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Local lighting being replaced in "next few months"?

Lecktor Hannibal
YOUR MOM
Join date: 1 Jul 2004
Posts: 6,734
02-28-2006 13:25
From: Siggy Romulus

(do I REALLY need a sarcasm tag?)

No, but having that vestigal tail removed would be good.
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
02-28-2006 14:03
From: Lecktor Hannibal
No, but having that vestigal tail removed would be good.


Can you give me the card of the doctor that removed your extra toe?
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Dyne Talamasca
Noneuclidean Love Polygon
Join date: 9 Oct 2005
Posts: 436
02-28-2006 16:20
From: Schwanson Schlegel
I hope the new system makes current light prims not lit.

This way people who really want light will have to update the crap thats out there or start fresh.


I just want to be able to turn off other people's lighting and prims (for me, not for everyone). A black list of sorts. That way, even people who deliberately update their annoying glowing stores and junk will not be a problem.

Like all of those Darkness Mall signs next door to my tower...


I seem to recall mention of this plan months ago. In any event, I'm all for an improved local lighting system, even if most people turn it off (I don't).
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
02-28-2006 16:28
Hmm... quick thought:

Since extra lights will slow the system down whatever, maybe they should limit the number depending on how much land you have.
Steve Steed
Premium account
Join date: 2 Sep 2004
Posts: 420
02-28-2006 16:39
:) cool. :D
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Introvert Petunia
over 2 billion posts
Join date: 11 Sep 2004
Posts: 2,065
02-28-2006 16:43
From: Aimee Weber
Ya, my learning Maya has helped me create some beautiful builds, but learning the tool took me out of productive mode for quite a few months. Had I known local lighting was going to be revised I think I would have spent that time working on something with a greater future. :(
I'd begin worrying when it is implemented, released, and works. ;)
Nepenthes Ixchel
Broadly Offended.
Join date: 6 Dec 2005
Posts: 696
02-28-2006 16:52
From: Starax Statosky


Damn it. If Linden Lab gave us an easy to access option to turn the world off and leave just cute avatars behind with a nice ass. Oh and a sex ball. Then I'm sure people would turn the world off.


If I could turn off textures, and then individually load selected textures, I would. I'm in Australia on what passed for broadband in this country, so any form of lag is severly multiplied by my latency. Many shopping malls are no-go zones because of the shear volumes of wasteful textures being loaded. I can't even buy items because my connection to SL is busy choking on textures.

A flat grey world I can move and talk in is far more usefull to me than a blurry textured one that stops me from doing anything.
Aliasi Stonebender
Return of Catbread
Join date: 30 Jan 2005
Posts: 1,858
02-28-2006 16:59
From: Aimee Weber
Well my whole niche in Second Life is baking attractive lighting and shadows into textures, so a GOOD local-lighting system pretty much puts teh Aimee out of bidness.

But honestly, this is sounds like it will be an awesome advance for Second Life. It will be good for everybody so I would hardly pull the P2P/Telehub/Turn-your-back-on-Gov-Linden crap (even if LL does respond to that sort of thing ;) )


I wouldn't worry too soon - no matter how much better it is, I'm sure certain effects may still be better "faked", and of course it'll entail a performance hit. I'm just hoping it's more a "turn on shiny" kind of hit than the current local lighting.
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Dyne Talamasca
Noneuclidean Love Polygon
Join date: 9 Oct 2005
Posts: 436
02-28-2006 17:35
From: Introvert Petunia
I'd begin worrying when it is implemented, released, and works. ;)


I'd begin building an alternative business now.

Like it or not, that business relies on a flaw in the technology. Use the situation while it exists, but begin planning for the day that it doesn't. Because sooner or later, if SL exists long enough, that flaw WILL be remedied.

The motto for a long-lived business is generally "adapt or die".

At least until you are big enough for it to be "lobby and litigate to prevent change", ala Microsoft and the record labels. Even then, it doesn't always work.
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Mack Echegaray
Registered Snoozer
Join date: 15 Dec 2005
Posts: 145
03-01-2006 03:24
The fate of the 2.0 renderer was covered in another post by Steve that I don't have the URL to right now.

They prototyped some interesting new technologies in a separate client, specifically advanced level of detail techniques (3D imposters?) that let them increase draw distance considerably. They also made the viewer somewhat multi-threaded (which should mean an increase in responsiveness for all people, and an increase in performance for people with >1 core).

However, during the time that was in development, the actual Second Life codebase changed dramatically as new features were integrated and the underlying technology changed to scale better. It was found to be too hard to simply rip out something as central as the current renderer and replace it with a totally new (prototype) renderer.

So the "2.0 renderer" isn't necessarily something that'll appear in SL 2.0, whenever that happens (there could be a 1.10!). Rather it's a set of techniques that have been prototyped and shown to work, that'll be integrated in small chunks over time in line with their source tree management policies.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-01-2006 04:27
From: Starax Statosky
You're right Chip. But what frustrates me is that even if Second Life was capable of all of the above then people would still turn it off.

As a content creator. I'm not going to use features that people are turning off.
OMG! You don't use Shiny?
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
03-01-2006 04:29
From: AJ DaSilva
Hmm... quick thought:

Since extra lights will slow the system down whatever, maybe they should limit the number depending on how much land you have.
Charge L$10 per light prim per week.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
03-01-2006 04:36
From: Mack Echegaray
The fate of the 2.0 renderer was covered in another post by Steve that I don't have the URL to right now.


For anyone who's fascinated... here it is:

From: Steve Linden
Here is the state of the "2.0" renderer:

Early last year, we created a test program to experiment with rendering the world to a much greater distance. To do this, we started from scratch using a static data set so that we could focus on the renderer. We had some very encouraging results (including the login screen screen shot) and proceeded to work out how best to integrate these concepts with the existing client.

Second Life is a very complex system which has grown rather organically over many years. Integrating an entirely new rendering system into the client has proved... problematic.

Slowly but surely we have been rewriting systems to improve our render pipeline. It has become evident that a giant leap to "2.0" is unlikely to make sense in the near future; too many systems still need to be overhauled.

However, some significant improvements are in the works. These should significantly improve the stability of the client, and will allow us to introduce improved graphics pipelines, like better trees and terrain, in the near future, hopefully this summer.

We appreciate your patience, and hope to introduce some spectacular improvements over the next six months. Meanwhile, enjoy Second Life, and continue to make it the amazing place it has become!

-Steve


:)

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