#firestormviewer — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #firestormviewer, aggregated by home.social.
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Tindy says the new viewer put the Primfeed button where Flickr's was. That is gonna suuuuuuck #SecondLife #FirestormViewer
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@Lelani Carver It's strange to see what kinds of hardware have problems with Second Life and OpenSim, especially the Firestorm viewer.
I'm mostly on six-year-old upper-mid-range hardware. Ryzen 5 3600X, Radeon RX 590, both on a modest MSI B450 mainboard. This is far from high-end gaming hardware. OS is Debian, graphics driver is open-source and issued by Debian. I don't even have any configuration UI for my graphics hardware. Ask gamers, and they'll tell you I shouldn't be able to do anything with this setup.
And yet, Firestorm 7 gives me much higher frame rates with shadows on and a 256m viewing distance than Firestorm 6 gave me with shadows off and a 128m viewing distance. Even with crazy complex avatars around, I think I never go below 30fps. And I've got a 60fps cap myself.
#Long #LongPost #CWLong #CWLongPost #SecondLife #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #FirestormViewer -
In case you haven't noticed yet:
Firestorm 7.1.11 has been released.
It is now available in separate variants for newer CPUs which support AVX2 and for older CPUs which don't. More on AVX2 can be read here.
This also means when the next version comes out, you will no longer be able to download a 32-bit Windows Firestorm or log into Second Life with one. OpenSim users may want to save it while they still can.
#OpenSim #OpenSimulator #SecondLife #Metaverse #VirtualWorlds #FirestormViewer #AVX2 -
Good news: Early access to Firestorm beta versions is for everyone now. And yes, there's a new beta version, 7.1.10. @Hyacinth 🏳️⚧️ ☮️ already said there's some improvement over the "stable" 7.1.9.
[Installation noises]
#SecondLife #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #Firestorm #FirestormViewer -
@AVILIFE Another thing that's important for Second-Life-to-OpenSim converts to know:
OpenSim does not generally have a list of viewers and viewer versions which it allows or doesn't allow. You are not limited to the latest three versions of Firestorm, nor are you generally limited to the latest version.
There are only two kinds of limitations.
One, the viewer should be sufficiently compatible with the OpenSim versions on the grids and sims you visit. The vast majority of the Hypergrid is running on OpenSim versions that have EEP, so your experience with a viewer that's so old that it still only supports Windlight may not be the best.
Two, some sims and some entire grids block certain versions of viewers or only allow certain versions, but for different reasons than Linden Lab.
For example, ZetaWorlds blocks Firestorm 7.1.9. The reason is because Firestorm 7.1.9 for OpenSim is so buggy that it poses a risk to the grid which puts stability and reliability above everything else. Firestorm 7.1.9 for Second Life was quite thoroughly tested, but of the 20 Firestorm devs, only one is a part-time OpenSim user, the other 19 are all only in Second Life. Thus, any and all testing of Firestorm for OpenSim is done by its users after the roll-out of a new version.
As far as Firestorm is concerned, OSgrid requires version 6.4.21 and newer because older versions may cause too big compatibility issues. At the same time, OSgrid lets Firestorm 7.1.9 in because it generally runs on a development version of OpenSim that already supports PBR.
And seriously, even though most other grids might allow you to use Firestorm 6.0.2 or even newer, that's no joy in times when almost all avatars use BoM which Firestorm 6.0.2 doesn't support yet.
Certain sims may have even stricter viewer version limits, especially version limits for Firestorm. They may only allow one or two versions. That's because the sim owners want to keep copybotters out. Copybot viewers can pretend towards OpenSim that they're legit versions of Firestorm. But they can only mimic versions of Firestorm that were out when their latest versions came out themselves.
A copybot viewer that came out before Firestorm 6.6.17 may be able to mimic Firestorm 6.6.14 and older, so a paranoid sim owner may take anything that identifies as Firestorm 6.6.14 or older as a potential copybot viewer that's being used to steal non-copyable content from the sim.
However, a copybot viewer that came out before Firestorm 6.6.17 cannot mimic Firestorm 6.6.17 or 7.1.9 because the devs of that copybot viewer can't look into the future and know the next Firestorm versions beforehand. So if a viewer identifies as Firestorm 6.6.17, it is Firestorm 6.6.17, which means that this version can be trusted for now.
Thus, Firestorm 6.6.17 and 7.1.9 are allowed on these sims, and Firestorm 6.6.14 and older aren't because the risk is too high for them being copybot viewers.
The reason why Alchemy no longer works with OpenSim is not on OpenSim's side. It rather looks like the Alchemy devs decided not to bother with extra development for OpenSim anymore, probably because none of them is in OpenSim, and simply threw any and all OpenSim-specific code out once and for all.
Install Alchemy, launch it and look at it. The total lack of a grid selection field at the bottom that'd allow you to log into something else than Second Life is not a compatibility bug. It's a fully intentional design decision.
#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #FirestormViewer #AlchemyViewer -
@AVILIFECurrently SL forced an update that has made firestorm and alchemy unable to support opensim at the moment.
Don't worry. If you have Firestorm for OpenSim installed right now, Linden Lab cannot do anything to make this installed Firestorm incompatible with OpenSim.
In order to be able to do that, they would have to either force files onto your computer with admin/root rights and change something that has nothing to do with Second Life or force OpenSim to change something that breaks compatibility with Firestorm for OpenSim. And Linden Lab has no power over Ubit Umarov and the other OpenSim devs.
Also, no new Firestorm release has come out since version 7.1.9, the first version with PBR support and multi-threading. That version works about as well with OpenSim as it does with Second Life. If you check the Firestorm website, the blog has no newer post than the 7.1.9 announcement. So there's nothing indicating compatibility breakage with OpenSim in a current or future release.
If you've read somewhere that Firestorm drops OpenSim support, check the date. It's probably from 2019. That's way, way, way outdated.
(By the way, you've downloaded and installed Firestorm for OpenSim, right? You can't use OpenSim with Firestorm for Second Life. These two are different.)
As for Alchemy, I've read somewhere that they've dropped OpenSim support altogether a year ago even though they halfway advertise it here and there. Currently, the only viewers that support OpenSim are Firestorm, the Cool VL Viewer and Radegast which is text-only with no graphics.
#Long #LongPost #CWLong #CWLongPost #SecondLife #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #FirestormViewer #AlchemyViewer #CoolVLViewer -
@Kapuzenhund Geduld...
Und ja, die Lernkurve ist heftig.
Falls du den Firestorm 7.1.9 hast und den auf einem dedizierten Grafikchip zu fahren versuchst, das macht Probleme. Die Version ist eh halbexperimentell. Nimm lieber den 6.6.17.
#OpenSim #OpenSimulator #Metaverse #Metaversum #VirtuelleWelten #Firestorm #FirestormViewer -
@Austin Tate I guess it'll really only work on USB VR headsets attached to machines with fairly recent, fairly high-end hardware, especially if guaranteed 60fps are the goal.
I'm running upper-mid-range hardware from ca. 2018, and I'm one of the lucky few OpenSim users for whom Firestorm 7.1.9 works well enough to have become the new daily driver, also because it's so fast. Still, with a few more avatars in my field of vision, the fps drop under 60 even with shadows and ambient occlusion off. And that's without VR.
I guess stand-alone headsets with passively-cooled mobile hardware won't stand a chance.
#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #Firestorm #FirestormViewer -
I, for one, love the high dynamic range in Firestorm 7.1.9. It made me notice how faded and subdued everything was before.
Pity that it's still eight months until next Cornflakes Week.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #Firestorm #FirestormViewer -
@jupiter_rowland
Here is the video I was referring to this morning."How to create PBR materials" but also => how to deal with them as a user.
It is very interesting!!!
The beginning is for content creators
from 9:41 it becomes interesting for users to deal with pbr materials and
from 11:32 it is about correcting reflections in a room.#セカンドライフ
#secondlife
#primfeed
#FirestormViewer
#OpenSimulator -
@jupiter_rowland
Here is the video I was referring to this morning."How to create PBR materials" but also => how to deal with them as a user.
It is very interesting!!!
The beginning is for content creators
from 9:41 it becomes interesting for users to deal with pbr materials and
from 11:32 it is about correcting reflections in a room.#セカンドライフ
#secondlife
#primfeed
#FirestormViewer
#OpenSimulator -
@jupiter_rowland
Here is the video I was referring to this morning."How to create PBR materials" but also => how to deal with them as a user.
It is very interesting!!!
The beginning is for content creators
from 9:41 it becomes interesting for users to deal with pbr materials and
from 11:32 it is about correcting reflections in a room.#セカンドライフ
#secondlife
#primfeed
#FirestormViewer
#OpenSimulator -
@jupiter_rowland
Here is the video I was referring to this morning."How to create PBR materials" but also => how to deal with them as a user.
It is very interesting!!!
The beginning is for content creators
from 9:41 it becomes interesting for users to deal with pbr materials and
from 11:32 it is about correcting reflections in a room.#セカンドライフ
#secondlife
#primfeed
#FirestormViewer
#OpenSimulator -
Uiii, auf meinem privaten Rechner, der wesentlich mehr Performance hat wie der auf der Arbeit, sieht man aber mal richtig den Unterschied zu früher. Ich empfinde alles um einiges flüssiger, Farben wesentlich frischer. Bin Begeistert. Meine grafischen Standardeinstellung hat sogar Firestorm von selbst nach oben hin angepasst. Ohne was anzupassen bin ich im Mittel von Hoch und Ultra eingestuft wurden.
Mehr im Alt-Text... -
Uiii, auf meinem privaten Rechner, der wesentlich mehr Performance hat wie der auf der Arbeit, sieht man aber mal richtig den Unterschied zu früher. Ich empfinde alles um einiges flüssiger, Farben wesentlich frischer. Bin Begeistert. Meine grafischen Standardeinstellung hat sogar Firestorm von selbst nach oben hin angepasst. Ohne was anzupassen bin ich im Mittel von Hoch und Ultra eingestuft wurden.
Mehr im Alt-Text... -
Uiii, auf meinem privaten Rechner, der wesentlich mehr Performance hat wie der auf der Arbeit, sieht man aber mal richtig den Unterschied zu früher. Ich empfinde alles um einiges flüssiger, Farben wesentlich frischer. Bin Begeistert. Meine grafischen Standardeinstellung hat sogar Firestorm von selbst nach oben hin angepasst. Ohne was anzupassen bin ich im Mittel von Hoch und Ultra eingestuft wurden.
Mehr im Alt-Text... -
Uiii, auf meinem privaten Rechner, der wesentlich mehr Performance hat wie der auf der Arbeit, sieht man aber mal richtig den Unterschied zu früher. Ich empfinde alles um einiges flüssiger, Farben wesentlich frischer. Bin Begeistert. Meine grafischen Standardeinstellung hat sogar Firestorm von selbst nach oben hin angepasst. Ohne was anzupassen bin ich im Mittel von Hoch und Ultra eingestuft wurden.
Mehr im Alt-Text... -
CW: Impressions of the first Firestorm version with PBR support; CW: long (over 5,300 characters)
Just yesterday, the Firestorm team released the Firestorm Viewer 7.1.9.74745. Although they only advertise the new version for Second Life, the OpenSim variants have been upgraded, too.
So @Juno Rowland, my little in-world sister, helped me test it and travelled around a bit.
Firestorm 7 introduced three major changes. The first one is the introduction of Physically-Based Rendering. The second one, along with it, is that the Advanced Lighting Model is now permanently on. This caused a lot of commotion in the Second Life and OpenSim communities and fearmongering that Second Life and OpenSim will now require high-end gaming machines.
The third change, however, is the introduction of multi-threading. Up until Firestorm 6, the viewer was single-threaded, and only one CPU core was ever used. So if your Firestorm was slow, that probably wasn't because it drove your hardware to its limits but because it actually didn't. In contrast, Firestorm 7 makes use of all CPU cores. And the test drive was done on a not-quite-new-anymore AMD CPU with six cores and a dozen threads.
So after Juno had logged in, Firestorm produced a rather stable 60fps. Then again, that wasn't too unusual, given she didn't exactly login with a toaster, and the graphics settings were lowered somewhat. So she turned ambient occlusion on. Still 60fps. She turned shadows on. Still 60fps. Then she went for the new settings. Screen Space Reflections. Still 60fps, although there wasn't that much around her that was reflective. Even with mirrors on and reflection detail set to realtime, the fps didn't drop, only the CPU and GPU fans howled increasingly.
It did show that the new Firestorm and its new rendering engine are still a bit rough around the edges. Ambient occlusion under nothing but sunlight and ambient light seems a lot grainier now. The water surface is somewhat prone to tearing. And with mirrors on, it produces nasty cyan, magenta and yellow artifacts.
Still, Firestorm 7 stayed blazing fast. So we decided to challenge it a bit. Juno put on a Clutterfly Ruffled Bottom Dress, notorious for raising your avatar rendering complexity by a whopping half million, and then she went to Lbsa Plaza.
Lbsa Plaza promised to be a challenge for two reasons. One, it's Blinn-Phong galore now with a floor texture that's both specular-mapped and normal-mapped, and it has a lot of stuff standing around that'll demand its share of graphics power. Since its redesign, it looks like Nexus Storm of Neverworld fame had a part in it because she actually did. Two, you're practically never alone, and if there's something that eats into your graphics performance, it's avatars.
At this time of day, only few avatars were around plus the usual few animesh figures. With three or four avatars on-screen and shadows and ambient occlusion still on, Firestorm still delivered 50fps or more. Even with eight avatars, it didn't go under 40fps. Firestorm 6 would be lucky to reach 20fps without shadow and without ambient occlusion in the same situation on the same hardware.
Also at Lbsa Plaza, there is a sci-fi helmet on display with very detailed glossy surfaces and various bruises on it. It really demonstrates what the new Firestorm can do. I'm not sure, but it may actually already have been built using PBR materials. After all, this should be possible, seeing as OSgrid still is the same experimental grid as which it was launched back in 2007, and Lbsa Plaza runs on a development version of OpenSim from Wednesday evening. But that helmet didn't cut into the performance at all.
Something else we've noticed: When an avatar with a facelight teleports out, the illumination by the facelight disappears immediately.
Juno's next stopover was the Dereos Grid, the PSSMG Freebie Mall, to be more specific. It's a very detail-rich mixture of classic prim construction and custom meshes. This particular sim, being an "official" sim of the grid, runs on a special version of OpenSim. It used to be the ArribaSim fork, but Arriba itself stopped being developed even before OpenSim 0.8.2.1. It was then forked by Freaky Tech and eventually forked again or taken over by grid admin Akira Sonoda. In fact, it doesn't even have all features of OpenSim 0.9.1.0 included; for example, it still doesn't support universal layers, nor does it support BoM scripting. In fact, Bakes-on-Mesh itself was backported from a newer vanilla version because Arriba's development came to a halt before BoM was introduced to vanilla.
And so the newest and most advanced Firestorm met a not really up-to-date OpenSim.
First of all, the FPS dropped to something between 20 and 35 while looking at the town from an elevated location, depending on what was visible. This has to be due to the many details and being out in the open.
I've also noticed a reflective ground that didn't reflect a building immediately adjacent. Otherwise there was no trouble that I might attribute to the new version.
One bug that persists, however, is that Firestorm renders certain surfaces on certain mesh objects persistently and reproducibly as plain white.
All in all, however, I'll stick with the new version, seeing as how performant it has grown.
#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
CW: Impressions of the first Firestorm version with PBR support; CW: long (over 5,300 characters)
Just yesterday, the Firestorm team released the Firestorm Viewer 7.1.9.74745. Although they only advertise the new version for Second Life, the OpenSim variants have been upgraded, too.
So @Juno Rowland, my little in-world sister, helped me test it and travelled around a bit.
Firestorm 7 introduced three major changes. The first one is the introduction of Physically-Based Rendering. The second one, along with it, is that the Advanced Lighting Model is now permanently on. This caused a lot of commotion in the Second Life and OpenSim communities and fearmongering that Second Life and OpenSim will now require high-end gaming machines.
The third change, however, is the introduction of multi-threading. Up until Firestorm 6, the viewer was single-threaded, and only one CPU core was ever used. So if your Firestorm was slow, that probably wasn't because it drove your hardware to its limits but because it actually didn't. In contrast, Firestorm 7 makes use of all CPU cores. And the test drive was done on a not-quite-new-anymore AMD CPU with six cores and a dozen threads.
So after Juno had logged in, Firestorm produced a rather stable 60fps. Then again, that wasn't too unusual, given she didn't exactly login with a toaster, and the graphics settings were lowered somewhat. So she turned ambient occlusion on. Still 60fps. She turned shadows on. Still 60fps. Then she went for the new settings. Screen Space Reflections. Still 60fps, although there wasn't that much around her that was reflective. Even with mirrors on and reflection detail set to realtime, the fps didn't drop, only the CPU and GPU fans howled increasingly.
It did show that the new Firestorm and its new rendering engine are still a bit rough around the edges. Ambient occlusion under nothing but sunlight and ambient light seems a lot grainier now. The water surface is somewhat prone to tearing. And with mirrors on, it produces nasty cyan, magenta and yellow artifacts.
Still, Firestorm 7 stayed blazing fast. So we decided to challenge it a bit. Juno put on a Clutterfly Ruffled Bottom Dress, notorious for raising your avatar rendering complexity by a whopping half million, and then she went to Lbsa Plaza.
Lbsa Plaza promised to be a challenge for two reasons. One, it's Blinn-Phong galore now with a floor texture that's both specular-mapped and normal-mapped, and it has a lot of stuff standing around that'll demand its share of graphics power. Since its redesign, it looks like Nexus Storm of Neverworld fame had a part in it because she actually did. Two, you're practically never alone, and if there's something that eats into your graphics performance, it's avatars.
At this time of day, only few avatars were around plus the usual few animesh figures. With three or four avatars on-screen and shadows and ambient occlusion still on, Firestorm still delivered 50fps or more. Even with eight avatars, it didn't go under 40fps. Firestorm 6 would be lucky to reach 20fps without shadow and without ambient occlusion in the same situation on the same hardware.
Also at Lbsa Plaza, there is a sci-fi helmet on display with very detailed glossy surfaces and various bruises on it. It really demonstrates what the new Firestorm can do. I'm not sure, but it may actually already have been built using PBR materials. After all, this should be possible, seeing as OSgrid still is the same experimental grid as which it was launched back in 2007, and Lbsa Plaza runs on a development version of OpenSim from Wednesday evening. But that helmet didn't cut into the performance at all.
Something else we've noticed: When an avatar with a facelight teleports out, the illumination by the facelight disappears immediately.
Juno's next stopover was the Dereos Grid, the PSSMG Freebie Mall, to be more specific. It's a very detail-rich mixture of classic prim construction and custom meshes. This particular sim, being an "official" sim of the grid, runs on a special version of OpenSim. It used to be the ArribaSim fork, but Arriba itself stopped being developed even before OpenSim 0.8.2.1. It was then forked by Freaky Tech and eventually forked again or taken over by grid admin Akira Sonoda. In fact, it doesn't even have all features of OpenSim 0.9.1.0 included; for example, it still doesn't support universal layers, nor does it support BoM scripting. In fact, Bakes-on-Mesh itself was backported from a newer vanilla version because Arriba's development came to a halt before BoM was introduced to vanilla.
And so the newest and most advanced Firestorm met a not really up-to-date OpenSim.
First of all, the FPS dropped to something between 20 and 35 while looking at the town from an elevated location, depending on what was visible. This has to be due to the many details and being out in the open.
I've also noticed a reflective ground that didn't reflect a building immediately adjacent. Otherwise there was no trouble that I might attribute to the new version.
One bug that persists, however, is that Firestorm renders certain surfaces on certain mesh objects persistently and reproducibly as plain white.
All in all, however, I'll stick with the new version, seeing as how performant it has grown.
#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
CW: Impressions of the first Firestorm version with PBR support; CW: long (over 5,300 characters)
Just yesterday, the Firestorm team released the Firestorm Viewer 7.1.9.74745. Although they only advertise the new version for Second Life, the OpenSim variants have been upgraded, too.
So @Juno Rowland, my little in-world sister, helped me test it and travelled around a bit.
Firestorm 7 introduced three major changes. The first one is the introduction of Physically-Based Rendering. The second one, along with it, is that the Advanced Lighting Model is now permanently on. This caused a lot of commotion in the Second Life and OpenSim communities and fearmongering that Second Life and OpenSim will now require high-end gaming machines.
The third change, however, is the introduction of multi-threading. Up until Firestorm 6, the viewer was single-threaded, and only one CPU core was ever used. So if your Firestorm was slow, that probably wasn't because it drove your hardware to its limits but because it actually didn't. In contrast, Firestorm 7 makes use of all CPU cores. And the test drive was done on a not-quite-new-anymore AMD CPU with six cores and a dozen threads.
So after Juno had logged in, Firestorm produced a rather stable 60fps. Then again, that wasn't too unusual, given she didn't exactly login with a toaster, and the graphics settings were lowered somewhat. So she turned ambient occlusion on. Still 60fps. She turned shadows on. Still 60fps. Then she went for the new settings. Screen Space Reflections. Still 60fps, although there wasn't that much around her that was reflective. Even with mirrors on and reflection detail set to realtime, the fps didn't drop, only the CPU and GPU fans howled increasingly.
It did show that the new Firestorm and its new rendering engine are still a bit rough around the edges. Ambient occlusion under nothing but sunlight and ambient light seems a lot grainier now. The water surface is somewhat prone to tearing. And with mirrors on, it produces nasty cyan, magenta and yellow artifacts.
Still, Firestorm 7 stayed blazing fast. So we decided to challenge it a bit. Juno put on a Clutterfly Ruffled Bottom Dress, notorious for raising your avatar rendering complexity by a whopping half million, and then she went to Lbsa Plaza.
Lbsa Plaza promised to be a challenge for two reasons. One, it's Blinn-Phong galore now with a floor texture that's both specular-mapped and normal-mapped, and it has a lot of stuff standing around that'll demand its share of graphics power. Since its redesign, it looks like Nexus Storm of Neverworld fame had a part in it because she actually did. Two, you're practically never alone, and if there's something that eats into your graphics performance, it's avatars.
At this time of day, only few avatars were around plus the usual few animesh figures. With three or four avatars on-screen and shadows and ambient occlusion still on, Firestorm still delivered 50fps or more. Even with eight avatars, it didn't go under 40fps. Firestorm 6 would be lucky to reach 20fps without shadow and without ambient occlusion in the same situation on the same hardware.
Also at Lbsa Plaza, there is a sci-fi helmet on display with very detailed glossy surfaces and various bruises on it. It really demonstrates what the new Firestorm can do. I'm not sure, but it may actually already have been built using PBR materials. After all, this should be possible, seeing as OSgrid still is the same experimental grid as which it was launched back in 2007, and Lbsa Plaza runs on a development version of OpenSim from Wednesday evening. But that helmet didn't cut into the performance at all.
Something else we've noticed: When an avatar with a facelight teleports out, the illumination by the facelight disappears immediately.
Juno's next stopover was the Dereos Grid, the PSSMG Freebie Mall, to be more specific. It's a very detail-rich mixture of classic prim construction and custom meshes. This particular sim, being an "official" sim of the grid, runs on a special version of OpenSim. It used to be the ArribaSim fork, but Arriba itself stopped being developed even before OpenSim 0.8.2.1. It was then forked by Freaky Tech and eventually forked again or taken over by grid admin Akira Sonoda. In fact, it doesn't even have all features of OpenSim 0.9.1.0 included; for example, it still doesn't support universal layers, nor does it support BoM scripting. In fact, Bakes-on-Mesh itself was backported from a newer vanilla version because Arriba's development came to a halt before BoM was introduced to vanilla.
And so the newest and most advanced Firestorm met a not really up-to-date OpenSim.
First of all, the FPS dropped to something between 20 and 35 while looking at the town from an elevated location, depending on what was visible. This has to be due to the many details and being out in the open.
I've also noticed a reflective ground that didn't reflect a building immediately adjacent. Otherwise there was no trouble that I might attribute to the new version.
One bug that persists, however, is that Firestorm renders certain surfaces on certain mesh objects persistently and reproducibly as plain white.
All in all, however, I'll stick with the new version, seeing as how performant it has grown.
#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
CW: Impressions of the first Firestorm version with PBR support; CW: long (over 5,300 characters)
Just yesterday, the Firestorm team released the Firestorm Viewer 7.1.9.74745. Although they only advertise the new version for Second Life, the OpenSim variants have been upgraded, too.
So @Juno Rowland, my little in-world sister, helped me test it and travelled around a bit.
Firestorm 7 introduced three major changes. The first one is the introduction of Physically-Based Rendering. The second one, along with it, is that the Advanced Lighting Model is now permanently on. This caused a lot of commotion in the Second Life and OpenSim communities and fearmongering that Second Life and OpenSim will now require high-end gaming machines.
The third change, however, is the introduction of multi-threading. Up until Firestorm 6, the viewer was single-threaded, and only one CPU core was ever used. So if your Firestorm was slow, that probably wasn't because it drove your hardware to its limits but because it actually didn't. In contrast, Firestorm 7 makes use of all CPU cores. And the test drive was done on a not-quite-new-anymore AMD CPU with six cores and a dozen threads.
So after Juno had logged in, Firestorm produced a rather stable 60fps. Then again, that wasn't too unusual, given she didn't exactly login with a toaster, and the graphics settings were lowered somewhat. So she turned ambient occlusion on. Still 60fps. She turned shadows on. Still 60fps. Then she went for the new settings. Screen Space Reflections. Still 60fps, although there wasn't that much around her that was reflective. Even with mirrors on and reflection detail set to realtime, the fps didn't drop, only the CPU and GPU fans howled increasingly.
It did show that the new Firestorm and its new rendering engine are still a bit rough around the edges. Ambient occlusion under nothing but sunlight and ambient light seems a lot grainier now. The water surface is somewhat prone to tearing. And with mirrors on, it produces nasty cyan, magenta and yellow artifacts.
Still, Firestorm 7 stayed blazing fast. So we decided to challenge it a bit. Juno put on a Clutterfly Ruffled Bottom Dress, notorious for raising your avatar rendering complexity by a whopping half million, and then she went to Lbsa Plaza.
Lbsa Plaza promised to be a challenge for two reasons. One, it's Blinn-Phong galore now with a floor texture that's both specular-mapped and normal-mapped, and it has a lot of stuff standing around that'll demand its share of graphics power. Since its redesign, it looks like Nexus Storm of Neverworld fame had a part in it because she actually did. Two, you're practically never alone, and if there's something that eats into your graphics performance, it's avatars.
At this time of day, only few avatars were around plus the usual few animesh figures. With three or four avatars on-screen and shadows and ambient occlusion still on, Firestorm still delivered 50fps or more. Even with eight avatars, it didn't go under 40fps. Firestorm 6 would be lucky to reach 20fps without shadow and without ambient occlusion in the same situation on the same hardware.
Also at Lbsa Plaza, there is a sci-fi helmet on display with very detailed glossy surfaces and various bruises on it. It really demonstrates what the new Firestorm can do. I'm not sure, but it may actually already have been built using PBR materials. After all, this should be possible, seeing as OSgrid still is the same experimental grid as which it was launched back in 2007, and Lbsa Plaza runs on a development version of OpenSim from Wednesday evening. But that helmet didn't cut into the performance at all.
Something else we've noticed: When an avatar with a facelight teleports out, the illumination by the facelight disappears immediately.
Juno's next stopover was the Dereos Grid, the PSSMG Freebie Mall, to be more specific. It's a very detail-rich mixture of classic prim construction and custom meshes. This particular sim, being an "official" sim of the grid, runs on a special version of OpenSim. It used to be the ArribaSim fork, but Arriba itself stopped being developed even before OpenSim 0.8.2.1. It was then forked by Freaky Tech and eventually forked again or taken over by grid admin Akira Sonoda. In fact, it doesn't even have all features of OpenSim 0.9.1.0 included; for example, it still doesn't support universal layers, nor does it support BoM scripting. In fact, Bakes-on-Mesh itself was backported from a newer vanilla version because Arriba's development came to a halt before BoM was introduced to vanilla.
And so the newest and most advanced Firestorm met a not really up-to-date OpenSim.
First of all, the FPS dropped to something between 20 and 35 while looking at the town from an elevated location, depending on what was visible. This has to be due to the many details and being out in the open.
I've also noticed a reflective ground that didn't reflect a building immediately adjacent. Otherwise there was no trouble that I might attribute to the new version.
One bug that persists, however, is that Firestorm renders certain surfaces on certain mesh objects persistently and reproducibly as plain white.
All in all, however, I'll stick with the new version, seeing as how performant it has grown.
#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
CW: Impressions of the first Firestorm version with PBR support; CW: long (over 5,300 characters)
Just yesterday, the Firestorm team released the Firestorm Viewer 7.1.9.74745. Although they only advertise the new version for Second Life, the OpenSim variants have been upgraded, too.
So @Juno Rowland, my little in-world sister, helped me test it and travelled around a bit.
Firestorm 7 introduced three major changes. The first one is the introduction of Physically-Based Rendering. The second one, along with it, is that the Advanced Lighting Model is now permanently on. This caused a lot of commotion in the Second Life and OpenSim communities and fearmongering that Second Life and OpenSim will now require high-end gaming machines.
The third change, however, is the introduction of multi-threading. Up until Firestorm 6, the viewer was single-threaded, and only one CPU core was ever used. So if your Firestorm was slow, that probably wasn't because it drove your hardware to its limits but because it actually didn't. In contrast, Firestorm 7 makes use of all CPU cores. And the test drive was done on a not-quite-new-anymore AMD CPU with six cores and a dozen threads.
So after Juno had logged in, Firestorm produced a rather stable 60fps. Then again, that wasn't too unusual, given she didn't exactly login with a toaster, and the graphics settings were lowered somewhat. So she turned ambient occlusion on. Still 60fps. She turned shadows on. Still 60fps. Then she went for the new settings. Screen Space Reflections. Still 60fps, although there wasn't that much around her that was reflective. Even with mirrors on and reflection detail set to realtime, the fps didn't drop, only the CPU and GPU fans howled increasingly.
It did show that the new Firestorm and its new rendering engine are still a bit rough around the edges. Ambient occlusion under nothing but sunlight and ambient light seems a lot grainier now. The water surface is somewhat prone to tearing. And with mirrors on, it produces nasty cyan, magenta and yellow artifacts.
Still, Firestorm 7 stayed blazing fast. So we decided to challenge it a bit. Juno put on a Clutterfly Ruffled Bottom Dress, notorious for raising your avatar rendering complexity by a whopping half million, and then she went to Lbsa Plaza.
Lbsa Plaza promised to be a challenge for two reasons. One, it's Blinn-Phong galore now with a floor texture that's both specular-mapped and normal-mapped, and it has a lot of stuff standing around that'll demand its share of graphics power. Since its redesign, it looks like Nexus Storm of Neverworld fame had a part in it because she actually did. Two, you're practically never alone, and if there's something that eats into your graphics performance, it's avatars.
At this time of day, only few avatars were around plus the usual few animesh figures. With three or four avatars on-screen and shadows and ambient occlusion still on, Firestorm still delivered 50fps or more. Even with eight avatars, it didn't go under 40fps. Firestorm 6 would be lucky to reach 20fps without shadow and without ambient occlusion in the same situation on the same hardware.
Also at Lbsa Plaza, there is a sci-fi helmet on display with very detailed glossy surfaces and various bruises on it. It really demonstrates what the new Firestorm can do. I'm not sure, but it may actually already have been built using PBR materials. After all, this should be possible, seeing as OSgrid still is the same experimental grid as which it was launched back in 2007, and Lbsa Plaza runs on a development version of OpenSim from Wednesday evening. But that helmet didn't cut into the performance at all.
Something else we've noticed: When an avatar with a facelight teleports out, the illumination by the facelight disappears immediately.
Juno's next stopover was the Dereos Grid, the PSSMG Freebie Mall, to be more specific. It's a very detail-rich mixture of classic prim construction and custom meshes. This particular sim, being an "official" sim of the grid, runs on a special version of OpenSim. It used to be the ArribaSim fork, but Arriba itself stopped being developed even before OpenSim 0.8.2.1. It was then forked by Freaky Tech and eventually forked again or taken over by grid admin Akira Sonoda. In fact, it doesn't even have all features of OpenSim 0.9.1.0 included; for example, it still doesn't support universal layers, nor does it support BoM scripting. In fact, Bakes-on-Mesh itself was backported from a newer vanilla version because Arriba's development came to a halt before BoM was introduced to vanilla.
And so the newest and most advanced Firestorm met a not really up-to-date OpenSim.
First of all, the FPS dropped to something between 20 and 35 while looking at the town from an elevated location, depending on what was visible. This has to be due to the many details and being out in the open.
I've also noticed a reflective ground that didn't reflect a building immediately adjacent. Otherwise there was no trouble that I might attribute to the new version.
One bug that persists, however, is that Firestorm renders certain surfaces on certain mesh objects persistently and reproducibly as plain white.
All in all, however, I'll stick with the new version, seeing as how performant it has grown.
#Long #LongPost #CWLong #CWLongPost #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
@jupiter_rowland
Ich glaube das ist das Video aus dem Eingangsbereich des kyoobo shops gewesen. Sieh dir mal den älteren Beitrag von mir an. -
@jupiter_rowland
Ich glaube das ist das Video aus dem Eingangsbereich des kyoobo shops gewesen. Sieh dir mal den älteren Beitrag von mir an. -
@jupiter_rowland
Ich glaube das ist das Video aus dem Eingangsbereich des kyoobo shops gewesen. Sieh dir mal den älteren Beitrag von mir an. -
@jupiter_rowland
Ich glaube das ist das Video aus dem Eingangsbereich des kyoobo shops gewesen. Sieh dir mal den älteren Beitrag von mir an. -
Gut zu wissen. Danke für deine Info. Wegen der Spiegelung im Raum musst du dir unbedingt ein YouTube Video mal anschauen in dem angezeigt wird, wie man die Spiegelung nur auf einen Raum beschränkt. Man muss die Spiegelung einschränken mit einem zusätzlichen Prim als Sphere so wie ich das verstanden habe.
Ich weiß jetzt nicht wie das Video heißt, aber wenn du es nicht findest kann ich mal heute Abend nach suchen.
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Gut zu wissen. Danke für deine Info. Wegen der Spiegelung im Raum musst du dir unbedingt ein YouTube Video mal anschauen in dem angezeigt wird, wie man die Spiegelung nur auf einen Raum beschränkt. Man muss die Spiegelung einschränken mit einem zusätzlichen Prim als Sphere so wie ich das verstanden habe.
Ich weiß jetzt nicht wie das Video heißt, aber wenn du es nicht findest kann ich mal heute Abend nach suchen.
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Gut zu wissen. Danke für deine Info. Wegen der Spiegelung im Raum musst du dir unbedingt ein YouTube Video mal anschauen in dem angezeigt wird, wie man die Spiegelung nur auf einen Raum beschränkt. Man muss die Spiegelung einschränken mit einem zusätzlichen Prim als Sphere so wie ich das verstanden habe.
Ich weiß jetzt nicht wie das Video heißt, aber wenn du es nicht findest kann ich mal heute Abend nach suchen.
-
Gut zu wissen. Danke für deine Info. Wegen der Spiegelung im Raum musst du dir unbedingt ein YouTube Video mal anschauen in dem angezeigt wird, wie man die Spiegelung nur auf einen Raum beschränkt. Man muss die Spiegelung einschränken mit einem zusätzlichen Prim als Sphere so wie ich das verstanden habe.
Ich weiß jetzt nicht wie das Video heißt, aber wenn du es nicht findest kann ich mal heute Abend nach suchen.
-
Ich konnte es nicht sein lassen und musste direkt mal das neue Firestorm Update aufspielen. Da hat sich ja einiges getan und mein Rechner scheint unter den Standardeinstellungen gut klar zu kommen. Freue mich schon auf heute abend. 🥰
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Ich konnte es nicht sein lassen und musste direkt mal das neue Firestorm Update aufspielen. Da hat sich ja einiges getan und mein Rechner scheint unter den Standardeinstellungen gut klar zu kommen. Freue mich schon auf heute abend. 🥰
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Ich konnte es nicht sein lassen und musste direkt mal das neue Firestorm Update aufspielen. Da hat sich ja einiges getan und mein Rechner scheint unter den Standardeinstellungen gut klar zu kommen. Freue mich schon auf heute abend. 🥰
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Ich konnte es nicht sein lassen und musste direkt mal das neue Firestorm Update aufspielen. Da hat sich ja einiges getan und mein Rechner scheint unter den Standardeinstellungen gut klar zu kommen. Freue mich schon auf heute abend. 🥰
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@stefan (シュテファン) Erster Voreindruck vom Firestorm 7.1.9 aus OpenSim:
Er ist grafisch schneller. Viel schneller. Und meine Maschine (Ryzen 5 3600X, Radeon RX590) ist nun wirklich nicht high-end.
Events mit vielen Avataren habe ich noch nicht getestet, dafür hätte der neue Firestorm einen Tag eher kommen müssen, aber generell kann ich ihm grafikmäßig sehr viel zumuten und habe trotzdem stabil meine Obergrenze von 60 fps. Ambient Occlusion, Schatten, Screen Space Reflections, immer noch 60 fps.
Da merkt man die Multithreading-Fähigkeit. Wo die älteren Firestorms in die Knie gingen, holt der neue sich einfach mehr Leistung von der Hardware, und die Kühlung der Maschine fönt mehr.
Erst wenn die Schattenqualität auf Fotoniveau hochgedreht wird, geht die Framerate in die Knie. Aber beim alten Firestorm war da schon längst Diashow angesagt.
Grafisch merkt man noch, es ist ein erster Schuß. Ambient Occlusion ist entweder neuerdings ziemlich verrauscht, oder das fällt mir erst jetzt auf. Wasserreflexionen scheinen gerade in Bewegung noch so etwas wie Tearing zu zeigen, und mit Spiegelung zeigen sich deutliche Artefakte auf dem Wasser in Cyan, Magenta und Gelb. Daß das am Standardwasser in OpenSim liegt, glaube ich weniger, das tritt nämlich auch bei Wasser auf, das von Windlight nach EEP konvertiert wurde. Außerdem spiegeln Spiegel nicht unbedingt das Innere eines Mesh-Gebäudes.
PBR-Content ist mir noch nicht untergekommen, aber irgendwo gibt's schon eine Versuchssim mit PBR.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
@stefan (シュテファン) Erster Voreindruck vom Firestorm 7.1.9 aus OpenSim:
Er ist grafisch schneller. Viel schneller. Und meine Maschine (Ryzen 5 3600X, Radeon RX590) ist nun wirklich nicht high-end.
Events mit vielen Avataren habe ich noch nicht getestet, dafür hätte der neue Firestorm einen Tag eher kommen müssen, aber generell kann ich ihm grafikmäßig sehr viel zumuten und habe trotzdem stabil meine Obergrenze von 60 fps. Ambient Occlusion, Schatten, Screen Space Reflections, immer noch 60 fps.
Da merkt man die Multithreading-Fähigkeit. Wo die älteren Firestorms in die Knie gingen, holt der neue sich einfach mehr Leistung von der Hardware, und die Kühlung der Maschine fönt mehr.
Erst wenn die Schattenqualität auf Fotoniveau hochgedreht wird, geht die Framerate in die Knie. Aber beim alten Firestorm war da schon längst Diashow angesagt.
Grafisch merkt man noch, es ist ein erster Schuß. Ambient Occlusion ist entweder neuerdings ziemlich verrauscht, oder das fällt mir erst jetzt auf. Wasserreflexionen scheinen gerade in Bewegung noch so etwas wie Tearing zu zeigen, und mit Spiegelung zeigen sich deutliche Artefakte auf dem Wasser in Cyan, Magenta und Gelb. Daß das am Standardwasser in OpenSim liegt, glaube ich weniger, das tritt nämlich auch bei Wasser auf, das von Windlight nach EEP konvertiert wurde. Außerdem spiegeln Spiegel nicht unbedingt das Innere eines Mesh-Gebäudes.
PBR-Content ist mir noch nicht untergekommen, aber irgendwo gibt's schon eine Versuchssim mit PBR.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
@stefan (シュテファン) Erster Voreindruck vom Firestorm 7.1.9 aus OpenSim:
Er ist grafisch schneller. Viel schneller. Und meine Maschine (Ryzen 5 3600X, Radeon RX590) ist nun wirklich nicht high-end.
Events mit vielen Avataren habe ich noch nicht getestet, dafür hätte der neue Firestorm einen Tag eher kommen müssen, aber generell kann ich ihm grafikmäßig sehr viel zumuten und habe trotzdem stabil meine Obergrenze von 60 fps. Ambient Occlusion, Schatten, Screen Space Reflections, immer noch 60 fps.
Da merkt man die Multithreading-Fähigkeit. Wo die älteren Firestorms in die Knie gingen, holt der neue sich einfach mehr Leistung von der Hardware, und die Kühlung der Maschine fönt mehr.
Erst wenn die Schattenqualität auf Fotoniveau hochgedreht wird, geht die Framerate in die Knie. Aber beim alten Firestorm war da schon längst Diashow angesagt.
Grafisch merkt man noch, es ist ein erster Schuß. Ambient Occlusion ist entweder neuerdings ziemlich verrauscht, oder das fällt mir erst jetzt auf. Wasserreflexionen scheinen gerade in Bewegung noch so etwas wie Tearing zu zeigen, und mit Spiegelung zeigen sich deutliche Artefakte auf dem Wasser in Cyan, Magenta und Gelb. Daß das am Standardwasser in OpenSim liegt, glaube ich weniger, das tritt nämlich auch bei Wasser auf, das von Windlight nach EEP konvertiert wurde. Außerdem spiegeln Spiegel nicht unbedingt das Innere eines Mesh-Gebäudes.
PBR-Content ist mir noch nicht untergekommen, aber irgendwo gibt's schon eine Versuchssim mit PBR.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
@stefan (シュテファン) Erster Voreindruck vom Firestorm 7.1.9 aus OpenSim:
Er ist grafisch schneller. Viel schneller. Und meine Maschine (Ryzen 5 3600X, Radeon RX590) ist nun wirklich nicht high-end.
Events mit vielen Avataren habe ich noch nicht getestet, dafür hätte der neue Firestorm einen Tag eher kommen müssen, aber generell kann ich ihm grafikmäßig sehr viel zumuten und habe trotzdem stabil meine Obergrenze von 60 fps. Ambient Occlusion, Schatten, Screen Space Reflections, immer noch 60 fps.
Da merkt man die Multithreading-Fähigkeit. Wo die älteren Firestorms in die Knie gingen, holt der neue sich einfach mehr Leistung von der Hardware, und die Kühlung der Maschine fönt mehr.
Erst wenn die Schattenqualität auf Fotoniveau hochgedreht wird, geht die Framerate in die Knie. Aber beim alten Firestorm war da schon längst Diashow angesagt.
Grafisch merkt man noch, es ist ein erster Schuß. Ambient Occlusion ist entweder neuerdings ziemlich verrauscht, oder das fällt mir erst jetzt auf. Wasserreflexionen scheinen gerade in Bewegung noch so etwas wie Tearing zu zeigen, und mit Spiegelung zeigen sich deutliche Artefakte auf dem Wasser in Cyan, Magenta und Gelb. Daß das am Standardwasser in OpenSim liegt, glaube ich weniger, das tritt nämlich auch bei Wasser auf, das von Windlight nach EEP konvertiert wurde. Außerdem spiegeln Spiegel nicht unbedingt das Innere eines Mesh-Gebäudes.
PBR-Content ist mir noch nicht untergekommen, aber irgendwo gibt's schon eine Versuchssim mit PBR.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
@stefan (シュテファン) Erster Voreindruck vom Firestorm 7.1.9 aus OpenSim:
Er ist grafisch schneller. Viel schneller. Und meine Maschine (Ryzen 5 3600X, Radeon RX590) ist nun wirklich nicht high-end.
Events mit vielen Avataren habe ich noch nicht getestet, dafür hätte der neue Firestorm einen Tag eher kommen müssen, aber generell kann ich ihm grafikmäßig sehr viel zumuten und habe trotzdem stabil meine Obergrenze von 60 fps. Ambient Occlusion, Schatten, Screen Space Reflections, immer noch 60 fps.
Da merkt man die Multithreading-Fähigkeit. Wo die älteren Firestorms in die Knie gingen, holt der neue sich einfach mehr Leistung von der Hardware, und die Kühlung der Maschine fönt mehr.
Erst wenn die Schattenqualität auf Fotoniveau hochgedreht wird, geht die Framerate in die Knie. Aber beim alten Firestorm war da schon längst Diashow angesagt.
Grafisch merkt man noch, es ist ein erster Schuß. Ambient Occlusion ist entweder neuerdings ziemlich verrauscht, oder das fällt mir erst jetzt auf. Wasserreflexionen scheinen gerade in Bewegung noch so etwas wie Tearing zu zeigen, und mit Spiegelung zeigen sich deutliche Artefakte auf dem Wasser in Cyan, Magenta und Gelb. Daß das am Standardwasser in OpenSim liegt, glaube ich weniger, das tritt nämlich auch bei Wasser auf, das von Windlight nach EEP konvertiert wurde. Außerdem spiegeln Spiegel nicht unbedingt das Innere eines Mesh-Gebäudes.
PBR-Content ist mir noch nicht untergekommen, aber irgendwo gibt's schon eine Versuchssim mit PBR.
#OpenSim #OpenSimulator #Metaverse #VirtualWorlds #PhysicallyBasedRendering #PBR #Firestorm #FirestormViewer -
Uiii, da ist aber heute einiges in der vr passiert. Erst primfeed öffnet seine Tore und jetzt kommt auch noch das neue Update vom Firestorm-Viewer raus mit mega vielen neuen Funktionen. Die Bilder von den neue graphischen Möglichkeiten in #secondlife sehen ja schon mega aus. So viel neues Spielzeug. Weiss gar nicht wo ich morgen anfangen soll. Bin total überfordert. Bin auch mal gespannt was mein Rechner dazu alles sagt.
#セカンドライフ
#secondlife
#primfeed
#FirestormViewer -
Uiii, da ist aber heute einiges in der vr passiert. Erst primfeed öffnet seine Tore und jetzt kommt auch noch das neue Update vom Firestorm-Viewer raus mit mega vielen neuen Funktionen. Die Bilder von den neue graphischen Möglichkeiten in #secondlife sehen ja schon mega aus. So viel neues Spielzeug. Weiss gar nicht wo ich morgen anfangen soll. Bin total überfordert. Bin auch mal gespannt was mein Rechner dazu alles sagt.
#セカンドライフ
#secondlife
#primfeed
#FirestormViewer -
Uiii, da ist aber heute einiges in der vr passiert. Erst primfeed öffnet seine Tore und jetzt kommt auch noch das neue Update vom Firestorm-Viewer raus mit mega vielen neuen Funktionen. Die Bilder von den neue graphischen Möglichkeiten in #secondlife sehen ja schon mega aus. So viel neues Spielzeug. Weiss gar nicht wo ich morgen anfangen soll. Bin total überfordert. Bin auch mal gespannt was mein Rechner dazu alles sagt.
#セカンドライフ
#secondlife
#primfeed
#FirestormViewer -
Uiii, da ist aber heute einiges in der vr passiert. Erst primfeed öffnet seine Tore und jetzt kommt auch noch das neue Update vom Firestorm-Viewer raus mit mega vielen neuen Funktionen. Die Bilder von den neue graphischen Möglichkeiten in #secondlife sehen ja schon mega aus. So viel neues Spielzeug. Weiss gar nicht wo ich morgen anfangen soll. Bin total überfordert. Bin auch mal gespannt was mein Rechner dazu alles sagt.
#セカンドライフ
#secondlife
#primfeed
#FirestormViewer -
Uiii, da ist aber heute einiges in der vr passiert. Erst primfeed öffnet seine Tore und jetzt kommt auch noch das neue Update vom Firestorm-Viewer raus mit mega vielen neuen Funktionen. Die Bilder von den neue graphischen Möglichkeiten in #secondlife sehen ja schon mega aus. So viel neues Spielzeug. Weiss gar nicht wo ich morgen anfangen soll. Bin total überfordert. Bin auch mal gespannt was mein Rechner dazu alles sagt.
#セカンドライフ
#secondlife
#primfeed
#FirestormViewer -
A new #SecondLife related post of #FirestormViewer where Beq talks about PBR, and the future in general.
https://www.firestormviewer.org/pbr-where-we-are-where-we-are-going-and-what-you-can-do-to-be-ready/ -
@Droppie [libranet] 🐨♀🌈🐧🦘 My current issue with Wayland, at least under Plasma on Debian testing, is that keyboard levels beyond Shift stopped working in Firefox installed natively, as in the Mozilla way, not through apt.
The slight performance improvements in the Firestorm Viewer on Wayland as opposed to X, and even Firestorm has an issue with Wayland which I've had to fix myself, don't justify permanently putting up with this inconvenience.
Installing Firefox through apt is out of question. Anything Debian delivers is painfully outdated, and again, I'm on testing and not on stable. And the Ubuntu PPA is not only not recommended, but it has actually given me headaches in the past.
Also, since I've got Plasma on a 14" laptop, and since Wayland zooms the whole desktop environment by a percentage rather than matching text with a dpi setting, I only get two panes in Hubzilla in Firefox on Wayland on the internal screen.
#Long #LongPost #CWLong #CWLongPost #Linux #Debian #KDEPlasma #Firefox #Firestorm #FirestormViewer #Wayland