✨ Feature Requests

  • Search existing ideas before submitting- Use support.secondlife.com for customer support issues- Keep posts on-topicThank you for your ideas!
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!
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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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View-Aligned Cubemap Material
A View-Aligned Cubemap Material could be a special type of material that uses six images—Top, Bottom, Left, Right, Front, and Back—to create an immersive background or visual effect. Unlike regular materials, this material would be projected based on the camera view direction instead of the object’s surface UVs, making it ideal for effects like distant scenery, portals, illusions of depth, and so-on. Although some who have experience with this sort of thing might know this as a cubemap-based “skybox”, I think a different name could be used since “skybox” already has a different use in Second Life. “View-Aligned Cubemap” helps eliminate some confusion. Here is a visual example of what I mean: https://i.imgur.com/4u40XHq.gif (The space shown is the interior of a cube with a seamless, unlit/full bright texture.) The key difference between what we can do already, and what I’m suggesting, is that no matter how close you get to this material it will seem like a distant, 3D space. View-Aligned Cubemaps are industry standard and are used to great effect in a huge amount of 3D games. View-Aligned Cubemap Materials would have huge benefits for Second Life’s visual immersion, especially in the skybox scene where players would be able to look out and see an environment that seems expansive and immersive, without needing any geometry. In fact, the cubemap could be simple as a single prim outside their window to show a suburban neighborhood, a single prim below them to show a huge chasm, or a single prim above them to show a night sky. Example Uses: Distant Environments — From city skylines, to mountain ranges, to forests, to abandoned warehouses, to alien landscapes, or elven ruins, these would be a huge benefit to creating the illusion of endless landscapes infinitely far from the player without adding any extra geometry. A player would be able to look out the window of even a tiny skybox and see what seems to be a huge environment around them, without using close-up images where the illusion breaks if you pay any attention to it or get too close. Holograms/Portals — Players would be able to create the illusion of 3d scenes inside of items/vfx without having to use lighting tricks, such as a cloak made of distant stars as if it showed a cutout directly into outer space, or crystal ball that shows a beautiful 3d scene that changes depending on what angle you look at. Illusions of Depth — They could be used in small, isolated instances, such as creating ceilings that are infinitely high above or fake rooms on a skyscraper. Specialized Backgrounds — These could also add a lot to the backdrop scene for things like photography, stage performances, or other similar uses. How It Could Work: "View-Aligned Cubemap" could be in the same drop-down menu where we select Textures, PBR, and Media. Users could upload six images (or a single cubemap texture, although this would require a specific UV map) into 6 slots for the material: Top, Bottom, Left, Right, Front, and Back.
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