Cory Linden: ok, my clock says 4pm, so I'm going to get started
Cory Linden: I have some premade answers to the forum questions, so why don't we start with those . . .
Cory Linden: also, thanks for your patience with the late cancel yesterday, but my daughter was doing an impersonation of Linda Blair and I was needed at home
Cory Linden: <blech>
Cory Linden: A. Havok 2?
Cory Linden: For 1.7, which will be Q2 '05. We're 80% done *but* won't be able to fully test it for 1.6.
Cory Linden: B. 2-way XML-RPC/better object to object communication?
Cory Linden: Yes, once we have per-user rate limiting in place. This is likely to take the form of a very small cost. Also in the 1.7 time frame.
Cory Linden: C. Linux client
Cory Linden: With 1.6 we should be 90-95% of the way there, so either during the 1.6.* release period or 1.7 we'll start testing that.
Cory Linden: D. Simulator performance
Cory Linden: OK, for the record, you were right and we were wrong

Cory Linden: We ran a ton of stats numbers on sim performance today and it turns out that the 2.26's tend to run *much* slower than the others when there are 15 or more avs on them.
Cory Linden: Chromal's analysis in the forums was dead on.
Cory Linden: So, here's what we're going to do (but this will take a few weeks) is to allocate machines out of pools,
Cory Linden: with the slow machines going to void sims and frontier sims that haven't been bought yet.
Cory Linden: Also, estate owners will get the machines they paid for (or faster) rather than rotating onto the slow ones.
Cory Linden: However, as I said, this will take at least a couple of weeks, so *please* be nice to the grid monkey and liaisons in the meantime.
James Miller: and after that?

Cory Linden: After that, email James Miller if you have any problems.
Cory Linden: E. Public task lists
Cory Linden: We've been discussing how to publicize our task lists more completely, so expect more discussion and/or town halls specifically on this topic.
Cory Linden: We'd like to become more transparent about what we're working on.
Cory Linden: F. Road map
Cory Linden: <deep breath>
Cory Linden: 1.6 will enter preview in late-January. 1.6 is largely a bug-fix release with tremendous under-the-hood changes that *hopefully* won't be noticed.
Cory Linden: These changes were needed as we started work on our next generation renderer, improved internal messaging, switched over to VC.Net, and generally have been cleaning up some of our more hastilly written code.
Cory Linden: In terms of new features, the build UI has some great new information and tools, we'll support international keyboards and character sets, and nifty surprise or two for a belated Holiday gift.
Cory Linden: In addition, starting soon after 1.6, we'll start doing teaser releases about the new renderer, that will allow you to see what's coming.
Cory Linden: 1.7 will be 3 or so months after 1.6 and will have Havok 2 and our new UI code.
Cory Linden: The new UI will allow you far greater ability to customize and skin it, allow scripts to generate UI elements, and also improve in-world UI components.
Cory Linden: We will also have vastly improved in-world text support in 1.7. I also see 1.7 as a major update for in world games, with scripting and other feature additions specifically aimed at making game easier and more fun.
Cory Linden: You will also be getting additional looks at the new rendering.
Cory Linden: Sometime after 1.7 we will roll out the 2nd generation rendering and streaming systems.
Cory Linden: These will give you far higher framerates, better draw distances, improved lighting and appearance, and faster object downloads. I am very excited about the progress on this and look forward to sharing early shots and tests with you all next year.
Cory Linden: G. Review of LSL changes prior to deploys
Cory Linden: Through electroshock therapy and beatings, changes to LSL are now more carefully reviewed.
Cory Linden: H. Lag
Cory Linden: <ducks behind haney>
Cory Linden: So, besides the previous discussion of the slower parts of the grid . . .
Cory Linden: There are two primary causes of lag: viewer performance and simulator performance.
Cory Linden: Viewer performance is related to your CPU, RAM and GPU, your viewer settings, how much stuff (especially avatars with lots of attachments) is in view, your bandwidth settings, and packet loss.
Cory Linden: Simulator performance is linked to Havok performance, number of avatars, number of scripts, and packet loss to specific viewers.
Cory Linden: Attachments have ended up eating up more viewer performance (and, when they have scripts, simulator performance) than we expected. We have already fixed some of the problems and will continue to hammer down high nails.
Cory Linden: Certain viewer settings, in particular local lighting and shadows, can really slow your viewer down.
Cory Linden: 30 - 40 dancing avatars puts a lot of load on all parts of the system, especially when they have lots of attachments and scripts. Our next generation engine will greatly improve these problems, but that won't be until next year.
Cory Linden: I. Has Bandwidth gone down?
Cory Linden: No
Cory Linden: Looking at the statistics, SL seems to be sending exactly as much data now as it was several months ago. If you are regularly seeing incomplete data, file a bug with screen shots. The second major goal for our rendering engine rewrite is to eliminate t
Cory Linden: to eliminate this problem and so far our internal tests have been extremely promising.
Cory Linden: J. Our favorite technology partner: ATI
Cory Linden: We're actually hiring some folks to help ensure that ATI gets a complete bug report every week.
Cory Linden: As those of you who've been around for a while know, it has always been that right about when ATI has fixed all of their SL related issues that they release a new driver which borks us.
Cory Linden: If you have bugs, please first make sure that you have the most up-to-date drivers and then send in those bug reports.
Cory Linden: It looks like the new PCIe cards in particular have "issues" and I'll let you know more as I do
Cory Linden: K. Catchall of some various questions -
Cory Linden: alt-1 "run tasks" and "run agents" are the times (including script execution but not including physics) that the simulator spends processing tasks and agents.
Cory Linden: Oh, and while we're on the alt-1 stats: any simulator frame rate above 100 or so means that you are fine. Leaving aside the specifics of the "headroom" debate, your experience on a sim should be good above 100. We're also going to be adding more tools
Cory Linden: so that you can find lag causing scripts on your sims and land.
Cory Linden: alt-2 "idle network" is time spend pulling packets off of the wire but not processing them. This bar will also spike if some other process is eating up CPU time as that will cause packets to build up.
Cory Linden: We limit prim size to 10m per side to simplify some of our culling and edge crossing issues. This may change someday.
Cory Linden: L. How the !!(*#@ does dwell work?
Cory Linden: <another deep breath>
Cory Linden: OK, here we go: Every user gets 1 point of dwell to give out during the 24 hours between midnight and midnight. Any parcel of land that the user spends more than 5 sequential minutes on gets counted as a place that they spent time.
Cory Linden: Parcels owned by the resident (or group) are counted as if they were the same parcel. The user's 1 point is then evenly divided between those parcels
Cory Linden: So, if was online for 1 hour and spent 20 minutes on resident A's parcel and 40 minutes on resident B's parcel, resident A would get 0.333 from me and resident B would get 0.666 from me.
Cory Linden: Alternately, if I only spent 5 minutes online and spent all of it on resident A's land, she would receive 1 point from me. Those raw point totals are what is reported in the find window.
Cory Linden: To get from those to L$, we normalize the total against the total amount of L$ we are giving away that day and give out the money proportionately.
Cory Linden: If the owner is an individual, they just get the L$. If it is a group, then the L$ are split between the group members.
Cory Linden: There, clear as mud, right?