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File: 8137af1ef6e233f⋯.png (28.99 KB,720x512,45:32,Sansar.png)

 No.24982 [Last50 Posts]

So, anyone here that's a rebel and a spy that ain't afraid of no NDA made it into Sansars first few waves of invites yet?

____________________________
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 No.25026

what is it anyway?

sl with vr support and multiple instances of sims?

is building scrapped entirely?

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 No.25027

>>25026

yes and better graphics/performance, and no to the last part

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 No.25028

>>25027

>yes and better graphics/performance

We'll see about that. This depends entirely on whether or not LL has learned their lessons from SL. Given how misguided their Land Impact and Draw Weight calculations are, the outlook isn't very good for Sansar.

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 No.25029

File: ed7422243ae4b77⋯.jpg (461 KB,2048x1152,16:9,29257464042_2e33df88c0_k.jpg)

File: 122016ae6aabca5⋯.jpg (676.33 KB,2048x1152,16:9,29257463982_3d65249159_k.jpg)

>>25026 Here's a summary someone made just last month https://modemworld.me/2016/08/19/the-sansar-summary-august-2016/

And this labchat stuff which also gave a small insight, though course some of it could of changed by now

https://labchatsl.wordpress.com/episodes/lab-chat-1-ebbe-altberg-concerning-sansar/

https://modemworld.me/lab-chat-2-ebbe-altberg-concerning-sansar/

https://modemworld.me/lab-chat-3-project-sansar/#topics

>>25028

here's some pictures they stuck on flickr when they started sending out invites

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 No.25030

File: 91d9cd5303357ec⋯.jpg (71.32 KB,640x360,16:9,29257463782_d1ce964ff7_z.jpg)

File: 780326b626d198c⋯.jpg (495.6 KB,2048x1152,16:9,29257463912_1b81f37289_k.jpg)

>>25028

>>25029

The other two pictures from the flickr

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 No.25031

>>25028

You forget how much of an acient piece of shit SL is.

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 No.25032

>>25029

>>25030

>those screenshots

You'd be running at slideshow speed on SL to get that quality. I wonder how they plan to spin this, because there's very little chance Sansar will manage to run much better at that quality -- the limitations are moreso the stupidity of its users (content creators making unoptimized shit), not the programming. Although the programming has issues too.

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 No.25033

>>25032

That isn't SL though, Sansar is a new codebase, new engine, etc. It'll probably have heavy limitations to avoid shit content, too.

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 No.25034

>>25032

>>25033

"Sansar will have separate editing and run-time environments, which is not the case with Second Life

(where you can walk down the street as see someone manipulating prims to build a house, for example).

This is necessary to ensure Sansar can support the required frame rates for VR"

"Experiences will be built and content added / positioned within the editing environment and then “published” via optimisation (aka baking)

to the runtime environment where it is accessed by users – hence the comparisons between Sansar and platform like YouTube and WordPress"

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 No.25035

>>25031

>You forget how much of an acient piece of shit SL is.

No, I just know how well SL can actually run if you stick to optimized content. Just reducing the texture load of a sim can be enough to triple framerates...at least until an avatar loaded with badly made attachments wanders into render distance.

>>25029

>here's some pictures they stuck on flickr when they started sending out invites

Do you mean these are screenshots from the people who were first invited, or where these screenshots sent out with the invitations, before the invited content creators began signing up?

No argument, they're pretty screenshots, but I'm curious what restraints LL will put on content, and what they mean by "optimization (aka baking)? You can't automate all aspects of optimization, if people start uploading badly made content that LL isn't filtering out, an automated "baking" process isn't going to fix it.

The reason I'm skeptical is because LL has shown as recently as the Jellydolls release that they believe videocards have an infinite amount of VRAM. If their idea of "optimization" still excludes texture use, Sansar isn't going to be boasting high framerates very long after the floodgates are open.

But, hell, I want LL to prove me wrong. I'm just not going to believe it until I see it firsthand.

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 No.25037

Whats the coding language for this thing?

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 No.25038

>>25037

and by coding I mean user-end scripting

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 No.25039

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 No.25041

>>25039

No fucking way, why would you do that? Shouldn't it be some babby-tier garbage on rails-like language that is easy to grasp by everyone and their mom?

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 No.25047

>>25035

"Baking" removes a SHITLOAD of real-time calculations from the rendering pipeline by allowing static scene geometry with pre-calculated lighting. Regular SL wastes a lot of calculation preparing for literally any part of the scene to change at any time, so that is a pretty big deal.

Also Sansar will basically be self-regulating since shit-tier experiences will basically be empty and devoid of people if they run like crap.

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 No.25048

>>25047

>"Baking" removes a SHITLOAD of real-time calculations from the rendering pipeline by allowing static scene geometry with pre-calculated lighting.

Fair enough, but it still won't save performance from badly made content.

>Also Sansar will basically be self-regulating since shit-tier experiences will basically be empty and devoid of people if they run like crap.

By that logic, SL should be self regulating because shit-tier sims would be empty and devoid of people if they run like crap. Somehow*, this sort of self-regulation doesn't actually work in practice.

*People are idiots. Mystery solved.

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 No.25049

>>25048

You keep making the mistake of thinking Sansar will be like SL. It won't.

There may be some hangout-type places like SL where people won't mind if it runs a little like crap, but for a large part Sansar is built around individual experiences. If those experiences have performance detrimental to said experience, they are unlikely to be popular. The only way that will work out is if they offer something interesting and unique enough to keep peoples' attention despite how shitty it runs.

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 No.25052

>>25028

Sansar is PBR enabled, which makes it better looking than SL by default.

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 No.25053

>>25041

>implying C# isn't babby-tier

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 No.25064

>>25049

>>25048

>>25035

So I have a "VR ready" computer, a 1080 GTX and the previous generations highest i7, this nets me about 80~200fps on Second Life (without shadows) at most places with about 5~10 people around.

That makes me think that with better optimisation, limits and baking and such should make Sansar easily outperform Second Life.

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 No.25068

I haven't found a single person that's in Sansar yet. They must have not invited very many people.

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 No.25069

>>25068

post pix

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 No.25070

>>25068

I'm in Sansar

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 No.25093

File: aae1eac55c5f063⋯.jpg (164.33 KB,900x489,300:163,second life rp sim.jpg)

>>25064

Right, but that's my entire point. Will Sansar have better content optimization and content creation limits? If it does, fantastic!

I'm just saying that, given LL's track record, I'm not getting my hopes up that they'll make people properly optimize their content. I know they've talked about it a lot, but nothing they've said or done has convinced me they understand what it means. I hope they surprise me.

Regarding the screenshots posted earlier, here's an SL screenshot from about 4-5 years ago (mesh was new, materials hadn't been implmented yet). I was getting about 60fps in this sim on a GTX560Ti, 300m draw distance and Ultra graphics settings, just by cutting back on texture use. Before I reduced the texture load of the sim (by shrinking textures, and replacing many more with reusable similar textures, I probably cut a couple gigs worth of texture data out of the build) I was only getting about 20fps at half the draw distance. Just to illustrate how much of a difference content optimization means.

So yeah, if Sansar does force people to optimize, on top of baking and a newer engine, it damn well should run better than SL.

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 No.25095

>>25070

But are you also A rebel and a spy willing to share anything?

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 No.25097

>>25070

>>25095

Actually, I have another question, any reason they gave you could share for why they still have a NDA in effect?

Honestly a bit surprised to find out about that since this is more or less it's final stretch till public release, I figured they would be more lenient on the new arrivals sharing their 'adventures' in Sansar

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 No.25098

>>25032

You really don't understand how poorly sl is coded do you?

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 No.25100

>>25069

I'm not in it myself, but I see how you could have interpreted it that way. I meant that I've been asking around and haven't had anybody say they are in it.

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 No.25101

File: dc353b191f414f0⋯.jpg (562.95 KB,699x4749,233:1583,5KKH5.jpg)

>>25095

>>25097

Yeah, here's a screenshot from one of the "work in progress" sims they're putting together. Looks pretty stunning I'd say

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 No.25103

>>25093

looks like shit

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 No.25104

>>25101

marvelous

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 No.25164

>>25032

Don't forget things like Crysis with super tessellation everywhere. The shitty building isn't entirely to blame. It hurts performance, but it's not the main reason why SL performance sucks.

It has to do with the fact that all content in world is streamed. Normally, when you make a game, you can use things like binary space partitions to save a lot of calculations by optimizing things. This is exactly what happens when you are playing a game and the map has to load, it's decompressing and getting the map ready to be played. If you've ever done game development, it's why maps need to be compiled (usually) in the game engine.

SL doesn't have that. Everything is streamed in real time. Which means they can't use many tricks to improve performance. If you ever played Blue Mars, that was something like SL that relied on compiled maps like regular games. It's why you'd have to download the whole map before entering a new area, and why any major changes would require the map to be recompiled.

LL just fixing that issue and coming up with a better way to render would be a huge help to performance. Not to mention SL code base is old as fuck, they can't make changes that break older things, as that'll make more bugs. And the last thing SL needs is more bugs, it's a steaming pile of shit. I'm assuming they've come up with something clever to render things more efficiently.

But, the thing that really concerns me is how poor advanced lighting model is. I was checking some things with a friend, he has materials and advanced lighting model turned on. With SL closed and 3DS Max open, he was using around 400MB of VRAM. When SL was open with ALM and materials on, it used all 3GB of his 7970's VRAM and chugs. That's something newer, I don't know if it's a problem due to legacy bullshit with SL or it's just very poorly coded. But it's not inspiring confidence for me. Massive VRAM usage would be a huge problem for a lot of people who play SL on laptops.

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 No.25167

>>25164

> When SL was open with ALM and materials on, it used all 3GB of his 7970's VRAM and chugs.

That's not really new. SL has always used up a lot of VRAM due to obscene amounts of texture data. Throwing materials and advanced lighting into the mix means SL is leaning even harder on VRAM. The same thing would happen in any game engine if you threw the kind of texture load into it that SL typically throws at your videocard.

This is why I can more than triple my framerates in a sim just by reducing that texture load. (By the way, doing this also makes things load a lot faster.)

I'm not saying SL would be on par with a professionally made videogame if the content were better optimized (afterall, there's more to performance than just graphics and framerates), but there is still a big improvement. This isn't a hypothetical argument. I've done this in SL. Repeatedly. And consistently seen huge FPS gains.

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 No.25479

>>25167

>more than triple my framerates in a sim just by reducing that texture load.

Explain this, wizard.

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 No.25485

>>25479

Super simplified explanation:

Well, every videocard has X amount of memory, called VRAM. VRAM is used for a variety of things, from video effects and shadows, to storing every texture map being rendered. Basically, if it's on your screen, it's stored in VRAM.

When you fill your VRAM up with texture data your framerates tank, especially when you have other features, such as shadows, enabled and trying to use that same pool of memory.

The average videocard has 1 or 2 GB of VRAM these days, but when each and every avatar is a few hundred MB and the sim itself has literally gigs upon gigs of textures, your VRAM fills up pretty quickly.

Cut the amount of textures down to something your videocard can more easily handle and it will be able to maintain higher framerates.

Take a sim and cut a couple gigs of texture data out of it by resizing and removing textures and you're bound to see framerates jump. The better your hardware the greater the performance boost you'll see.

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 No.25487

File: c7ef3bb91124806⋯.png (9.39 KB,133x123,133:123,boardroom-suggestion.png)

>>25485

>by resizing and removing textures

Oh, and i thought you had a fancy trick up your sleeve that worked outside of personal hugboxes.

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 No.25488

>>25487

Well, enabling texture compression helps if you haven't done that yet.

Reducing the texture load of your own avatar helps a bit, too, since (unless you live in Mouselook) it's usually the most prominent object on your screen.

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 No.27839

>>25167

Part of the problem is SL being hard capped to 2048MB of VRAM even with a 6, 8, or 12GB card.

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 No.27842

>>27839

That is true, and if you have the money for a 12GB videocard then it would be nice to have that option, but it shouldn't even be necessary. SL doesn't exactly look like the latest Far Cry, and wear no-mod mesh shoes with 1024x1024 textures and materials on each and every clasp isn't going to make SL look like a Pixar movie.

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 No.27849

>>27842

I would fuck a Pixar.

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 No.31598

File: 5bf214200edd061⋯.jpg (527.47 KB,2048x1129,2048:1129,rustic.jpg)

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 No.31599

YouTube embed. Click thumbnail to play.

>>31598

Also the russians leaking stuff again!

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 No.31600

YouTube embed. Click thumbnail to play.

>>31599

Audio seems to be a bit distorted in this one

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 No.31614

File: 550d08340b100bb⋯.jpg (22.32 KB,326x326,1:1,1486869658321.jpg)

>>31599

>some russian with his toaster laptop that can barely even run dota2 on american servers got into sansar before you did

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 No.31615

>>31600

>that tranny comment

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 No.31618

File: c4df19e6345df96⋯.png (352.87 KB,868x653,868:653,firefox_2017-02-23_23-31-2….png)

>>31615

kek

nice one maz

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 No.31644

This looks like hot garbage.

This is literally blue mars.

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 No.31647

>>31644

It is literally Project Sansar.

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 No.31650

>>31647

Actually, it's just Sansar™ now

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 No.31652

>>31650

My bad.

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 No.42275

>>25028

Why is it that the niggers on Battery Street can't get through their depleted uranium, non-explosive reactive armored, triple plated *FUCKING* skulls, that you don't start something else when the thing you have is broken?

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 No.42423

File: 7c230c228e10e4d⋯.png (10.01 MB,3842x2098,1921:1049,sansar.png)

You can literally just make an account and explore now, shocked no one's said anything about that.

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 No.45652

File: d82fe0799fd5d3f⋯.png (832.85 KB,771x531,257:177,anzujaaamu.png)

>>42423

Nothing to do there, the avatar walks in a stupid way, doesn't jump, you can't customize it that much.

The "lands" take some time to load and if you leave some place and try to go back you have to wait for it to load all over again... and you can't cancel it until it's done

The only place I thought was cool was some haunted house, because it had a creepy game atmosphere with sounds, but still, it glitched so much and but had nothing to do besides looking.

I read somewhere it wasn't a "virtual world", but a "game engine".... i can see that, but so far all I could find were a bunch of places only to *look* around the scenery. They look good but it's super boring!

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 No.45666

>>45652

This was my experience as well.

It's just kinda boring right now. I'm keeping an eye on it, but right now there's not much to talk about because there's not much to do.

Also no sex yet.

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