently known by the Lab, which hopes to have them corrected before the code merges with anything else.

Group Chat

There have been various reports of further group chat issues doing the rounds. On Monday, November 17th, for example, it was noted through Firestorm Support chat that at least two group chat server were down. Asked about this during the Simulator User Group meeting, Simon Linden replied:

Yes some of the chat servers have been having troubles in the last few days.   I’ve been looking into that … the code running there isn’t super new, and the outages might be timed with some of those restarts. In any case, there is an update soon for the chat servers, and already another in the pipeline.

Experience Keys

No major news here, other than those trying the Experience Keys in the current beta are being urged to file any additional issues they may have found as BUG reports as soon as they can. Simon Linden added to the request, “we’re trying to finish off the last few issues and have that Real Soon Now (sometime in the future, no promises).”

As previously indicated in my coverage of Experience Keys, the first release of the capabilities will not allow for grid-wide experiences, although this is something that is on the Lab’s list. Commenting on the plans, Oz Linden said:

The first general release of experiences won’t include being able to get a grid-wide key. It’s not so much that as there are more issues for us to deal with for grid-wide experiences, and we don’t want to make people wait for the ones …. Being able to do grid-wide experiences isn’t going to fall of the to-do list or anything.

As Oz was speaking, Simon Linden added:

We’ve talked about it before, and having a widely available data system like the key-value store would be really great, but there are a ton of issues with that being available, scaling it to cover the full SL population and all that. So we’re going ahead with a more feasible sized feature set.

RenderAutoMute Functions

One of the heaviest impacts on viewer performance comes not from issues with the SL servers or in rendering the contents of the the region you’re in, but from avatars themselves, particularly in crowded or busy regions. The Avatar Imposters option within the view can help with this, however, the Lab is looking to bring a debug setting to the fore within the viewer’s UI to further help users control their viewer’s performance.

The setting in question is RENDERAUTOMUTERENDERWEIGHTLIMIT, which is somewhat tied to the Avatar Render Weight (once aka Avatar Render Cost), the colour-coded render value assigned to avatars which can be displayed over their heads via the Advanced menu (CTRL-ALT-D to enable if not visible): Advanced > Performance Tools > Show Draw Weight for Avatars.

Essentially, the idea is that by entering a value against this setting, you can define a limit above which the viewer will cease rendering avatars fully, and instead will render them as a sold colour imposter, regardless as to how near / far they are from your point-of-view, reducing the rendering load on the viewer / your computer.

Currently, you can use the RENDERAUUTOMUTERENDERWEIGHTLIMIT option within the viewer to set a limit on rendering high-ARW avatars as solid colours in your viewer. You'll need to have RENDERAUTOMUTEFUNCTIONS set to 7 for it to work smoothly, and should note

Currently, you can use the RENDERAUUTOMUTERENDERWEIGHTLIMIT option within the viewer to set a limit on rendering high-ARW avatars as solid colours in your viewer. Note how the debug setting doesn’t correlate with the ARW for the avatar – something that will be fixed when the setting becomes a UI option (which will also see the dependency on setting RENDERAUTOMUTEFUNCTIONS removed – see the notes below)

I used the term “somewhat tied” above, because there is currently no obvious correlation between a number set within the debug setting and Avatar Render Weight, which is a figure that is in turn impacted. A further problem with the setting as it currently stands is that it is actually calculated by multiplying the number you enter against RENDERAUTOMUTERENDERWEIGHTLIMIT by a certain LOD (level of detail) factor (so if you set RENDERAUTOMUTERENDERWEIGHTLIMIT to 60,000, the actual figure being used might be 92,000 – 60K x the LOD factor).

Both of these points of confusion will be addressed by the Lab in making the option directly available through the viewer UI, so that there is a much clearer and obvious correlation between the setting and ARW.  Oz Linden is also working on colour-coding the resultant solid avatars so that it is possible to determine those avatars which are just over any limit set in the viewer and those which are well over the limit, allowing users to further fine-tune their settings according to needs / circumstance.

The two debug settings: you'll need to set RENDERAUTOMUTEFUNCTIONS to 7, and then experiment with RENDERAUTOMUTERENDERWEIGHTLIMIT

The two debug settings: you’ll need to set RENDERAUTOMUTEFUNCTIONS to 7 in order to experiment with RENDERAUTOMUTERENDERWEIGHTLIMIT

The option can actually be experimented with at the moment, although it currently has a dependency on another debug setting – RENDERAUTOMUTEFUNCTIONS - which must be set to 7 in order for any of the RenderAutoMute functions (5 in all) to work. Again, the Lab indicate that this dependency will be removed when RENDERAUTOMUTERENDERWEIGHTLIMIT becomes a UI option.

Again, the emphasis is on “experiment”, simply because of the lack of a direct correlation between values entered into the debug setting and the ARW values of surrounding avatars.  However, if you do want to have a play with the setting as it is at the moment, Oz Linden suggests starting with a value of around 60,000 and working up or down from there, depending on your needs / circumstances.

There’s no time frame as to when this work may find its way into a viewer, but Oz is actively working on it, following a prompt from third-party contributor, Jonathan Yap.

A rebuttal to one-dimensional writing

Sarawak by Loverdag on Flickr, one of the images used in my rebuttal to Marlon McDonald's article on SLSarawak by Loverdag on Flickr, one of the images used in my rebuttal to Marlon McDonald’s article on SL

On Friday, November 14th, erstwhile contributor to Moviepilot,com Marlon McDonald wrote an article about Second Life which, is to say the least, predictably one-dimensional.

The item in question, entitled These Strange Stories Prove Second Life Isn’t The Dreamworld You Believed… takes as its rather predictable focus, the subject of pornography in Second Life. It’s lead to a fair level of upset among SL users – and rightly so; Mr. McDonald goes to considerable lengths to make his case by apparently passing on the opportunity to try the platform for himself, and instead dig through Google searches for articles that are anything up to seven years old (and none more recently written than three years ago).

Marlon McDonald: one-dimensional article

Marlon McDonald: one-dimensional article

There is much that is wrong with the piece; not only does it present a one-side view of SL, it’s clearly intended as clickbait – if not for Moviepilot.com directly (although it doesn’t hurt them!), then certainly for Mr. McDonald himself, a regular contributor there, Most of what is wrong is easy to spot and cane be said through a comment on the piece. However, I opted to present a more direct rebuttal to the article through Moviepilot’s own pages, in the hopes of also reaching Mr. McDonald’s intended audience and perhaps persuading them to look on SL differently.

You can read the article over on Moviepilot.com.

I don’t usually ask for page views – but in this case, I am. Not for myself, but to help the article get right up there alongside Mr. McDonald’s piece and truly give Moviepilot users an alternative point of view on SL. So please, if you wouldn’t mind, follow the link and have a read, Or if you’re tired of my writing – just follow the link and go make yourself a cup of tea / coffee!

 

 

More server maintenance, Weds November 19th

In addition to the server maintenance taking place throughout this week, the Lab has  announced an additional period of maintenance which will be taking place on Wednesday, November 19th. The Grid Status post announcing the work reads in full:

Scheduled Server Maintenance

[Posted 12:10 PM PDT, 18 November 2014] We will be performing additional scheduled maintenance on 19 November at approximately 1:00 AM PST. During this time, some residents may experience login issues and residents in-world may be logged off or experience degraded performance. Additionally, during this time Group Chat may fail. Please refrain from rezzing no-copy objects and making L$ transactions during this maintenance. Please check back here for updates.

 

Lab asks what would you like for Christmas?

In the run-up to the festive season, the Lab are using social media (though not, it seems their own forum) to ask residents a question.

In the Tell Us What You Want campaign, the Lab is enquiring:

We’re working on a holiday gift item for everyone and want to know: What item would be on your Second Life wishlist?

The question is being asked via Facebook and Twitter,  Second Life enjoying a high level of visibility on both (although I’ve little doubt the use of Facebook will draw some humbugging grumbles!).

In terms of the responses so far, I’m actually not sure people are perhaps giving the kind of response the Lab has in mind. Requests range from from a couple of thousand Linden dollars a head through 24-hour day cycles on regions, volumetric Linden water, functional search, to lower tier (inevitably, even though not currently possible) and the return of gambling to the grid (not possible) – as well as a whole lot more in between, including, in so cases, what appear to be entire wish lists!

At the time of writing, only one person appears to have entered into the spirit of the direction the Lab would probably like the conversation to take:

Responses to the call can be made via the Second Life Official Twitter feed or via Facebook.