#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 -
@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 -
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 -
@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 -
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 -
Out on Austin Tate's blog just yesterday: Firestorm VR Mod 6.6.17. The Firestorm fork with modifications for virtual reality has been upgraded to the same version as the regular Firestorm viewer now.
#SecondLife #OpenSim #OpenSimulator #Metaverse #VirtualWorlds #Firestorm #FirestormViewer #VirtualReality #VR -
A new Firestorm version is out. It's the last one before PBR will be introduced (this one doesn't support PBR yet), and it's the last one with a 32-bit Windows build.
Miro Collas wrote the following post Wed, 29 Nov 2023 03:07:09 +0100 Firestorm 6.6.16 Release - Say hello, wave bye bye. - Firestorm Viewer - The Phoenix Firestorm Project Inc.
https://www.firestormviewer.org/firestorm-6-6-16-release-say-hello-wave-bye-bye/
#SecondLife #SL #Firestorm #Metaverse
#OpenSim #OpenSimulator #SecondLife #Metaverse #VirtualWorlds #FirestormViewer #News -
I is happy now.
Saturday two weeks ago, my geriatric, worn-out graphics card, a Radeon HD 7770 by MSI, finally gave the ghost up. That meant that my tower was down.
But that also meant that I finally had a reason to upgrade it. 1GB of VRAM is too little for the #FirestormViewer.
This week, I got some replacement RAM for the machine. 2x4GB DDR3-1600 + a salvaged 4GB DDR3-1333 wasn't optimal. Now I have 2x8GB DDR3-1600. Come to think of it, I could toss the other two 4GB modules back in...
And yesterday, I picked up a "new" graphics card. A Radeon RX 590 by Sapphire with 8GB of VRAM, probably ample for two Firestorms.
I've only just started testing, but the machine seems to perform better with ambient occlusion, full shadows and full water transparency on now than it did with all that stuff off previously. -
CW: What the introduction of PBR means, not only for Second Life users with old potato machines, but also for third-party viewers and OpenSim; CW: long (over 7,800 characters in one post)
@OpenSim
So #SecondLife is working on introducing #PBR, also called #PeanutButter. And the #FirestormViewer is working on keeping up with it. There's a PBR-enabled alpha version now. This gives me to think.
One, there's that talk about higher hardware requirements. Now, Firestorm is actually still available in a 32-bit Windows version. Look back into the past. What were the last machines sold with pre-installed 32-bit Windows, and when was that?
That must have been in the late 2000s. And those machines were entry-level consumer laptops with on-board graphics. In other words, these computers were under-powered already when they were new. But there are actually people who visit #VirtualWorlds using 15-year-old or even older potato computers that run 32-bit Windows. That was all they could afford when they bought them, and they've never again been able to afford any computer. Maybe it's a German thing that the second-hand market is chock-full of used business laptops that are comparably cheap because there are so many of them.
Of course, in this use-case, toaster users have to turn down the graphics settings to a minimum. Advanced lighting is completely out of question, in fact, the shaders have to stay off entirely. The reason why so many Second Life buildings have shadows and gloss and all that painted onto their textures is so that they look pleasant to toaster users.
Now, the Firestorm devs say that when Firestorm introduces PBR support, it will probably remove the advanced lighting switch. Not only the shaders will have to be permanently on, but so will advanced lighting.
This doesn't necessarily mean that you'll have to replace your 32-bit, single-core Celeron M that can only use 3 of 4GB of installed RAM with a brand-new i9 and your on-board GMA 900 graphics with a GeForce RTX 4090 Ti. I mean, I've been able to use advanced lighting with a low-intermediate Radeon HD 7770 from 2012 until it died a week and a half ago. But your old clunker won't cut it anymore.
Two, chances are that some more third-party viewers will wither away because their development can't keep up with that in Second Life. Remember when the #SingularityViewer was one of the hottest viewers? Well, the last new stable version introduced #BakesOnMesh and #Animesh, and that was in 2020 already, while some other third-party viewers still don't support either at all. The last nightly was over two years old, too, before nightly downloads were recently removed. Its user base is reduced to #OpenSimulator users who are at home on grids that still run #OpenSim versions with #Windlight.
Speaking of which, three, this will once again show an advantage of Second Life's centralised structure over decentralised OpenSim: If you've only got one instance, you've also only got one server-side software version to worry about. Second Life introduced PBR all over in one go.
In OpenSim, you can't expect all hundreds of grids and attached sims to upgrade to the newest version all at once, even if an OpenSim version with PBR should come out. Sure, most places run on 0.9.2.2 nowadays which even counts as a stable release while others are trying out 0.9.2.3.
But there are still places that run older versions, even on the #Hypergrid. 0.9.2.1, 0.9.2.0, 0.9.1.1, all still with Windlight instead of #EEP, sometimes even older and without BoM scripting support. I think some are still stuck at 0.8.2.1. And here and there, I think, there are even a few with even older versions and no BoM support whatsoever.
Some grid owners live by that typical Windows user credo: install once, never upgrade. And they extend it to their grid. It doesn't help that OpenSim is cross-platform, and the vast majority of at least private grids is running on desktop Windows.
Others are fairly conservative. There are grids that seem like they've spent the past ten years under a rock. They've still got mesh disabled. As far as I know, that very switch has been removed from OpenSim quite a while ago, just like the one in viewers. Naturally, these grids run very old versions because the grid owner doesn't see any benefits in upgrading if new versions only introduce stuff they don't care for anyway or even remove something they've come to love. I wouldn't be too surprised if there were grids that still run OpenSim 0.7.3 while being connected to the Hypergrid.
Forks come on top of that. Some grids still run on forks from 0.7.x days. Not only are these forks no longer maintained, but they weren't really soft forks to begin with. The maintainers only took over from vanilla what they deemed useful or necessary, leaving ArribaSim which used to be popular in German-speaking countries with flaky BoM support, probably because parts of BoM collided with the performance optimisations which Arriba was famous for.
NextGen is even worse. It never had any support for BoM built in, not even any kind of fallback. I still know one grid that runs NextGen in spite of its gaping and actually exploited security holes. The reason is NextGen's killer feature, namely a nifty point-and-click Web interface. And your typical NextGen grid admin depends on this very point-and-click interface to be able to run a grid. Such grids can only be saved by either grafting NextGen's Web interface onto vanilla OpenSim or adding another admin who can administer OpenSim on the command line, and who'll effectively take all power away from the current admin. Until that happens, such grids are partially stuck at 0.8.0.0 at best.
So this means that Second Life-only viewers can be developed against exactly one Second Life version. As soon as they want to support OpenSim, they'll have to cover some five years worth of releases or more.
At least we're in the lucky situation of having a fairly new official stable release. For there haven't been any stable releases between 0.8.2.1 which introduced BoM basics and 0.9.2.1 which was the last version with Windlight. Before 0.9.2.1, the Hypergrid was split into a few grids that played it safe and stuck with the stable release and lots of grids that preferred development versions over hopelessly outdated versions. This is also why the "0.8.2.1" versions of #Ruth2 v4 and #Roth2 v2 exist.
OpenSim will introduce PBR, this one is certain. It will have to in order to stay compatible with Firestorm, its most important viewer (sorry, #CoolVLViewer fans). But there will be a long period in which lots of grids will not have PBR. And even when a stable release of OpenSim with PBR is out, and #DreamGrid has made the switch to a PBR version, there will remain lots of places without PBR.
Viewers that are compatible with OpenSim will have to remain compatible with non-PBR places in some way. If the Firestorm devs say that it's impossible to keep supporting non-PBR, just like they said it's impossible to support both Windlight and EEP, that'd create a rift through the Hypergrid. Users on PBR grids could no longer visit non-PBR places and vice versa. They'd need two viewers, one with PBR, one without. And even that is impossible because you can't rez your avatar somewhere on the Hypergrid while logging in. Unless you have sims on your home grid that run on a different OpenSim version, you're stuck in your half of the Hypergrid.
The Windlight/EEP issue was solved acceptably: At least Firestorm versions with EEP have a fallback mode that uses EEP to emulate Windlight, and it looks like OpenSim versions with EEP have their own fallback for older viewers. If PBR means a similarly hard cut, I hope that there will be a similar compatibility solution.
#Metaverse -
Oh great, rolling restarts in #SecondLife - thought I turned off the annoying "camera shake" warning in #FirestormViewer
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@Aeris Irides Originally, yes, #LindenLabs introduced that rating system to #SecondLife as content warnings for sensitive users: If you don't want to see sex and/or gore, don't go to Adult-rated sims. If partial or complete nudity disturbs you, you may want to stay away from Moderate-rated sims as well. When the teen grid was shut down, the rating system was also used to kept users under 18 away from sims that weren't General-rated.
Of course, it also means that the content on the sims has to be appropriate for the rating. The Lindens probably don't take kindly to public sex being allowed and actually happening on General-rated sims if they find it out. On the other hand, I guess they may also go against rating misuse the other way, namely Adult-rated sims with no Adult-rated content. But these may be rare because there's no point in rating a Second Life sim Adult and keeping everything squeaky-clean.
Now, experience has shown us that the Second Life rating system simply doesn't work in #OpenSimulator. It is based on the real-life age of the users, and even in Second Life, it only works with age verification: Only if you can prove that you're 18 or older, you may enter sims with a Moderate or Adult rating.
But #OpenSim doesn't have age verification. The rating system doesn't work as an access restriction system based on real-life age. And the fact that it was originally intended as a content warning system is completely forgotten now.
Add to this the fact that OpenSim doesn't have pre-defined standard grid rules built in. Almost no grid has any rules to begin with, so there's also no written definition of these ratings in OpenSim whatsoever, probably also because many grid owners believe that it's commonly accepted that the definitions are the same as in Second Life.
Without user age verification, the focus has often switched away from the age of the users to the apparent age of the avatars. This, together with a lack of a common mandatory ratings definition, led to this not exactly rare new definition:- General = G-rated
- Moderate = G-rated; nobody knows what the difference to General is
- Adult = G-rated, but no child avatars allowed
In part, this is due to misunderstanding on the side of grid owners/sim owners who don't speak English as I've said in the start post. But it can also be wishful thinking by deeply prudish and up-tight people who want all smut gone from the #Hypergrid.
This, by the way, leads to an interesting phenomenon. You can often see it when you attend an event in a place where nudity is not just allowed as per the Adult rating and the implication that it means the same as in Second Life, but encouraged and actually practiced. So you have nude avatars dancing.
Then someone who isn't a regular, who most likely has never been there before, comes teleporting in. Hellos are exchanged. They stay for about five minutes. And then they teleport out without saying a word. Why? Because they've spent these five minutes waiting for everyone's clothes to rez. After these five minutes, however, they came to the conclusion that some of the avatars are actually naked. Thus, they escaped from that cesspool, disgusted and disturbed. They clearly didn't expect an Adult-rated sim to actually have Adult-rated content on it.
Now, why does OpenSim have this ratings system in the first place if it doesn't work? Because it has to stay as close to Second Life as possible so that it can use the same viewers.
Some viewer developers think that adding grid selection is sufficient to make a Second Life viewer compatible with OpenSim, and they wish this was the case so that they don't have to take any extra efforts upon them. AFAIK, there are less popular viewers which are pretty full-featured when it comes to Second Life, but which lack a lot of OpenSim-specific features because the devs lack capacities and motivation to include them. If they only ever use Second Life, they can't even test them in the first place. Even Firestorm has removed the ability to create subfolders under Outfits because Second Life doesn't support them anymore, regardless of them working perfectly well in OpenSim.
This also means that changing OpenSim in ways that replace Second Life features with original OpenSim features is completely out of question. OpenSim needs its own ratings and content warnings system, but that would have to sit next to Second Life's General/Moderate/Adult system in the viewers at first and eventually replace it altogether. Viewer devs won't do that.
What makes matters even more complicated is that the grids run widely different OpenSim versions which viewers have to stay compatible with. #OSgrid is always bleeding-edge. Other grids still run OpenSim 0.8.2.1 or even older. Or they run some fork from 0.7.* times that only had a select few changes from newer versions backported over time, and which are no longer maintained anyway. This explains why Otterland which is stuck on OpenSim NextGen lacks both #BakesOnMesh support and even a fallback for BoM avatars, so it wrecks any and all BoM avatars entering the grid.
Even if OpenSim did manage to introduce its own ratings system, it'd take years for all grids to implement it which would require some grids to shut down for good. On the viewer side, the #CoolVLViewer would be the first to implement it, the #FirestormViewer would follow when they deem it important enough to include it in one of their next releases, and probably all the others would lag behind a lot or never implement it in the first place and become useless for OpenSim. - General = G-rated
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Firestorm 6.6.14 must truly be a massive upgrade. The devs have promised us one new release every three months, and this one was four months due.
Well, let's see how it'll fare. For #OpenSim, it's definitely an improvement over Firestorm 6.6.8 whose new Profile window is only compatible with #SecondLife.
Oh, by the way, #PBR a.k.a. #PeanutButter is not included yet.
Firestorm Viewer – The Phoenix Firestorm Project Inc. wrote the following post Tue, 15 Aug 2023 03:00:11 +0200Summer fun and fixes – Firestorm 6.6.14
Where did those months go? Summer is here (for those of us in the Northern
Hemisphere, at least) and it’s been far too long since the last
Firestorm update. We are happy to announce that the latest Firestorm
Release is now available for download in the usual place. As this has been
over six months...
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Firestorm Viewer - The Phoenix Firestorm Project Inc..
https://www.firestormviewer.org/summer-fun-and-fixes-firestorm-6-6-14/ View article View summary #^Summer fun and fixes – Firestorm 6.6.14
Where did those months go? Summer is here (for those of us in the Northern Hemisphere, at least) and it’s been far too long since the last Firestorm update. We are happy to announce that the latest Firestorm Release is now available for download in the usual place.
As this has been over six months in the making, you can expect many fixes and feature enhancements. Inara Pey’s customary in-depth review has more detail about the features, fixes and improvements, while the full blow-by-blow details can be found on Whirly’s comprehensive release notes page.Supported platforms:
All of our official builds are created using GitHub build servers; as such, we track supported platforms closely and cannot build for out-of-date platforms. If you run your systems on out-of-support platforms, you may find that Firestorm no longer runs for you.
Our current builds are built on the following platforms- Windows Server 2022 (compatible with Windows 10 & 11)
- Mac Os: Big Sur (MacOS 11)
- Linux: Ubuntu 20.04 LTS
Safety and security reminder
Please only download the Firestorm Viewer from the official Firestorm viewer download page. Do not trust anyone who asks you to download from their website; this includes OpenSim grid operators (who really should know better) and, of course, any sites that try to look like our official pages. Be wary of any location that asks you to log in before downloading. Firestorm will never ask you to do this. See our recent blog post on phishing; phishing happens both in-world and on the web.
A new viewer release always triggers the paranoia of Anti-Virus (AV) software because it shows up as not previously seen in their databases. Assuming that you trust us, you can safely ignore the warnings (it goes without saying that if you don’t trust us, you should probably not be using our viewer!). This advice only applies to the viewer downloaded from our website. We will not support any viewer that has been downloaded from anywhere else.End-of-life notice for 32-bit Windows users.
Following Linden Lab’s decision to cease support for 32-bit Windows builds, this may be the last Firestorm release that offers full functionality for Second Life. Only 2% of current users run 32-bit Windows Firestorm builds, and while we will not remove 32-bit builds as long as they are easily maintained, the time is fast approaching when the maintenance overhead of supporting this legacy platform will be more than we can justify,
More specifically, the forthcoming PBR viewer requires an updated Havok physics library which Linden Lab provide under a sub-license. As LL will no longer be producing this library for any 32-bit viewers, we, in turn, cannot support a Havok build.
If (and when) other more fundamental libraries on which the viewer depends remove 32-bit support, we will have no choice but to remove the 32-bit viewer altogether from future releases.What does this mean for you?
If you are one of the increasingly small number of 32-bit users, you will need to upgrade your PC to enable you to run a 64-bit viewer. Most people using the 32-bit viewer will be doing so deliberately; usually, it is to limit the amount of RAM used because their machine has minimal resources. If this is the case, upgrading your RAM may be the most straightforward option. However, keep in mind that as Second Life has a roadmap to improve performance and graphics quality in the future, weaker hardware is unlikely to be able to keep up with future releases – so if your current PC is older than 5-6 years and certainly if it is ten years or more out of date, then it may be better to invest in a new machine rather than attempt piecemeal upgrades. At present, the viewer can run with 4GB RAM; however, a typical high-detail region with more than a few avatars in it will quickly push the viewer beyond that memory and cause all manner of issues (from slowdowns to crashes).Is this the Peanut Butter thing?
Nope, this is not PBR (actually Physically Based Rendering), but Linden Lab has been working hard on preparing this major update, and we expect to have an early access (pre-Beta even) version for creators, builders and anyone who wants to see the future (and help debug it). If you want to help us and Linden Lab find as many bugs as possible before the official release, please join the Phoenix Firestorm Preview group and watch for notices.Retiring older viewers
Per our normal 3-version rule, Firestorm version 6.5.6 will be blocked in 3 weeks.Key changes from the Lab
While busily focused on the next-generation graphics viewer (PBR), Linden Lab has still been tirelessly fixing bugs and releasing Maintenance updates. Firestorm 6.6.14 merges in all of those releases since our previous update, which aligns us with the Linden Lab 6.6.13 release viewer (also known as Maint-T).
All Maintenance updates include a host of bug fixes and improvements. The following list highlights just a few key updates:- Maint-P – Preferences, Positions and Paste fixes – introduced the ability to hear sound and media from the avatar position, not just from the camera. It also introduced the Firestorm feature for sorting by attachment point, making the feature universal – see Alpha Blend Issues – get them sorted.
- Maint Q – Quality Contributions – Focused on Quality of Life changes for UI improvements and EEP fixes.
- Maint R – Resident Inspired Improvements. Are you fed up with entering a group chat mid-conversation? Recent chat history is now displayed when first opening a group chat. Meanwhile, estate owners can now choose to restrict the access of scripted agents (AKA bots) to their regions.
- Maint S – Superlative Supports – A bumper set of translations for 6 of the LL-supported languages.
- Maint T – Maintenance Transparent Translation – Keeping with the theme of language translation set by Maint-S, and the retirement of “Bing Translate” by Microsoft, the translation settings have been updated to support a new generation of AI-based real-time translators (full instructions in the release notes). Maint-T also saw a fix for the “show transparency” bug that was causing problems for several creators and users while addressing several other obscure transparency issues at the same time.
Firestorm-specific updates
To keep this blog post short, we won’t reiterate what is already covered in the release notes; instead, we’ll highlight some significant new features and fixes.- This update introduces a new Stream Title Floater and track history. The stream floater is a small window that shows the artist’s name and song title of the currently playing stream.
- Using the Animation Explorer, you can now add an animation being played on your avatar to your blacklist, preventing you and anyone seeing your avatar from seeing the animation playing. You can still play the animation in local mode.
- The Asset Cache size management has been rewritten to ensure that the cache is always within the specified “max cache” size. Furthermore, it uses a more effective high/low water model to purge older items and free up space.
Our fantastic, hardworking team of translators have also provided numerous updates to keep existing translations progressing. As always, our thanks go to the following:- German translation updates – Ansariel Hiller
- Russian translation updates –Romka Swallowtail
- Polish translation updates – PanteraPolnocy
- French translation updates – Laurent Bechir
- We can now find and replace textures. Need to update all the instances of a given texture?
Build floater-> Texture Tab-> Find allhas you covered; when in face select mode, this button will select all faces with the same diffuse/normal/specular texture as the texture on the selected face, making it super easy to replace all instances of a particular texture. - Strip unwanted alpha layers before texture upload. A blank alpha layer wastes resources for the viewer, can lead to unnecessary rendering issues (z-fighting) and is generally bad practice, but some tools don’t automatically remove empty channels. The viewer will now identify these and offer the option to strip out unwanted, unused channels before you upload.
Area Search has been broken for a couple of releases, with fewer items being found than expected. This is primarily because of changes that make the viewer faster and leaner by minimizing the amount of redundant information the viewer has to track (such as items that are not visible). This release addresses some of this by forcing the viewer to be less aggressive with house cleaning when the area search is active. You may still need to turn on the spot to make the viewer retrieve certain items, but the overall results should be much more robust than in recent releases.
Other fixes include fixes for double-click TP not working on scripted objects.RLVa
There has been no update to RLVa for this release. Firestorm 6.6.14 is running RestrainedLove API: RLV v3.4.3 / RLVa v2.4.2.69596 Catznip RLVa 2.4.1 Release NotesOpen Sim specific
Various fixes for profiles have been applied, addressing many of the issues resulting from the Second Life profiles update. A bug that caused your logs to fill up rapidly after visiting a Var Region has been fixed.JIRA bug fixes
As always, JIRA is a valuable resource to track and account for the many reported bugs and issues; an extensive list is provided in the full release notes. We thank users who take the time to provide polite, complete bug reports via JIRA. A concise description of an issue and accurate, repeatable steps to recreate the problem are essential for a rapid fix.
—The Firestorm Team
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#OpenSimulator #Metaverse #VirtualWorlds #FirestormViewer #Viewer -
@raccoonformality Flashing my #deck at work. Running #secondlife on #FirestormViewer .
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@Sepp Schimmer @Tim 🏳️🌈🇦🇺 That, and look at the available user interfaces. No matter if it's the official #SecondLife viewer or the #FirestormViewer or the recently pretty much deceased #Singularity (I'm familiar with the latter two as #OpenSim viewers) or whatever, they're all feature monsters on par with office applications or image-editing heavyweights such as GIMP.
Their UIs don't translate to virtual reality. If you want to slim them down, you'll have to axe countless features which many users can't live without. Newbies who start out in VR will never learn that these features and possibilites and entire use-cases exist until they take off their goggles and use the grid as a pancake on a desktop or laptop computer.
Besides, Second Life itself isn't geared towards VR. The in-world content is too complex. Your average avatar has more vertices than an entire scene in WoW, probably NPCs included. People insist that each one of their avatars be decked out in many more pixels than necessary for an advertising poster on a real-life billboard. And creators insist that they have to go all-out in mesh and texture details because their competitors do the same.
I've got my doubts that even a VisionPro would be capable of rendering an in-world party with 50+ avatars within your field of vision constantly at the minimum 60fps necessary to prevent motion sickness and nausea. A frigging ultra-high-end gaming rig with four overclocked, liquid-cooled 4090s couldn't do that. Remember that some people trick out their avatars some more to look good at parties. -
I took a snapshot in #SecondLife and remembered that #FirestormViewer kan save a depth map that maybe #StableDiffusion can use. It become very dark but it look like it could be used to get shape and pose. The snapshots are not from same time then I can't save a image and a depth map at the same time.
So SL can be a good for design AI-images. -
The people that need to embrace this idea are @secondlife to get more engagement in #SecondLife - and they could assist the community gateways like #FirestormViewer and #CaledonOxbridge who, frankly, do a better job of welcoming, teaching, and retaining new #SLResidents
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Major issues with #lag in #SecondLife for me started after my spouse and in-house tech support installed a new antivirus. Per #FirestormViewer tech chat, I probably have to #whitelist all the media plugins (streaming music, voice, video) and that’ll be super fun.
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@prokofy For #SecondLife Viwer or #FirestormViewer the GitHub thing is mostly for testing experimental builds of the viewers (I think), it is still best to get the official viewers from the official web sites.
Latest time I have been in the Beta Grid of SL to test the new material system and it is there I think Git is as most useful, so I can get latest development update and help to look after bugs.
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I wouldn't bother with the book - if it's the one I'm thinking of it's hopelessly outdated. The various wiki pages are better updated. Follow @inarapey for updates from the relevant user group on upcoming scripting changes and maybe the #firestormviewer developers as they are really interested in keeping up to date with new scripting changes.