Re: [opensource-dev] DD philosophy
I second pretty much all of these thoughts. I think any implementation of an Automatic DD would have to include a way to say "turn this off" I tune my experience to what I'm doing. low frame rates are completely acceptable when I want to see something completely and am not moving. Higher ones may be needed for combat, or exploring a large 3D model. I'll also point out that Draw distance is only one of several controls one can use to improve FPS, and any such control is going to be impacted by any of those changes as well. I fiddle with particle density, draw distance, and number of avatar imposters routinely. I've dialed down other bits of visual candy when I cared more FPS than pretty, or so I could explicitly dial up Draw Distance, or water reflections, or specific shaders. I think something where you could turn off the capability, and also set a target FPS would be very handy. Default it to something reasonable, and then let people how have strong opinions over-ride them. ~ Zha On Fri, Jun 17, 2011 at 11:21 AM, Nalates Urriah wrote: > To consider implementing automatic(DD) Draw Distance changes one probably > should consider all the possible ways this affects players, which is > probably not the easiest thing to do. > > When shopping changing a DD probably would not be much of an issue, at > least for me. However, I tend to enter a store and then cam around. I also > tend to turn DD down when in a mall. Using 64m when things are a bit slow > and even down to 32m when they remain slow. > > However when in a combat sim I do not want the DD to change. I set the DD > depending on what is going on. I may turn off shaders to keep a high FPS. > But, changing DD when I'm in combat would really piss me off. One is already > clicking and key banging as fast as one can. Having to fight with DD to keep > it as an acceptable distance would be extremely annoying. I would change > away from any viewer that has automatic DD that degrades my combat > experience. > > When I am using Kirsten's Viewer for Photography I often use maximum DD and > graphics setting and tolerate low FPS, even 2 or 3 FPS is acceptable, for > the sake of capturing a great image. An automatic DD change would also be > extremely annoying in such a scenario. Any change to my rendering settings > would be annoying. > > I'm not sure that FPS is the criteria that is most important to residents. > I like higher FPS. I think once FPS is 15 or more performance is less > important to residents and render quality becomes more important. That is > rather subjective. Before making a change like adding automatic tuning for > performance one needs to determine what people find acceptable. The blow > back from the changes made to the initial SLV2 is an example of > how irritate people. > > Changing the viewer settings at install times is reasonable. I don't hear > people complaining. We can over ride those settings. Once we do, performance > is on us. Changing my choices after that just irritates me and motivates > people to use TPV's. > > -- > Nalates Urriah > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] FAQ posted for Third Party Viewer Policy
Usual I am not a lawyer comments apply. One thing to keep in mind is that if you own the content, nothing requires you to distribute it exclusively via Linden Lab's service. If you have a set of textures which you hold rights to, putting them on Second Life doesn't remove your rights to use and distribute those textures as you see fit. While it would be nice if Second Life could distinguish between free use within Second Life and Free use globally, at the moment such mechanisms are absent. It's pretty straight forward to place textures on standard web servers and make them available under the appropriate license. I think the terms as written don't prohibit you from downloading things you created, so again, it should be fine for you to distribute them via other channels. ~ Zha On Sat, Feb 27, 2010 at 3:02 PM, Morgaine wrote: > Fleep, you give an excellent example highlighting the needs of Education in > this area. > > Given the huge interest in educational content both in SL and in > Opensim-based grids such as Science Sim, this is certain to be of major and > growing interest. > > Perhaps the FAQ could add a new clause FAQ.16 (renumbering the old FAQ.16 > and all subsequent ones down) which reads something like this: > > Q16: Are the rights of open source or open content providers respected? > A16: Yes. To further protect the rights of content creators beyond FAQ.15, > Linden Lab also respects the wishes of creators who release their content > under open source or open content licenses to make their content freely > exportable. (Typical licenses are GPL, BSD, or Creative Commons.) The > responsibility for ensuring that such content does not contravene FAQ.15 > rests entirely with the licensor, who must ensure that all parts either > comply with FAQ.15 or have been released under an open license by their > respective creators. > > That works remarkably well in conjunction with FAQ.15, because 15 covers > everything that is not open content, and so neatly dumps the responsibility > for full compliance in the lap of each licensor in 16. > > And I particularly like the word "Yes", and the phrasing "Linden Lab also > respects the wishes of creators who release their content under open source > or open content licenses to make their content freely exportable." It would > show good intentions directly, and without any fudging. > > > > Morgaine. > > > > > > == > > On Sat, Feb 27, 2010 at 4:32 PM, Fleep Tuque wrote: >> >> (Sending for like the 4th time I hope this one gets through and sorry if >> I've spammed) >> Regarding Morgaine's comments about FAQ 15 - I fully agree that this must >> be the case: >> >> On Sat, Feb 27, 2010 at 1:47 AM, >> Morgaine wrote: >>> >>> And finally, FAQ.15 (in the context of licenses permitting free >>> distribution): >>> >>> Q15: Do the limitations of section 2.b on content export apply to content >>> that is full permissions? >>> A15: Yes, they do. Residents retain intellectual property rights in the >>> content they create in Second Life and it is important for you to respect >>> those rights. By setting content to "full permissions" using the Second >>> Life permissions system, a content creator merely indicates that the content >>> may be copied, modified, and transferred within Second Life. Setting >>> content to "full permissions" does not provide any permission to use the >>> content outside of Second Life. >>> >>> This is fine (surprise, surprise :P), but incomplete. It doesn't address >>> the quite common scenario of full-perm content created by Open Source or >>> Creative Commons developers using 100% personal textures, and accompanied by >>> a GPL, BSD, CC or other open source license which declares that the content >>> may be freely copied, modified, and transferred anywhere, not only within >>> Second Life. >>> >>> As is written in the answer A15, "Residents retain intellectual property >>> rights in the content they create in Second Life and it is important for you >>> to respect those rights." Respecting their rights in this case requires you >>> to to allow that content to be exported as its creator desires. Therefore >>> you either need to extend A15 with this additional case, or add another FAQ >>> Q+A (preferably immediately after #15) to address it. >>> >> >> >> The free content I create for education is intended to be fully free, >> fully permissioned, and fully exportable to other grids. Beyond the Second >> Life permissions, I keep hoping for checkboxes on the Edit menu with common >> licenses or a space to put a link to the user's specified license that is >> kept with the object info just like creator name. >> In any case, when I include Creative Commons licensing with my educational >> tools, and explicitly say users have my permission to explore the content to >> other grids, then I expect that to be respected by Linden Lab as well! >> Sincerely, >> - Chris/Fleep >> >> Chris M. Collins (SL: Fleep Tuque) >>
Re: [opensource-dev] A little OT, but not *entirely*
You can "sneak" by this one with "ctrl-shift-I" which raises a floater version of the inventory. This does not remove the fact that the sidebar is painfully dysfunctional due to all f the highly modal design and behavior. - Zha On Mon, Apr 26, 2010 at 12:26 PM, Glen Canaday wrote: > > Here's an odd thing - in 2.0, I'm trying to add an LM to a notice. How > do I do that when I have to drag an item from inventory to do it, which > is in the same sidebar? > > Def need an inventory floater. > > /perplexed > > --GC > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Severe water flicker in recent development build
This reeks of something we could seriously crowdsource. How hard would it be to pick a base region, a base set of settings (Draw distance etc) and have 100 or 200 of us take turns getting a simple benchmark? set a bar for network (use speakeasy to measure to a constant place, for example) and as people to boot, run the client to attach to the regoin, take a number of measurements and post them to a table in a wiki page. I am betting we'd learn a lot in a hurry. ~ Zha On Sun, Sep 12, 2010 at 2:14 PM, Joel Foner wrote: > Another thought to toss in is that Second Life is fairly CPU dependent for > performance too. Just last night, I upgraded a machine here from an AMD > Athlon 8650 2.6 GHz triple core processor to an AMD Phenom II X4 965 3.4 GHz > quad core. This system has an NVidia 9800GT-based card in it, and that > stayed. > > FPS went from 45 FPS to 75-80+ FPS in a scene that I know well. Same > machine. Same graphics card. Same net connection. > > Yes, the graphics card matters, but what this says to me is that > performance benchmarking by putting a low performance graphics card in a > high performance machine is invalid, as the results will be significantly > better than experienced in the wild with a low end machine. > > Hope this helps, > > Joel > > On Sun, Sep 12, 2010 at 1:43 PM, Yoz Grahame wrote: > >> Might be worth running this past Team Shining, especially since they've >> worked on some major speed improvements to water recently. No idea how close >> they are to merging. >> >> >> On 12 September 2010 06:22, Oz Linden (Scott Lawrence) >> wrote: >> >>> I'm seeing what I believe is the same problem described in SNOW-745 in >>> our current development viewer. >>> Second Life 2.1.2 (209297) >>> >>> I added some detail to the issue description. >>> >>> It's very irritating. I think we need to do something about it (might >>> we be able to force Atmospheric Shaders to 'on'? That appears to >>> suppress the problem). >>> >>> ___ >>> Policies and (un)subscribe information available here: >>> http://wiki.secondlife.com/wiki/OpenSource-Dev >>> Please read the policies before posting to keep unmoderated posting >>> privileges >>> >> >> >> ___ >> Policies and (un)subscribe information available here: >> http://wiki.secondlife.com/wiki/OpenSource-Dev >> Please read the policies before posting to keep unmoderated posting >> privileges >> > > > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Where to put & look for test viewers
Good answer, Oz ;-) On Fri, Sep 17, 2010 at 12:25 PM, Oz Linden (Scott Lawrence) < o...@lindenlab.com> wrote: > On 2010-09-17 12:20, Tom Grimshaw wrote: > > On 17/09/2010 17:16, Oz Linden (Scott Lawrence) wrote: > > We have lots of community members who are ready and willing to try out the > latest and greatest experiments and fixes from developers, > > Are viewers with experimental OpenSim-targeted features welcome there? > > > I don't mind, as long as they are Second Life compatible, and TPV compliant > when connected to Second Life. > > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] User Story: Inventory Sorting
As a user I want to be able to sort my inventory with tools which embody familiar metaphors from Windows, Mac and Linux file browsers. I expect a folder system which exposes attributes in a familiar fashion and permits sorting of those attributes in a consistent fashion. I expect folders to be sorted by date as well as their contents. I expect to be able to leverage my experience as a computer user and find common metaphors such as sorting columns implemented in the inventory sorter. I expect to be able to create deeply nested folder structures and easily find things based on most recently added, most recently modified, I expect a consistent approach to displaying nested material throughout the viewer. I expect to be able to select which details are exposed in an inventory view, and I expect column sorting implemented in a familiar fashion. ~ Zha Ewry ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
[opensource-dev] A comment on work in progress with 2.1.2
The ability to tear off tabs into windows in the newest drops is a major bit of progress. The lack of a simple "x" to close open floaters is huge problem. Forcing people to close things by dock, minimize, means adding a very disruptive click, move mouse, click again work flow to the simple task of making something go away. The inverse is also true. It really ought to be possible to get a floater up without having to take it off the sidebar again and again. Roughly speaking, if you're doing a system with window floaters, you ought to match the last 20 years of learned practice. People expect familiar user interface elements to behave in familiar ways. When you give them odd variants on expected patterns which don't stem from a very clear and obviously better user workflow, you create a dissonant experience. Lastly, any user workflow which requires mouse clocks and mouse motions, prevents accessibility and requires people to switch input modes. Again, 20 years of user interface evolution should be paid some heed. ~ Zha ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update
I'm seeing a "The application has failed to start because kdu_v64R.dll was not found.Re-installing the application may fix this problem." error popup on startup. This is a very standard 32 bit Windows XP, SP3 box. ~ Zha ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] STORM-151 : KDU v6.4.1 upgrade update
And that runs, and seems to run fast on my box, even turning shadows on. That's again on Windows XP, SP3. ~ Zha On Wed, Nov 24, 2010 at 1:15 AM, Philippe (Merov) Bossut < me...@lindenlab.com> wrote: > Hi, > > On Mon, Nov 22, 2010 at 10:03 PM, Philippe (Merov) Bossut < > me...@lindenlab.com> wrote: > >> Zha, I noticed that myself when building locally. I've been scratching my >> head most of the afternoon as to why windows seems to be dynamically linked >> instead of statically linked. It's the same cmake for all platforms... Well, >> I clearly did something wrong in that case. Working on it... >> > > I worked on that today and got it working locally on my Windows machine. > The Team City build went through and it's there: > > http://automated-builds-secondlife-com.s3.amazonaws.com/hg/repo/merov_viewer-development-features/rev/215468/index.html > > I couldn't test Windows or Linux but if someone could give those a spin, > that'd be swell. > > Cheers, > - Merov > > ___ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges