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Reader Comments (70)

Posted: Jun 14th 2009 4:44AM (Unverified) said

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I actually heard some explanation on why we need to shut down the viewer to log out, but it was a long time ago and I don't know if I really quite understood it then. But there was apparently some reason it has to be that way. Or at least, it would be difficult to get around.

I agree, though. If possible, I'd love to be able to log out without having to restart everything.

SuezanneC: I don't really see any reason the side buttons would mess up screenshots. They're a part of the UI, right? So you hide the UI in screenshots and they don't appear.

Posted: Jun 14th 2009 11:52AM (Unverified) said

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Hmm. I have about 90 ideas to improve the interface, and that's on the low side. How about these (in order):

1. Speed the rendering. I like the inworld eyecandy, but sometimes it's just too complicated for the renderer. Anything with a mesh is especially bad - those who use sculpties for entire builds and then stand next to them come to mind. Neither the build nor the avatar will necessarily rez for quite some time. These things need to be much more efficient.

2. Be able to hide the interface. Aside from building, most of the things I do from within SL can be more easily accomplished with HUDs and other scripted items. An interface that is clean but has everything at your fingertips is key.

3. A built-in AO would be nice, but I want it defeatable. What are the chances they'll put in the ability to tie the AO functionality to inworld scripted items? Fairly bad, I would think. Let me shut it off, entirely. My new wings project will work much better without it.

Yes, the camera isn't a lot of fun, but that's really at the bottom of the pile, imo. Speed of render is at the top. Not speed of download (which is dependent on the user's internet connection), but speed of render. I get tired of having to put my laptop on "Aggressive Powersave" in order to reduce heat, only to find that my framerate is 1/3 what it could be. The rendering engine needs the overhaul first. It's the one thing that separates SL from videogames (SL is not a game, people), and the one thing where it has the ability to overtake them. When the new dynamic shadows comes out I'm going to be afraid to use them, but if the render efficiency is there, I can use them and any other options without overheating my laptop.

Posted: Jun 14th 2009 1:02PM (Unverified) said

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Suprisingly, the 2.0 viewer gave me the best shadow performance so far. Earlier versions cut 90+% off of my frame-rate when enabled. 2.0 didn't appear to stutter when rendering shadows, but they were pretty lousy shadows compared to the earlier experimental builds.

Not sure what frame-rates we were getting with 2.0, as many of the statistical displays were malfunctioning, rendering poorly or just plain didn't work.
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Posted: Jun 14th 2009 1:30PM (Unverified) said

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I think a part of the problem is that LL, if they consider these problems to be problems at all, considers problems like the camera to be low priority, and then never get to them because there will always, always, be time-consuming higher priority issues to tackle.

The problem with that mentality is that a host of "low priority" issues build up, until they constitute a huge collective issue. Fixing the camera would take an afternoon, tops. A few days and you could include a camera control panel with options as to where a given user prefers their camera and possibly even some simple controls to manipulate the camera's position to a custom default.

I'd agree that LL needs to improve the rendering engine, but that's easier said than done and will probably take them a good long while to accomplish. Fixing the camera will go a long way towards solving a a host of other issues SL has, such as the issue of content creators trying to build to scale, and SL's general visual presentation.

Looking at the benefits, versus the time and effort it would take, fixing the camera should be fairly near the top of LL's list, for about a few days or a week tops and then it should be done. And there's a tonne of low-effort, high benefit issues LL has put off for six years.

On the other hand, LL has always been attempting to improve the rendering speed since at least the Windlight first look and improved rendering pipeline appeared a couple years ago. They always will be trying to improve it.

Actually, that brings up another point, I'm not certain how many appreciate how well SL manages on rendering speed considering how inefficiently people build in SL. Those professionally made videogames that run so much faster? A whole lot more is done on the visual design side to make that possible.

Textures are much more efficient and low-res. In SL it would not be unusual to see a skirt that is made up of half a dozenl 512x512 textures, when a couple textures half that size could probably achieve the same look. The way SL limits prim use by land is horribly inefficient. In that system a prim is a prim, despite the fact that a torus or sculpted prim has far more polygons than, say, a cube. So, often, content creators wind up being encouraged to use far more polygons in order to use fewer prims.

A part of SL's visuals is the tech side, sure, but what LL has ignored since the beginning is that a large part is also the way people build in SL. Since the beginning, LL should have been building in ways to encourage people to build smarter and providing examples with the SL library content, the starting avatar sets, and built-in building tutorials.

Posted: Jun 15th 2009 11:07AM (Unverified) said

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Is it just me, or did the Linden blog post referencing the resourceful resident just vanish from their site? *giggles*

Posted: Jun 17th 2009 5:12PM (Unverified) said

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For a moment, I thought that star at the top with the location was to save the location as a favorite/landmark. Turns out it just means "adult" area. I see they still don't provide a method to log out in their menu yet (unless it's under status) other than to exit the viewer all together.

Some features are interesting. My manager has asked me several times for help in how to create a landmark. Seems it is strait forward now that it is on the inventory folder. Love the catgorization of friends. I'm overburdoned with friends myself.

For versioning, they could always go with code names or actual names for the technology introduced (dazzle, windlight, speedtree, etc.). I wouldn't concentrate on a version branding unless it was a really big change in things.

Posted: Jun 20th 2009 8:05AM (Unverified) said

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It's terrible to be so heavily NDA'd that I can't say anything much about this, but LL did show the point they're currently are with their "new" viewer, and although it show some of the elements previewed here by Tateru, it's far more advanced and sophisticated than what you imagine. It's still recognisable as "Second Life", of course, but it's a far cry from the "preview" that is somewhere on the sources. LL stated as much on their blog post but did not show anything... well, they did show the "new version" to a very limited number of residents. It's a far cry from the snapshots that Tateru posted here :) No, it's not "the ultimate SL client" as everybody would wish it to be, but certainly a huge step ahead, even if it ends up by being called "Second Life 1.45" and not "2.0" or "2009".

Posted: Jun 20th 2009 11:43PM (Unverified) said

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If user generated content is gone, then I'm gone. I'm not a gamer. For once anyone could have the tools to be creative, not just an elite. Such a change would flyin the face of web 2.0 where everyone can be a content creator. It would be a step backwards.

Posted: Jun 21st 2009 1:44AM (Unverified) said

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Despite some assertions I've heard, I've seen no indications that user-generated content will ever go away in SL. Keeping it seems to be top of the Linden Lab gameplan.
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Posted: Jun 30th 2009 5:27AM (Unverified) said

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The number one thing I want them to fix is the inventory system. How about a duplicate detector function for things like multiple landmarks to one place? How about the ability to add thumbnail images (separate from texture uploads, this should not be something you have to pay for)? How about the ability to add tags to items, so you can label them by characteristics like 'red,' 'skirt' and 'long,' so when I want to find a long red skirt I can locate it using the tags rather than trying to remember what the hell it's called? All these would make a great, great difference to my enjoyment of Second Life.

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