✨ Feature Requests

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Vulkan Support – Future-Proofing Second Life for Better Performance & Graphics
🔴 Summary 🔴 Second Life has come a long way, but OpenGL is becoming outdated. To ensure SL remains visually competitive and runs smoothly on modern hardware, I propose that Linden Lab begins development on Vulkan support as a long-term goal. This transition would greatly improve performance, reduce crashes, and allow SL to take full advantage of modern GPUs. 🟡 Why Vulkan? 🟡 ✅ Better FPS & Performance – Vulkan is optimized for multi-core CPUs and modern GPUs, meaning higher frame rates and less lag in complex environments. ✅ More Stability & Fewer Crashes – Vulkan manages memory more efficiently than OpenGL, reducing viewer crashes and graphical glitches. ✅ Future-Proofing Second Life – OpenGL’s development has slowed, while Vulkan is the industry standard for new and upcoming graphics engines. ✅ Improved Graphics Potential – Vulkan supports advanced rendering features that could enhance lighting, shadows, reflections, and materials in SL. 🟢 How This Transition Could Work Smoothly 🟢 Instead of a sudden shift, I suggest a gradual development plan (2025-2030): 1️⃣ 2025-2026: Linden Lab researches Vulkan feasibility and starts experimental development. 2️⃣ 2027-2028: An optional Vulkan beta mode is introduced for testing and optimization, running alongside OpenGL. 3️⃣ 2029-2030: Vulkan becomes the default renderer, with OpenGL as a fallback for older systems. 4️⃣ Community Engagement: Regular updates from Linden Lab on progress, plus support for third-party viewers adapting to Vulkan. 🔵 Why Start Now? 🔵 Even though this transition will take years, starting early ensures SL stays ahead rather than falling behind other virtual worlds. A well-planned Vulkan integration could attract new users while making SL smoother for current residents. If you agree, please upvote and share your thoughts in the comments! Let’s show Linden Lab that the community is ready for a modern and optimized Second Life! 👍 💬 �
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Hardware survey + performance telemetry
As discussed briefly at the Server Users Group on 2025-10-15: it is apparent that the graphics team is interested in exploring the possibility of integrating certain virtual reality features into the standard SL viewer (again). Attendees brought up concerns including challenges maintaining a high framerate and the low market penetration of VR hardware. This post was revised on 2024/10/24 in light of Crexon's remarks that telemetry already exists in the SL viewer via the tracy library. To substantiate these anecdotes with concrete data, I'd like to propose a strategy for collecting and sharing information: Conduct a hardware survey to assess the market for adding VR features. This could be as primitive as a Google Forms page with voluntary data submission, or something more sophisticated like adding a hardware profiler to the viewer itself. An explicit poll might be useful for gathering data about VR hardware deployment or the potential of buying VR hardware. Open up basic aggregated data gathered by the profiler so SL residents can see what counts as 'typical' performance. Present average FPS, normalized by polygon count and m² of visible textures, as well as standard deviation of framerate (FPS stability). Segment on teleportation or graphics setting change. Also aggregate performance data on a per-region basis. (No idea if you guys do this already—sorry if this is redundant.) Prior to anonymization, aggregate data on a per-region basis, allowing establishment of a performance index for each sim. This can then be used to normalize data over a certain time period, correcting for biases in data caused by popular or overdecorated regions. Present alongside figures for mean region FPS (time dilation) and population to establish a sim performance score.
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