Tag Archives: SVw

Singularity prepares for SSB/A

singularityThe Singularity team released version 1.8.0.4114 of their v1-style viewer on Sunday April 21st. The chief update with this release is for server-side baking / appearance, which I’ve covered extensively in this blog.

The following is a look at the principal updates in the 1.8.0 release. For information on contribution credits, please refer to the Singularity release notes.

Server-side Baking /Appearance Support

This isn’t actually a visible change to the viewer – but it is an important one.

Server-side Baking / Appearance is a major change within Second Life which is primarily aimed at reducing or eliminating issues of “bake fail” (when the avatar skin & clothing layers fail to render correctly and with remain blurred or show the avatar wearing the “wrong” outfit). This capability is being introduced in two parts: viewer-side support and server-side support, with the former occurring first.

Viewers which do not have the viewer-side support will not work with the Server-side Baking  / Appearance service once the server-side of the capability has been activated on the grid. People using them will increasingly see grey avatars around them. Therefore, it is essential that Singularity users update to Singularity 1.8.0.

Server-side baking and how others see you: (l) if you continue to run Singularity without SSB support when the new service goes live, others will see you as a cloud, (and, other than attachments, you'll see them as grey); (r) when you're running Singularity with SSB support, you'll appear correctly to everyone else - and they will to you.

Server-side baking and how others see you: (l) if you continue to run a viewer without SSB support when the new service goes live, others will see you as a cloud, (and, other than attachments, you’ll see them as grey); (r) when you’re running a viewer with SSB support, you’ll appear correctly to everyone else – and they will to you.

For further information on Server-side Baking / Appearance, see the following blog posts:

Pathfinding Updates

Singularity 1.8.0 gains options to display pathfinding information on linksets and characters. These options are on the Tools menu > Pathfinding sub-menu, or by right-clicking on an object / character and selecting MORE > MORE > PATHFINDING from the pie menu.

Singularity 1.8.0 adds Pathfinding Linkset and Character floater support

Singularity 1.8.0 adds Pathfinding Linkset and Character floater support

For those unfamiliar with working with pathfinding, I have two summary articles:

Note this release of Singularity does not include navmesh support, so as to maintain compatibility with OpenSim.

Mesh Upload

Mesh upload capabilities also reach Singularity with the release of 1.8.0, with the incorporation of the non-Havok based uploader by Nicky Dasmijn.

Mesh uploads with Singularity on Aditi

Mesh uploads with Singularity on Aditi

Script Info

Script information can now be displayed for both your own avatar and for your current region in one of two ways:

  • Right-click on the ground and select ABOUT LAND from the pie menu and click on the Script Info button displayed in the General tab of the About Land floater
  • Right click on yourself and select TOOLS > SCRIPT INFO.

Either option will display the Script Info floater, with tabs for region memory information or avatar script information.

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Singularity 1.7.3: more than just a vignette

singularityIt’s been a while since the last Singularity update, and the team have been hard at work updating the viewer and making in-depth changes to a range of functionality as well as providing new features and options.

Version 1.7.3.3624 was released on Sunday January 20th, 2013, which saw the viewer gain, among other things:

  • Merchant Outbox support
  • Large group management support
  • HTTP communications updates in line with recent v3 viewers.

Download and Install

The Windows download remains roughly the same size at previous releases, a touch under 23.9Mb. The release notes don’t explicitly mention the need for a clean install, but given I’m looking at the viewer for review purposes, I did my usual and removed the previous version (1.7.2) and all support files prior to installing. The installation process was, as ever, smooth and error-free.

HTTP Updates

Large Groups fulls supported under HTTP in Singularity, in line with recent LL-driven changes

Large Groups fully supported under HTTP in Singularity, in line with recent LL-driven changes (the SL Beta group has over 21K members)

Much work has been carried out on HTTP communications within Singularity in order to bring it into line with ongoing HTTP-based projects underway within the Lab.

Perhaps the most obvious evidence of this work is that this update incorporates Baker Linden’s Group Service code changes to support the management of large groups – which will now load successfully in Singularity and avoid the 10K members cap imposed on the UDP code for handling groups.

Additional work has been carried out on support of HTTP communications which is designed to both improve stability when using HTTP within the viewer and to pave the way for full support of further enhancement of LL’s HTTP services, including the upcoming new server-side avatar baking service.

Merchant Outbox

Version 1.7.3 of Singularity brings with it Merchant Outbox support (World -> Merchant Outbox). As with V3-style viewers, the outbox forms a separate floater, allowing folders to be dragged and dropped from Inventory with the same ease as v3-style viewers.

Right-clicking on objects in the Merchant Outbox provides the usual options of renaming / deleting them, together with an additional option to send them to your Marketplace store (allowing individual items / folders to be sent, rather than the entire contents of the Outbox see comments at the end of this article).

Snapshot Floater

The snapshot floater has been completely overhauled with this release, which now includes an option to upload images to your profile feed at my.secondlife.com.

The new (l) and old (r) Singularity snapshot floaters (click to enlarge)

The new (l) and old (r) Singularity snapshot floaters (click to enlarge)

The new floater is larger when opened-out, but offers a better snapshot preview, and is also somewhat context-sensitive with options; the temporary upload option is disabled, for example, when sending a snapshot anywhere other than to inventory. Aspect ratios have also been improved upon within the new floater as well, providing further flexibility when creating images.

Unfortunately, this release of Singularity does not appear to include the snapshot tiling fix (MAINT-628). I’m not sure if that is because of issues with the code fix or an oversight. However, increasing the images size to anything over my screen resolution when running in deferred mode immediately produced tiling lines – and actually did so on-screen.

Snapshot tiling issue still present: My screen resolution is 1440 x 900. Increasing the image resolution beyond this (in this case 1920x1200) when in deferred mode displays the familiar tiling lines.

Snapshot tiling issue still present: My screen resolution is 1440 x 900. Increasing the image resolution beyond this (in this case 1920×1200) when in deferred mode displays the familiar tiling lines (slick to enlarge)

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Singularity 1.7.0

July 16th marked a new Singularity release with a number of updates and new features, namely:

  • Support for multiple clothing layers
  • Region Windlight support
  • New build preferences
  • A new audio display floater
  • Mouselook aiming
  • RLVa 1.4 update
  • Shift-C crouch toggle
  • LSL editor update, including external editor support
  • Radar now indicates gesture/sound/particle/animation spam
  • Sound bugs fixed.

The following is an overview of the key changes to the viewer, and is not intended as an in-depth review.

Download and Install

The Windows installer is some 23.8Mb in size; it is recommended that any prior versions of Singularity are removed prior to installing 1.7.0. The viewer installed smoothly, and did not throw any false-flag anti-virus warnings for me (I use AVG anti-virus)..

Once logged in, inventory download was fast in comparison to V3-based viewers.Granted, I keep my inventory fairly tight and tidy (anything not in regular use gets packed away – particularly COPY items), but by the time I’d rezzed (itself only a handful of seconds), my inventory had loaded; this seemed a lot faster than with other viewers of late.

Multi-wear

The ability to wear multiple items on the same layer of system clothing is now pretty much a staple part of most viewers. However, Singularity stands apart from the rest in it’s offering by not only being compatible with the LL multi-wear code, but in also providing a very useful enhancement.

In most viewers providing multi-wear capabilities, adding an item of clothing to the same layer as an item already being worn will currently see the additional item appear to be worn “over” the existing item (i.e. if you are wearing a shirt layer item, any shirt layer item added to your outfit will appear to be worn “over” the item already being worn).

Singularity, however, provides two additional inventory menu options: Move Forward and Move Back, which allow you to change the order in which clothing items worn in the same layer are “stacked”, allowing them to appear to be worn under / over one another, as shown in the images below.

Multi-wear in most viewers: adding an item (in this case a shirt layer bustier) to a layer with clothing already worn will see the new item worn “over” any clothing on the same layer

Singularity’s Move Back and Move Forward inventory options allow the order of clothing items worn on the same layer to be changed relative to one another

Notes:

  • The menu options are context sensitive and will only be available for clothing items worn on the same layer
  • Which of the options is available for use depends on a clothing item’s position in the “stack” (e.g. if the item is the last item added to a layer, the Move Back option only will initially be enabled, but not the Move Forward option)
  • The options can be used with any number of items worn on a single layer (up to the standard maximum of 5 items per layer)
  • Any changes you make to the order of clothing items in the same layer will be correctly rendered in other viewers.

This should provide a very flexible way of additionally creating “mix’n'match” outfits. Kudos!

Along side of multi wear, Singularity 1.7.0 also provide full support of the Current Outfit folder as well.

Audio Display Floater

Accessed via the Singularity menu (Singularity->Streaming Audio Display), this displays a floater listing the artist and track name for any active media.

Audio display floater

Mouselook Aim / Zoom and Shift-C Crouch

Those into combat are likely to appreciate these additions – although they are not exclusively for such environments.

  • Mouselook aim / zoom: when in Mouselook, depressing the right mouse button and using the scroll wheel on a mouse, can zoom in / out of the direction you are looking
  • Pressing SHIFT-C will now toggle your avatar into a crouch until such time as you press SHIFT-C again, allowing you to move and do other things without having to hold down the C key yourself.

Build Preferences

The Build tab in PREFERENCES->SYSTEM has been extensively updated, as per the images below, offering users the ability to set global defaults on prims as they are rezzed and used (i.e. default texture type, permissions set against them, etc).

New Build Preferences

Performance

Running Singularity on my home platform (370m) with lighting and shadows off, Singularity rolled along at an average of 39-40 fps. With lighting & shadows active and sun/moon + projectors enabled, this dropped to 12-13 fps. On the ground on my home sim, these rates dropped to 7-8 fps with lighting and shadows, etc., on and around 17-18 fps with them off. Again, and while totally arbitrary, the tests were carried out on my usual system and with all other settings as defined in the panel on the right of this blog’s home page. Overall, the performance wasn’t far behind what I’ve seen on the new home sim with recent V3.2 viewers.

Opinion

As with the last release of Singularity (1.6.0), this is a long-awaited and tidy update. Feature changes may appear small – but they are by not means trivial. Much has been done to “future-proof” the viewer, although the Merchant Outbox functionality is still currently lacking.

What I particularly like in this release is the way in which multi-layer system clothing support has been implemented. The ability to alter the order of the clothing on a specific layer is very neat and a step ahead of other viewers – and is something that could prove very popular among users. It will be interesting to see if it appears in other TPVs moving forward.

For credits on the various elements and additions to this release of Singularity, please refer to the release notes (link below).

Related Links

Singularity Viewer gets mesh rendering

An experimental release of the popular V1-based Singularity Viewer was made today – version 1.6.0 (0). According to the blog post accompanying the release, it has been four months in development, and most of the changes are under-the-hood, with the team acknowledging they still have a lot of work to do in some areas. However – the exciting news for Singularity user (and for those who prefer using V1-style Viewers as a whole) is that the release includes mesh rendering.

Currently the release is only available for Windows users – and requires systems running SSE2. Work is underway on a release for Linux, which is listed as “It’ll be here soon!”. However, Mac users may have a longer wait in store, as the download page states: “There are serious bugs affecting OS X in current codebase and also present in Linden V3 codebase. So far there is no known solution“.

So, how does this Windows release look and handle?

Installation and First Run

Given this is an experimental release, it is recommended that previous versions of Singularity are removed prior to installing 1.6.0. (0), or that you install it in an entirely separate folder hierarchy. I opted for the second option, and following the download and scan of the regularly sized .EXE file (22Mb), installed the new release into a folder I called “Singularity-Mesh”.

Starting the Viewer brought with it a surprise: up popped the “new” V3 login screen from LL with the Destination Guide, etc. This is the first time I’ve seen this login screen appear in a V1-based Viewer and as such, the Singularity team deserve double kudos; both for being the first, and for actively using the screen. It’s a massively useful feature for both old and new SL users  – particularly when you want to get to a noted event fast (as I’ve done myself several times even if it has meant using V3 in preference to Firestorm).

Singularity uses the “new” LL login screen

Once logged-in, you’re presented with the familiar (or in my case nowadays – not so familiar!) V1 UI in Singularity’s stylish charcoal grey / black. Don’t expect any obvious updates or changes here in terms of menu options and Preferences options; again, as the release notes state, most of the changes with this release are under-the-hood.

However, one change that is obvious (for those that use it) is with the Grid Manager (accessed via the login screen or via PREFERNCES -> GRIDS). In most V1 Viewers including older versions of Singularity, opening the Grid Manager would display the full information relating to the grid you are / will be logged-in to (below left).

Grid Manager changes: old (left) and new (right) – but no GET GRID INFO button

With Singularity 1.6.0. (0), a cleaner, summary page is displayed (above right). To access detailed information for a specific grid, one needs to lick on the ADVANCED tab, near the top of the floater.

This is regarded as an experimental Grid Manager, which includes megaregion support for OpenSim. However, it is missing a critical element: there is no GET GRID INFO button in either the ADD or the AdVANCED tabs. Thus, there is currently no way to fetch information relating to a grid (login page URI, etc.) on the basis of the grid name and URL. Instead, all additional information has to be manually typed-in (assuming you have it to hand).

This is something of a major oversight for those of us who do jump between grids – particularly given the button was present on earlier Singularity releases. Hopefully it will be back in an update.

Mesh Rendering

However, it is mesh that will be tweaking most people’s interest, and in this area, the Viewer is flawless in its ability to render mesh objects. A nice touch is that “Prim Equivalence” and “PE” have been abandoned in the Edit menu floater when viewing mesh objects, and replaced with a simple “Cost”. This should cause less confusion for users who still get caught between “Prims” and “Prim Equivalency” and also allow the Viewer code to easily be tweaked to read “Impact” once LL’s “Land Impact” approach becomes widely adopted.

There is no mesh upload tool at present, but apparently work on an uploader for V1 Viewers is underway on several fronts.

Other Noteworthy Bits

As those familiar with Singularity know, it includes much of the functionality found within Phoenix and other V1 TPVs. Radar, client-side AO, media filters, quick preferences, command line support (“/dd” for draw distance, etc), some shield options, and so on, so I’m not going to delve into these. However, a few things are worthy of note in terms of the “haves” and “have nots”:

  • RLVais updated to the latest release. When using the Viewer, remember:
    • RLVa is turned on by default in Singularity, so there’s not need to go hunting for a Preferences or menu option to enable it, and no need to then log out / log back in
    • To disable RLVa, enable the ADVANCED menu, then click on RESTRAINEDLOVE API. A message will be displayed informing you RLVa will be disabled following a restart. Use the same procedure to re-enable
  • There is no support for MOAP, multiple clothing layers and region Windlight settings, but these are being worked on
  •  Other updates include:
    • Renderer updated to move from mixed-pipeline to shader-only pipeline on capable hardware, analogous to V3
    • Editor support for more LSL/OSSL functions
    • Additional Windlight presets
    • A texture fetch and bake bug fix
    • Improvements to the notecard editor
    • V3-style media browser

Performance

Overall, performance good, although obviously slightly down on the non-mesh version. On my usual test machine (Q6600 quad-core Intel at 2.4Ghz, Windows 7 32-bit with all service packs, 3Gb RAM, nVidia GE9800 GT with 1Gb RAM), Singularity 1.6.0 (0) clocked an average of 23-25fps on a sim with 4 others, compared with 36-38 fps on 1.5.10 (2) – graphics set to ULTRA on both as usual, and Draw distance set to 256m.

Enabling shadows did, unsurprisingly, cause a huge fall-off in FPS – down to an average of 4-5fps. I also had issues with some mesh objects which had Shininess enabled rendering as plain white objects with shadows active; something I’ve not encountered with other Viewers.

Overall, the new release performed very well, and easily matched anything other mesh-enabled V1 Viewers could achieve.

Singularity 1.6.0 (0) and Other Grids

As mentioned above, the experimental Grid Manager floater has an issue in that it lacks a GET GRID INFO button. However, once you’ve set-up accessing another grid, Singularity 1.6.0 (0) seems to work as smoothly as Imprudence. I skipped around InWorldz quite happily with in and dipped a toe into a couple of OpenSim grids without mishap. Frame rates in InWorldz matched those for Second Life, although the Viewer suffered the same issue I’ve had with others in relation to InWorldz – crashing on attempting to log out (this happens for me with Imprudence on InWorldz as well).

Opinion

A long-awaited and tidy update. Feature changes may appear small – but getting mesh rendering active is no trivial matter, and there are apparently in excess of 68,000 new lines of code within this release to enable it and take care of the other under-the-hood fixes and updates!

The release should go down well with Singularity users, the “experimental” tags not withstanding. Given Singularity also includes much that makes Phoenix popular it could prove to be a viable alternative for Phoenix users who want to get to see mesh now, but who don’t yet wish to make the jump to Firestorm or a V3 TPV.

Related Links