But something happened around 1.8 and with every release, it just keeps getting worse.
I'm often running on a less than super high bandwidth connection. When I first joined 18 months ago, I would have difficulty doing things like flying across the grid withmy view set above 192m, but for the most part, if let my cache settle, I could build whatever I wanted, explore the neighborhood, and generally settle into my second life.
I could use physics (as well as they ever worked), have lights and shiny turned on, keep my draw distance out a bit so I could at least see what's going on around me. I could fully participate in the community, which is the whole point of this.
Now, I can't do anything without constantly having problems and I can't be the only one.
Second Life is now just a constant battle with:
* Sitting on objects and getting sent to 0,0,1 of the sim for over a minute.
* Flying off with no control whenever I cross a sim, then getting logged off.
* Having to inch my way using a single keypress every ten seconds, less I overshoot.
* Freezing for no reason, then just getting logged off, being link dead for a minute.
* Seeing things I say in chat show up again 5 minutes later in the stream.
* Not being able to teleport *anywhere* without getting logged off 9 out of 10 times.
* Attempting the editing of objects and not have the contents or scripts show up for 5 minutes.
* Changing clothes or attachments and having nothing happen.
* Logging in and not seeing other avatars, except for hair and shoes, for half an hour.
* Unable to be in a sim with more than 3 people without locking up.
* Avatars that move in stutters and stops, flailing arms and melting into the ground.
Yeah, I know. Get faster net. Turn everything down to minimum. Go play someplace else.
This is nonsense. I've *never* used any software that works as badly as Second Life does now. Every week I'm expected to download a bigger and bigger distribution, that's now above 50Mb.
50 Meg?!!!?!!!??
If they are all so talented at Linden Lab, can't they find people that know how to program well?
Is an incremental update process that hard to figure out?
Can't they figure out how to write C++ without producing bloatware that can't get out of it's own way or write code that has some degree of performance without having to go back later and reduce features (level of detail and hiding) just to get the ill-designed object-oriented cleverness to run halfway decently and not totally swamp the client and server apps?
I don't know who the chief architect is at Linden Lab, but whoever it is, they should be fired. Today. There's no excuse for these kinds of bugs ands dismal performance, especially considering that the graphical appearance of Second Life looks like a game that was written years ago. It's coming up on 2 years now for me and the only visual improvement in the game has been ripple water and some minor lighting updates (which many can't see).
We're almost all running on machines that have tons of ram and > 2Ghz processors.
We run other games and they are smooth and graphically rich. Yeah, I know that it's different in SL compared to Half Life 2 for example, but come on. Half Life looks *magnitudes* better than SL. Same with Guild Wars. It's beautiful. Breathtakingly so in some places. I can run those games with everything cranked up all the way and get great frame rates.
For example, consider something simple like the sky. It's not dynamically updated by the users. It runs on the client. It looks like crap. No clouds, no weather, just a gradient shader, a single sun object and moon object, and some star dots. Same thing every day. Totally lame. A missed opportunity that could be a daily gift to all the residents, just like the real world. Something that affects daily life and would add a dynamic to all of the "user-created" work we've done.
MS Flight simulator did it better 10 years ago on less than 400Mhz P2's with 8Mb of video ram.
Doesn't anyone at Linden Lab look at other games these days and feel completely embarrassed and out-classed?
I suspect not. It appears that they are too busy being impressed with themselves in their own world, being led by an ego blinded Philip Rosedale and a chief architect that blames everything on "the issues" instead of poor coding and architectural blunders and poor art direction.
But it's all dynamically updated they say...
Then what's that 140Mb app and gig of cache doing on my drive?
I don't really expect things to get better. The user community will chastise me for not having fiber net to my house, not having all my settings set to minimum, and a quad Xeon with a $600 video card. Or... they'll say "it's just a game, go out and get some air" or "it's not a game, it's a ground breaking experiment and a privilege to pay for the experience". Linden Lab, of course, will say nothing. Concentrating instead on getting the user numbers up so they can sell out and the 3 or 4 people that are in line for the big cut can leave with full pockets.
Even though it'll be ignored, here's my suggestions for the developers:
* Put a moratorium on adding significant client side features for 4 months.
Do an assessment on the lines of code in the client and commit to reducing it by any means possible by 33%. No excuses. You're that good? Prove it.
* After that's done for the client, do the same for the server side.
* Run the client on a lesser machine, being fed by a net connection that's no
faster than 128K. Observe the many bugs that result from packet loss. Fix them.
* Have a 2 developer team write a solid method for incremental update.
* Hire me and put me in charge of the sky and weather.

If they can't handle that, then open up the code and let others fix it.
These could be seen as drastic steps, but it's either that, or go out of business within a year as SL collapses under it's own weight and you spend the next years handling user and investor lawsuits and ruminating on what could have been.
And how close you came.
--
Lumpy Tapioca

