[Opensim-dev] Unreal viewer: summoning the coders

Ai Austin ai.ai.austin at gmail.com
Sat Dec 15 12:33:03 UTC 2018


For my input on this...

a) With a good graphics card and everything ramped up to Ultra with 
shadows and all that on I think SL/OpenSim in a modern viewer 
actually still can look very good.

b) Its good the current viewers can crank up and down view distances 
and rendering options to help with frame rates where that is important.

c) Its a pity we lost David's CtrlAltStudio based on Firestorm buinow 
an old version and things have moved on. It does still work for 
Oculus Rift and anaglyph 3D though.

d) A lightweight client for tablet and modern smartphones would be nice.

e) Like Diva, I don't thing  browser based things are needed... WebGL 
is truly limiting and for anything decent runs out of memory in 
nearly every test I do (for example with Sinespace and my direct 
Unity WebGL builds).

f) Running an app launched via a browser is much more common now and 
we already have that with secondlife:// and hop:// protocols - which 
NEARLY work as expected and would not need much to fix them working 
everywhere. Exceptions that still need a little fix are on the 
Firestorm JIRA (e.g. grid change on teleport rather grid string for 
hops staying as home grid). That, to me, would be more worthwhile 
than starting a whole new viewer track.

g) Things would look a lot more "next gen" if we have Unity style 
terrain and water and procedurally generated trees,  flora, etc. But 
I assume this is a server side (as well as viewer editor mode) thing. 
See my blog post from 2014 on 
http://blog.inf.ed.ac.uk/atate/2014/08/04/wishlist-for-next-gen-virtual-world/



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