✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
ReShade Full Add-on Support and DLSS 5 Neural Rendering in Firestorm and the Official Viewer
Hello, I would like to ask the Second Life development team for clarification regarding the use of ReShade, DLSS 5 Neural Rendering, and third-party rendering add-ons with both the official Second Life Viewer and the Firestorm Viewer. I am interested in using DLSS 5 Neural Rendering strictly for visual quality and rendering performance, particularly for photography and video recording in Second Life. I am not trying to obtain any gameplay advantage, automate actions, interact with other residents, modify the simulator, bypass permissions, or change any shared-world functionality. My current system is Windows 11 with an NVIDIA RTX 4070 Ti SUPER. Firestorm is currently using OpenGL. The setup I am investigating works approximately as follows: ReShade is installed for OpenGL. DLSS5-Feeder is used to provide the necessary motion-vector input. LumeniteFX Kernel is used as the motion-vector provider. A DLSS 5/RenoDX add-on (renodx-dlss5.addon64) is used to provide the Neural Rendering functionality. ReShade requires its Full Add-on Support build for this particular add-on to load. The setup uses an opengl32.dll supplied by ReShade next to the viewer executable. The normal ReShade build works with Firestorm, but it refuses to load the DLSS 5 add-on and reports that the current ReShade build has only limited add-on functionality. When I investigated the Full Add-on Support version, ReShade itself displayed a warning stating that this build is intended for single-player games and may cause bans in multiplayer games. Because Second Life is a multi-user service, I do not want to proceed without understanding whether this type of modification is permitted. My questions are: Official Second Life Viewer Would it be permitted to use ReShade Full Add-on Support with the official Linden Lab Second Life Viewer, including loading a third-party rendering add-on such as renodx-dlss5.addon64? Would using an external opengl32.dll supplied by ReShade be permitted if its only purpose is to intercept the viewer's OpenGL rendering and apply visual effects? Would using DLSS 5 Neural Rendering in this way be considered a prohibited modification of the viewer or Second Life experience? Firestorm Viewer Would the same configuration be permitted with the Firestorm Viewer, assuming the modification is performed locally by the individual user and is not part of the Firestorm viewer distribution? Does Firestorm have any specific policy or technical restriction against ReShade Full Add-on Support, DLSS5-Feeder, RenoDX, or other third-party rendering add-ons? Account safety Could using ReShade Full Add-on Support and DLSS 5 Neural Rendering in either viewer result in an account warning, suspension, or other enforcement action? I am particularly concerned because ReShade itself displays a warning that its Full Add-on Support build may cause bans in multiplayer games. Visual-only modification Would the situation be different if the technology is used exclusively for: improving image quality; improving rendering performance; photography; machinima/video recording; reducing aliasing or improving temporal reconstruction; and does not provide any additional interaction, automation, information about other users, permissions bypass, content export, or gameplay advantage? Officially supported alternatives If this particular ReShade/DLSS 5 implementation is not permitted, is there an officially supported or policy-compliant way to use DLSS, DLSS 5, neural rendering, or another AI-based upscaling/rendering technology with either the official Second Life Viewer or Firestorm? I would especially appreciate clarification on whether the answer differs between the official Linden Lab viewer and Firestorm, since Firestorm is a third-party viewer but is widely used within the Second Life community. Linden Lab currently identifies Firestorm as one of the third-party viewers available for Second Life. I am asking before proceeding because I do not want to accidentally violate the Second Life Terms of Service or Third-Party Viewer Policy. Thank you for any clarification you can provide.
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Rendering
Make physics work over sim borders
Optically you can see from a region to the next one - the sim border is invisible. Physically though the next region does not exist until you travel over the border between the recent region and the next one. Let's suppose you are traveling by boat. If you hit a pier in a region, your boat is bounced back. But if you hit a pier located on the next region reaching until the region's edge, your boat first travels over the sim border and suddenly gets caught in the pier bouncing like crazy. Suggestion: the physics engine of each region should also load (render?) the physical shapes of the neighbor regions borders, which are pointed to the region, so a vehicle is bounced back and does not enter the next region where it is blocked by some object. Advantage: physical experience would be far more natural, collisions on sim borders would not be special. Since it is very common to build right until the sim borders, this is issue not a trifle at all imo. Vessels that have a damage system responsive to collisions (to make sailing more challenging) use to sink immediately when hitting these sim edge builds (since being caught on an object causes plenty of collisions in a very short time), while they would only take some damage while hitting the same build from the other side. This particularly is annoying, if there is a very tiny or even invisible object on the sim border, so you have no chance to recognize it before your ship suddenly sinks for no obvious reason.
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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.
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