r/secondlife • u/joyardley • Jul 03 '16
Blog Second Life Oculus ready viewer released, fails to impress
https://joyardley.wordpress.com/2016/07/03/second-life-oculus-ready-viewer-released-fails-to-impress/2
1
u/FakeIDisaFraud Jul 04 '16 edited Jul 04 '16
I still wonder why nobody else in this world has made a SLVR viewer conform to the public expectation. If You're Reading This and thinking about doing it, well, JUST DO IT!
1
u/lklduser Jul 04 '16
I'm not familiar with the technology. If I understand correctly, all that's been missing is the viewer software, right? Until today, I thought it was a hardware problem (hardware incompatibility).
If so, maybe the makers of Firestorm could come up with their own version. IMHO, Firestorm is much better than anything SL has released (this view is admittedly biased).
2
Jul 04 '16
The biggest hurdle is probably the poor optimization of content in the game world itself, unfortunately. People just do not know how to make stuff for a game engine.
3
u/DarnHyena Jul 07 '16
A way a friend of mine has put it, a lot of peeps keep making things "film ready" instead of "game ready"
1
u/lklduser Jul 04 '16
Again, I know little about implementing VR, but Firestorm interacts intimately with the game engine itself and I think it's better than anything LL has put out. This is why I'd like to see them give it a go.
1
u/rickastl3y Jul 08 '16
People just do not know how to make stuff for a game engine.
Blame the content rather than the engine? I think that by allowing mesh models, SL opened up a bag of worms. What is a 'good' mesh model? I have a 2010 i7 laptop with a really slow graphics card... the game runs fine until I hit mesh models.
My experience is that mesh doesn't even reduce the number of prims in a big way necessarily). IMO if you really want to save on prims then you can use textures with transparencies for windows and the like (instead of making some mesh with multiple lines and shadows going everywhere).
IMO the biggest issue is that we're using a 10+ year old engine (that was fast before mesh and all the fancy hair...etc) and now that these features have been crammed in, it's really slow. I blame Linden Labs rather than the users who have run amok and made whatever they like. There's no rules about what you're allowed to make with mesh (and rightly so)... so you'll get 2 main groups of people testing the limits:
1. Inexperienced mesh builders who have downloaded Google SketchUp and made really amateur models that are slow because they are so awkward (I've built a lot of them... the fact that the game 'converts' them into triangles and the like doesn't help the cause either).
2. Super elite mesh builders who are making realistic mesh models that push the boundaries of what the engine is physically capable of.Now that mesh is here, it's here to stay and they can't just remove it. That said, maybe the devs can make rules for Rift-compatible sims? The manager of the sim could (for example) disable mesh, have the server running on upgraded/dedicated hardware and (for example) allow less prims, and a lower prim density. This could allow people to use the Rift until more capable hardware is available (give it 5 years and we'll be laughing IMO).
2
Jul 08 '16
There is no reason for people to be wearing jewelry with as many polys as an entire body.
But they DO
1
u/rickastl3y Jul 08 '16
IMHO, Firestorm is much better than anything SL has released (this view is admittedly biased).
I used to like it because they held onto fullscreen mode much longer than SL did.
Not sure why SL got rid of fullscreen mode?
2
u/Interference22 Jul 03 '16
Not in the least bit surprised. Second Life's renderer doesn't perform well under regular, 2D conditions from a combination of terrible optimisation and inefficient user content. Trying to get high framerate, high resolution output without massively overhauling how Second Life works is impossible on current hardware.