✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
llVehicle Hero Probes
Vehicles are typically shiny, highly reflective objects. The go-to method for a very long time in game dev is to attach a reflection probe to the vehicle itself. It has been so successful of a solution that it's only now being replaced by raytraced reflections in ultra modern games. I feel Second Life could benefit from a similar system. How I envision the probe system working for SL is that when a linkset is being acted on by the llVehicle system and the agent is sitting on it, the viewer will place a probe at the geometrical center of the object. This probe will ignore rendering the linkset (including agents) and only have it's influence affect the linkset. There could also be an additional probe parameter as part of this system called Blending. This would control the blending between probes and the Hero Probe: 1.0 = Overrides Manual Probes 0.0 = Blends with Manual Probes -1.0 = Overridden by Manual Probes I envisioned this system having two important controls: a llVehicle parameter (defaulted off as to not change existing vehicle behavior) and a Viewer toggle for the system. I feel this would contribute greatly to the driving, flying, and sailing experience on SL as more PBR content makes its way out there. I've linked an example of a game that uses this hero probe system, BeamNG. It has several novel features regarding reflection probes and mirror simulation, but this video only focuses on the primary hero probe system: https://youtu.be/fUrOGDQ8nnY
1
·

tracked

Mesh with physics, fluttering clothes, hair, and accessories
Now the mesh in sl has no physics at all, you wear stiff clothes, with stiff hair, as you walk, the fabric stretches against your body into strange shapes, when you sit down, your long hair will bend 90 degrees to fit your legs. everything is very stiff. When i see those long flowing hair and those fluttering gorgeous skirts, i miss the good old days. Even though they look messy sometimes, but that's intuitive. But the prims is behind the times, everything is in mesh now. Why not give mesh physics too! Mesh greatly improves the quality of props in sl, but it loses the most intuitive physics, they just look good, but once they move, they will reveal their flaws. This is just like how people used to paint gloss on textures, only viewable from the front, otherwise it will be a mess. Now we have the advanced lighting, PBR, make objects looks more and more real, there's one step left, that is mesh physics! Imagine a cute girl with long flowing golden hair, wearing a flowing dress, dancing gracefully, her hair and clothes fluttering with dance, how beautiful! You must watched MMD dances! fluttering, inertia, collision, make MMD dances lifelike! SL need mesh physics, we can dance in sl like MMD! Many similar games already have these physics effects, but sl has not yet, please! If we have mesh physics, how to deal with rigged object is a problem. Could we make old items physics-enabled with edit? Or only the authors can handle it to release a update? What tools could authors use? There's really many problems.
2
·

tracked

Enable user made shaders materials and post processing in glsl / hlsl or even an integrated shader Graph
Enable users to create and import on SL custom made shaders. Their computation cost could be evaluted and reflected in an li cost. Like VR Chat an option to disable user made shaders or maybe block some user's shaders could be added just like it already exist with derrender and block tools. Allowing post processing shaders would greatly improve the look of SL. See this proposition ( https://feedback.secondlife.com/feature-requests/p/suggestion-to-add-overlay-based-shaders ) It's a bit clumsy but it does show a need for more rendering customisation. SL being used by a lot of peoples to take screen shots of their avatars most using post processing from other sources like Reshade heavily. There is also this new viewer https://github.com/ApertureViewer/Aperture-Viewer/releases/tag/1.0.0 addressing this issue of giving post processing controls. Why ? -It would improve performance. Creators wouldn't have to rely on "hacks" to make certain effects like the so called cell shade and others. Adding details using Height map / bump maps without making the meshes more complex. Endless possibilties. And a better, more varied and interesting looking SL will always be a good thing on top of the perfomance gains from using less textures and meshes required to obtain the same effects. -It would reduce the amount of texture usage and thus cache size. If someone is able make a single master material for decors using classic video game industry standard techniques like World Aligned textures, Triplanar textures and whole lot of others techniques. Then just a single material could be used for an entire set of entities. (I don't even know if SL uses batching but that could also help batching. Easily batching more assets together before rendering them for quite a huge boost of performances in the rendering pipeline.) -It could be an extention of the already existing PBR material system. The current shader used could be the default lit one. And users could create their own with custom variables for parameters and textures that will be used. Just like we can see on Unity or Unreal. Maybe having a fallback lit shader in case it's disabled for any reasons listed here. -It would be quite an advanced new tool for many users. But it would really bring SL to more modern standards. If you can spare the dev time of an integrated shader graph like seen in game engines it would be even better. Allowing less experienced users to make their own shaders this way and also have more control over what is possible to limit any abuse and broken shaders that would tank perfomances / cause issues. -It could be tied to LSL scripting using a similar synthax as seen in Unity. Something like llSetMaterialFloatValue(llGetMaterial(link_index,face_index),"Transparency",1.0); And perhaps output a boolean to know if it failed or not. -It would actually probably indirectly answer a lot of other suggested features in one go. Like better water with waves. As well as open up other avenues for improving SL capabilities. Like tying shader params to LSL interpolated over time functions or being used in the particle system (that could use improvements as well) with maybe updating particle's variables over time for more stunning effects. It would allow to create better looking effects for a fraction of the cost than current methods uses. For exemple particle leashes could finally look continuous. -It creates a new market. As we all know at the end of the day money is what drives the world. So why pass the opportunity to make some by have a whole new kind of products to be sold ? Shaders effects and post processing ones could easily become a new thing people make exchange and sell on SL. -It could be part of Experiences. If people accept a land's Experience maybe it could allow for Experience Post Processing to be added. The download cost of few line of code from a shader is very low. Even if all items on screen used a custom one. The only real cost is user sided and should be limited if proper system are in place. Maybe have some kind of rendering cost calculator like seen in engines like Unreal canceling the upload and use of costly shaders. Maybe tie this to some of the rendering settings. Culling any shaders over a certain complexity. This would also probably give PBR a better image than it currently has in a lot of SL communities. If PBR was not only looking better but giving a new way of people to express their creativity through shaders. It would probably redeem a lot of the bad press it has. The only downsides are of course development time and costs mainly. As well as making the system able to limit abuse and be enjoyable by most users is also a big difficulty to tackle. But imho I think it would be worth it. You'll excuse the few typos, bad grammar and what not. I am not a native english speaker. Tho I am a game dev programmer with an interest in engine programing so at least there is a glimpse of knowledge behind my words if it matters.
2
·

tracked

Load More