✨ Feature Requests

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Lighting Fixes and Implemention of Global Illumination
It is now more crucial than ever to address the default point lighting and spotlights in Second Life, given the introduction of PBR materials. The point lights will always pass through walls, regardless of the presence of reflection probes. This has been the case and has not been rectified to this day. The number of spot lights is restricted to two. Once that limit is reached, they cease to cast shadows or function correctly, they will behave as point lights and will also pass through walls. This impedes the ability of both creators and consumers to accurately illuminate a scene in a manner that is both consistent and visually appealing. Furthermore, I recommend that the lighting and render engine of Second Life undergo a comprehensive overhaul before the inclusion of features such as Displacement maps. This will ensure that the lighting in scenes is consistent and provides a more realistic experience than it currently does. Additionally, global illumination should be incorporated into the rendering process. This is similar to the default setting in the majority of contemporary games, which ensures that any object, from the most basic cube to the most extravagant home available on the marketplace, appears visually appealing. And it ultimately grants us creators more autonomy and eliminates the necessity of baking textures to replicate the global illumination effect, which we still have to do, if we want a realistic looking scene, even with PBR materials and reflection probes. And also is the reason why creators chose to advertise their objects using Renders, instead of Ingame screenshots, which is deceptive, and should be unnecessary. The following images illustrate the information I have provided. I created a simple scene that consisted solely of white walls and a white ceiling, with a blue floor and default PBR materials. However, the blue reflectivity of the surfaces is unappealing when a light is introduced. In contrast to the second image, which illustrates the same scene in Blender with global illumination and accurate rendering, the light is distributed more evenly and realistically, thereby enhancing the efficiency of the materials. This is the proper approach, as it eliminates the need to bake scenes. And as simple as this structure is, it looks visually appealing. I am concerned that the displacement maps will present the same issue, or even worse, in the current engine. This is not an appealing appearance. The first image with the rocks is what i am expecting. The latter image, which depicts the building, demonstrates the appropriate rendering of a displacement map. Before incorporating any additional features, such as displacement, parallax, HDRI, or any other feature, first, please enhance the lighting engine to ensure that any scene, regardless of its creation, is rendered in a visually appealing manner by default. This will give Second Life a more contemporary appearance and make it more user-friendly. I am confident that the playerbase would be extremely grateful. And likely people would return returning from competitors, such as VRchat. Which has a modern engine, being that it uses unity. In conclusion: Modern texture mapping methods necessitate a modern engine that is capable of rendering them accurately; otherwise, they are merely a form of deception that will not cause any significant changes.
5
Suggestion to add overlay based shaders
It could be a suggestion to implement overlay-based shaders, as a substantial change in the engine or API, such as from OpenGL to Vulkan or Unity, would likely require a significant amount of time to develop. For the time being, a graphics update that operates within Second Life via overlays in a manner similar to Reshade, without altering the game's architecture or significantly affecting its performance. However, as an inherent feature that can be relied upon by both consumers and creators, would be something to look forward to. GI, SSR, Ambient lighting, Ambient occlusion, Bloom, Raytracing, and many other effects could be readily demonstrated in a low-performance manner with the assistance of this feature. This could be a beneficial solution until any substantial engine-related enhancements are implemented, rather than requiring us to continue to experience the outdated visuals that we currently have. These two images illustrate the same scene inside of SL The initial image illustrates the scene with the reshade disabled, revealing the fundamental SL visuals. The second image depicts the identical scene with reshade enabled, which instantaneously transforms the scene into a visually appealing presentation. Although the second image does not suggest it, both photographs were captured within Second Life. Additionally, the illumination adjusts in real time to accommodate the perspective from which it is viewed. The fact that it functions within Second Life is a clear indication that it is compatible with the platform. We would all benefit from a faster solution for a significant graphics enhancement. Please take this into account.
0
Utilizing Vector Textures
If you look to the following URL : https://community.secondlife.com/knowledgebase/english/uploading-assets-r75/ There are various options for Raster image formats, but none for Vector. Not saying that it's easy to add a vector format, even though there are Pros and Cons for LL and Users in trying to do so. Pros - 1: Small file size. 2: Has transparency. 3: Smoother curves that won't be pixelated. 4: Making the image smaller or larger won't change the quality. 5: There are free programs that allow Users to save in vector formats. 6: Could be used for specific BOM textures like tattoos as an example. Cons - 1: Might be hard for LL to implement. 2: Users limited on how to apply colors with "shapes", "lines", "curves", and "gradients". 3: Because of the limit mentioned on #2, mileage can vary on the detail you want. 4: Having to pick only one of the vector formats, SVG specifically atm. 5: "Appears" to be limited data on how to implement this appropriately. So the big question would be, is it possible? The answer is technically yes. As you'll see from evidence below and of what you'll need to read or setup. Demo Video of SVG Texture on a Sphere : https://www.youtube.com/watch?v=jXFp3wPLUPs Blender Version 2.45 : https://download.blender.org/release/Blender2.45/ Python 2.5 : https://www.python.org/download/releases/2.5/ Documentation : https://code.google.com/archive/p/vectex/wikis/Documentation.wiki Source Download - get the first 3 zip/tar files for OS versions, source and library files. : https://code.google.com/archive/p/vectex/downloads Blender Artists Post : https://blenderartists.org/t/vectex-svg-vector-texture-plugin-for-blender/410440 Expansion of the Plugin to include other SVG 1.1 features. Best to use Blender 2.46 - 2.49 : https://airplanes3d.net/scripts-svgtex1_e.xml If you do happen to download the stuff to replicate what you see in the video, make sure the vectex .so and tiger.svg files are in the main blender folder. Though I recommend that you get the zip Blender version so that you don't have to install. If you want to see the tiger on the sphere, either go to the "Material Buttons" and select the 6th preview option. Otherwise select "Render" up top and "Render Animation". The source is there for both the VecTex and SvgTex, though the VecTex source is in the Vectex-0.9-fix-tar download file, otherwise it's compiled in the other two downloads as .so files, in other words library files. At least this would be a starting point for LL in doing a version of their own to apply SVG textures to mesh in world and if it'll have a positive or negative affect when rendering.
0
Priority Loading feature on objects, and an "Only load objects with Priority" viewer setting
Loading into a large event, or a well-decorated region can be a hassle, especially for those on low-end computers. It is not uncommon for vendors to use high resolution textures that seem to load after everything around you has loaded first. This often forces users to idle for long periods of times in shopping event regions and stores, just waiting to see the things they might want to buy. In the early days of an event's opening, this often means jam-packed regions for multiple days straight. This request will help ease this bottleneck, and allow those on lower-end machines to shop with ease. I am suggesting an optional setting in the edit window that pushes an object's textures to the front of the rendering queue. This option would only be enabled for objects a user owns, that are modifiable, and that are set to sale, or have their "click to" setting set to "Buy" or "Pay". By default, with this setting enabled, a user would see these priority objects' textures load in first, before anything else, with all other objects displaying the unloaded grey texture until the priority objects are finished. In addition, there should be an option in preferences to ONLY load textures on priority objects, leaving everything as untextured mesh shapes, and one to IGNORE priority and render objects normally. In any case, avatars, terrain, and environments would be unaffected by this setting, since they have their own optional rendering settings already. It's kind of a "show friends only" but for vendors!
5
Controls for rendering additional attached regions
New graphics preferences to control how many additional regions your client will render. I have seen this feature before in an older client and I really loved that level of control. This gives users much better control over their performance allowing them to determine how many additional regions their client will render. Draw Distance would still affect additional regions being rendered. The way I would suggest handling this is through two additional sliders in the graphics preferences under a new category: Region Visibility Region Grid Range: A slider (1-9, unlimited option) This controls how many grid layers can be rendered Set to 1 you will see any regions directly connected to the region you are in (including connected by corners) Set to 2 in addition you will see any regions connected to the layer 1 regions, and so on Region Rendering Limit: A slider (0-361, unlimited option) This controls how many additional regions in total the client renders Set to 0 you will only see the region you are in Set to 1 you will only see one additional region closest to you Set to 2 you will only see the two regions closest to you, and so on The reasoning behind adding the Region Grid Range slider would be allowing for higher draw distances while still limiting how many connected region grids you can see. As an example if I kept my draw distance at 4096, but kept my Region Grid Range to 1, I would then see every region connected directly to the region that I am currently in but nothing beyond that. If set to 2 I would then see every region connected directly to the region I am in, and then also any regions directly connected to those additional regions.
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