First Look 1.13.3.57876 now available, check it out!
Friday, February 9th, 2007 at 6:08 PM by: Steve LindenFirst Look 1.13.3.57876 is now available for download.
More fixes to the First Look: Render Pipeline Improvements. In particular, a major bug with texture caching was found and fixed.
Thanks again for everyone who has been testing First Look We still need as many residents as possible testing this Viewer. In particular, we need people to test the build tools, especially editing linked objects.
Also, please check out First Look Isle: http://slurl.com/secondlife/First%20Look%20Isle/128/128/0. There are some tests here that will enable us to gather frame rate statistics and help us further improve performance. This is particularly helpful if you have an older video card.
Thanks again,
-Steve Linden
Release Notes for Second Life 1.13.3(57876) February 9, 2006
Changes:
* Improved LOD and alpha sorting
* Improved edits reverting with linked objects
Fixes:
* Fixed a few crashes
* “Clear Cache” was failing if the cache location was on a changed
* “Clear Cache” was not deleting the texture cache on OSX
* Some Textures were never caching correctly


February 9th, 2007 at 6:20 PM
crashed on startup osx imac 24 nvidia 7600
February 9th, 2007 at 6:47 PM
I got excited about seeing improved LOD in the lists here, but my 2 test objects still get stuck in a low LOD no matter how close my cam and av get (even with object mesh detail on full).
I can wait there for 10+ minutes and it wont change to high LOD until I right click and edit the object.
Everything else seems to be working really well right now though guys. Im very happy with FL apart from this LOD issue.
February 9th, 2007 at 6:52 PM
Wow. Don’t know what experience anyone else is having, but I logged out, downloaded and installed, and logged back in…and…everything was there. i mean, as soon as the bar finished and the real view appeared, everything was there in the direction i was looking, all fully rezzed. Flew to the other side of the sim I am in, and by the time I got there, everthing was there. Never seen anything like it before. Very impressed.
February 9th, 2007 at 7:06 PM
a follow-up to my first post - uninstalled, then reinstalled still will not start. Went back to last fl release which starts normally on my machine.
February 9th, 2007 at 7:18 PM
Would love to help with the framerate tests, but the instructions are a bit vague.
12) Wait for your Bandwidth to drop below 30 kbps. When your framerate (FPS) becomes stable, note it on the line corresponding to this test.
Are we timing this or what?
February 9th, 2007 at 7:27 PM
CPU: Not supported (2992 Mhz) (dual P4, 3.0Ghz)
Memory: 2046 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: RADEON 9200 Series DDR x86/SSE2
OpenGL Version: 1.3.1072 WinXP Release
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.9_0000000000)
Packets Lost: 55/28872 (0.2%)
Viewer Digest: 209311f4-2cdd-1466-d5ff-175f2ac59b3c
Dramatic improvement in texture loading time, and my framerates are doubled.
February 9th, 2007 at 7:39 PM
What the fps is when it finally stabalizes?
That has to be what they meant. Duh.
February 9th, 2007 at 7:40 PM
Forgot to mention, didn’t notice anything unusual when editing linked objects except that the second (of two) objects disappeared momentarily when I linked them.
February 9th, 2007 at 7:47 PM
The first and second halfs of my flexi tail are not always staying in sync.
It consists of four prims, each making up two sets of stripes for each end. Basically, the front two stay in sync with each other at all times, and the back two stay in sync with each other at all times. Sometimes if I zoom out and back in again, the front and back halves go out of sync.
The prims are cylinders. One half tapered 1.0 1.0 and the other half tapered -1.0 -1.0. They’re size 0.7,0.7,1.0 and.. Flexi Softness 3, Gravity 0.4, Drag 1.0, Wind 0, Tension 1, forces 0 0 0. Their positioning and rotation are exactly the same I believe.
I don’t remember them going out of sync in the normal client. Perhaps it is a LOD issue?
Also, while teleporting from one sim to another, most of my attachments showed up around waist level And when one person switched to a costume they had, one of the parts showed up at waist level instead of on their head like it did. Them reattaching it fixed it.
February 9th, 2007 at 7:49 PM
Still doesn’t fix smoke/mist particle effects on OSX here… (Intel Mac Pro - radeon X1900)
February 9th, 2007 at 8:03 PM
i still see alpha (mis)sorting where my hair looks like it’s behind things i’m in front of. i can send you postcards in game to show you what i mean
February 9th, 2007 at 8:05 PM
Not sure what the fuss is about. It may rez slightly faster, but it’s giving me HALF the frame rate or less of the standard client.
iMac G5 1.9GHz, 1Gb RAM, OS X 10.4.8, ATI Radeon X600 Pro 128 Mb
February 9th, 2007 at 8:09 PM
It’s also not sending slurls from the web site - brings the viewer to the front, but no teleport
February 9th, 2007 at 8:23 PM
“Also, while teleporting from one sim to another, most of my attachments showed up around waist level”
Honestly… this used to be just a minor annoyance, but its really getting on peoples nerves. Every 3-5 times I TP all my attachments are up my butt. Sure I can re-attach but come on. I re-attach my hair, glasses, rings, shoes, necklace… then.. bam next TP all up my butt again. really getting sick of it. This should be a simple fix, please for the sake of our attachments, take a look at it.
February 9th, 2007 at 8:27 PM
I just got so tired of “attachments up the butt” syndrome I went to a no-prim av outfit and no-prim hair.
I know…Not much help to IDENTIFY the problem, but I have a lot less problems teleporting or crossing sim borders now, and no more crap up the butt.
February 9th, 2007 at 8:31 PM
Editing prims: sometimes, when changed something in Edit Box, the object rezzed didn’t do the change, so it’s necessary to do again in Edit Window.
AMD Athlon XP 1900+, Geforce FX 5200 128mb, 512mb RAM
February 9th, 2007 at 8:32 PM
I think we should protest by just wearing them all up our butts all the time until it’s fixed.
February 9th, 2007 at 8:35 PM
Hoping for fewer crashes…the last two have been really bad for me in the crashing department - while doing nothing of note (in inventory, walking, etc.).
Can you comment on whether the stutter will be fixed at some point? It’s better in FL rather than main viewer, but it’s still there and makes the whole experience jerky.
February 9th, 2007 at 8:38 PM
Texture Load times are still horrible. Particles that use textures are completely borked - they come out as a distorted smear. This is NOT an acceptable viewer yet. I see no improvement over the last version.
February 9th, 2007 at 8:58 PM
Does this client fix the problem with the instant crash on ATI cards under vista, or no? And if not, can LL at least acknowledge that problem and give us some sort of reasonable timeline for its correction?
February 9th, 2007 at 8:58 PM
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February 9th, 2007 at 9:02 PM
I’m sorry for the partial ignorance in my last comment, I hadn’t seen the post about vista a few back. Thank you.
February 9th, 2007 at 9:22 PM
Intel imac fps doubled, no more crashier than the regular client. the rendering is so much better and faster. i used the current version to do the tests and it looks so bad.
it’s a good improvement!
February 9th, 2007 at 9:28 PM
STILL SEEING MIDGET AVIES… and I’m getting paranoid about it.
February 9th, 2007 at 10:13 PM
Wow, thanks for the alpha sorting fix. That was really fast, great job Steve!
February 9th, 2007 at 10:23 PM
Oops… spoke too soon. The alpha sorting issue is still there, same as it was before on my computer. Zooming the camera in does fix it some, but any more then a few feet away and it goes back.
February 9th, 2007 at 10:26 PM
Still plenty of texture lag. The texture console still shows a majority of DSK entries, but now there’s something else. At least 20 entries (all DSK) have 1×1 W x H sizes, with -1 (Dis) (whatever that means). Mem size is 0, and Decode is 200000. These seem to resolve very infrequently in batches of three or four, being replaced by other textures as the DSK turns into SIM, then briefly WAT, and then appear to be removed shortly after.
Also the frame rates seem to be down a bit once more. I’ll attend the First Look island to confirm.
February 9th, 2007 at 10:44 PM
oooh how fun and what a video card
February 9th, 2007 at 10:46 PM
Update:
Did the test after resetting my client back to default settings and pasted in the old notecard for comparison. In some cases the frame rate was worse, in others better, but in both cases not by much. However moving the camera seems to cause the frame rate to take a dive once again, where as the previous revision kept a respectable two digit frame rate at all times (at least 14 while walking, versus 7-9 now).
February 9th, 2007 at 10:54 PM
Yes! You’re on to something now. Getting better every time
Still something wrong with clearing cache automatically. I have to start FL login window, preferences, clear cache, close FL login window and start again. It’s very noticable when cache is cleared because all textures are grey when I enter world.
Also noticed something important regarding loading of textures that I don’t wan’t to post here. I’ll try to IM/Email Linden about it.
February 9th, 2007 at 11:07 PM
Hmmm, there might be a memory leak. Normal usage of the client with no other active programs (save Firefox) resulted in a gradual frame rate decrease. After only an hour my frame rate in my apartment was 2(!) while turning and 8 while standing around.
Also, running the Texture Priority info display revealed that only prims within like… 3-5m have an orange to yellow colouration. Everything beyond 5m seems to be a dark blue. This MIGHT be one of the reasons textures download slowly, they have a very low priority versus stuff in my immediate vicinity (which still take forever and a day to download).
February 9th, 2007 at 11:11 PM
Another thing. Keep hanging when flying. Suddenly can’t move, continuing to fly in one direction. Happens pretty frequently. Maybe related to the stuttering (cyan bar jumps high in CTRL-SHIFT-2).
Or might be something with restricted parcels, ban-lines. Always seem to be a restricted parcel around when it happens. But those are everywhere so hard to tell.
Really difficult to test because you’re 14 SIM’s away when it stops, if it does.
Otherwize overall flying seem A LOT better than in official version. FL gives a much faster and smoother impression.
February 9th, 2007 at 11:26 PM
Anoher update
very soon it will be release
February 9th, 2007 at 11:32 PM
Im noticing a video freeze/pause/stutter of 1 second or so at random intervals. Im getting this in the main client too but never noticed it in FL until this latest update.
February 10th, 2007 at 12:00 AM
ok with all this veiwer crap going on does this mean we STILL wont get any bugs fixed since the same ones are still there as they have been for months now, im thinking that maybe just maybe at leat one a month would be a huge break in the lack of bug repair as of late but i realize that the need for new bug creating items in sl is a priority we cant have anything being fixed with nothing to create new ones now can we, just an observation. good job LL good thing you dont work for nasa, peru would have a space station finished before we did.
February 10th, 2007 at 12:00 AM
1) A lot of beachballing
2) When I held down control and shift to drag edit the size of a prim, the numbers at the top of the window did not update till I let go the mouse. They normally do update, which gives you feedback as you drag the mouse around - a slick feature when it works.
February 10th, 2007 at 1:08 AM
in response to reply 33 jon grommet, do you not think there are people trying to fix bugs or do you assume everyone who works for LL is responsible for bug fixing? this FL viewer is the beginning of bug fixing and making SL better.
February 10th, 2007 at 2:04 AM
Hmm. OK - I’ve got a BIG bug to report. This is the first FL client I’ve noticed it in, but it may not be the first to have it - I haven’t been doing much scripting recently.
Here’s what I find: When editing the CONTENTS of a prim (Scripts, notecards, etc) - I get a really odd right-click menu. Instead of the usual “Open, Properties, Rename, Delete” menu, I get what looks like EVERY option for EVERY right-click menu, including those applied to clothing, folders, etc. I just TPed out of the sim with the item I was editing, TPed back, and now it looks correct - but I don’t know if it will stay that way, or how to trigger it again (yet). I’ve also noticed similar, but less drastic, menu corruption in the regular inventory pane.
Second Life 1.13.3 (57876) Feb 9 2007 17:09:46
CPU: AMD (2088 Mhz)
Memory: 1024 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: Radeon X1600 Series x86/MMX/3DNow!/SSE
OpenGL Version: 2.0.6287 WinXP Release
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.9_0000000000)
Packets Lost: 561/354816 (0.2%)
Viewer Digest: 209311f4-2cdd-1466-d5ff-175f2ac59b3c
February 10th, 2007 at 2:11 AM
The particles bug (llParticlesSystem([]) failing to stop particles in child prims when trigerred via a link message) is still there… Two bug reports filled up and sent (a this may be either a Graphics and Script bug).
——
Steps to reproduce the bug:
- create a two prims object
- download the demo scripts here: http://logs.changeip.org/SL_ParticlesBug.txt
- put the main script in the root prim, and the slave script in the child prim.
- rez the object
- click once to emit particles
- click a second time to try and stop them…
Observed results:
The particles do not stop after llParticleSystem([]) is called.
Expected results:
That the particles emission would stop, like it always did before SL v1.13.2(11). This is a severe REGRESSION which breaks a lot of toys (including chain particles in many popular toys). Please fix it !
February 10th, 2007 at 2:23 AM
crashes almost immediately on my 1.4gig athlon 768meg, 256meg geforce fx5500.
but for the few seconds before it locks up the machine, texture loading and framerate seem really improved! what a shame, i wish i could stay connected long enough to enjoy it. camera movement, rezzing, av animation all look wonderful, for about 30 seconds before the pointer freezes and i have to reboot.
but for the record this system was working fine with the fx5500, until the last update or so in jan. now even though performance is really high, it still freezes up the computer every time. sometimes after an hour, sometimes in 3 seconds, no way to tell when it will happen. sometimes it will run in a crowded club for an hour perfectly, but lock up in my house on an almost empty sim.
i’ve tried all variety of fixes. new drivers, rolling back drivers. reinstalling directx and the ALi agp driver, deleted and reinstalled SL more times than i can count etc, but as of a month or so ago it just won’t work.
February 10th, 2007 at 2:46 AM
Simply does not start up - application hangs before even opening its window.
Mac Mini - Intel core duo 1.83 GHz
2 GB RAM
Mac OS X 10.4.8
February 10th, 2007 at 2:50 AM
I should also add, previous FL viewer (1.13.3.57837) works fine.
February 10th, 2007 at 2:51 AM
Sorry to post this here, but is the grid down? I can’t even access the grid status page.
February 10th, 2007 at 3:37 AM
* Improved edits reverting with linked objects
….no, it got worst. can’t undo and linking objects got even glitchy.
Yes, I’ve already reported it.
February 10th, 2007 at 4:39 AM
You seem to have restored my bed textures back to wood from sequins - I guess this was part of the improperly cached textures issue?
However, I did a quick check as I’m about to do a major hardware upgrade here (finally and need a performance baseline) and noticed three things:
Initial texture loading time is now ABYSMAL (10 minutes or so when it was almost instant).
Personal FPS (when things settle after textures eventually load) is now 100fps - what IS the point? Where is the performance going? I now have glacial initial texture loads, worse fps than I started with and no obvious visual improvement! Hardly the great leap forward that the original First Look Viewer initially delivered…
The third thing? Oh, the viewer crashed for no obvious reason (standing, inactive, dealing with IMs)…
So, the normal SL viewer update process is now complete: A decrease in performance combined with an increase in instability (for me anyway) just like the vast majority of updates since 1.7…
Anyway, no time to muck about with this, time to rip my motherboard out and get the new hardware up and running.
You MIGHT want to think about where this latest viewer update is headed before you unleash it on the unsuspecting masses though.
February 10th, 2007 at 4:48 AM
Re 42
Gahhhhh! That fourth paragraph of mine makes NO sense now because this stupid Blob software is bugged like everything in SL!
Using ‘greater than’ or ‘less than’ symbols has changed my comment that I’m NOW getting LESS THAN 50fps when I WAS originally getting MORE THAN 100fps to an apparent nonsense that I’m ‘now getting 100fps’!
I give up! There’s absolutely NO POINT in attempting to post comments via a useless piece of software that actually alters the sense of what I’m saying.
Like most things around here it DOES NOT WORK CORRECTLY.
How on earth you expect to get meaningful feedback under these circumstances is a mystery - one I’ll leave you to solve as I really can’t be bothered any more if this is what I have to contend with.
February 10th, 2007 at 5:39 AM
Two observations:
This viewer still crashes for me on startup if I have “Avatar Vertex Program” enabled. This is 100% reproducible.
Then, this version does not seem to work properly anymore on my dual core CPU. I have to set affinity of the viewer process to only one core in order to get good framerates. If I set it to both cores, the framerate is cut by about half. Also, when running on both cores, I don’t see total CPU utlization go over about 40%.
I tried all this with the “Run Multiple Threads” option enabled of course.
This was much different in the last version. Last version ran fine with affinity set to both cores, achieved very high framerates even at ridiculously high draw distances and pushed total CPU utilization to about 60-65%.
*Please* bring back this performance. It completely rocked.
I submitted BRs for both issues.
CPU: Not supported (3383 Mhz) [Core 2 Duo]
Memory: 2047 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8800 GTX/PCI/SSE2
OpenGL Version: 2.1.0
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.9_0000000000)
Packets Lost: 1/41023 (0.0%)
Viewer Digest: 209311f4-2cdd-1466-d5ff-175f2ac59b3c
February 10th, 2007 at 5:42 AM
Client v1.13.3.57876 ran perfectly twice.
Now in the same computer session, no new software, nothing added/taken away/exploded it crashes right after the lil detecting hardware box pops up - I see a flicker of the Loading Second Life one and then the crash reporter.
February 10th, 2007 at 5:50 AM
Sorry a reboot cleared up post #45 - the ‘real’ SL client had the same issue.
I blame M$
February 10th, 2007 at 6:01 AM
@44 make sure your graphic card memory is set to the correct size in the pref.
February 10th, 2007 at 6:14 AM
Usagi Musashi wrote:
“make sure your graphic card memory is set to the correct size in the pref.”
It’s the first thing I check before testing *anything* with the FL viewer. Set to 512 which is correct for my card. Not the cause of the problem I describe.
February 10th, 2007 at 6:17 AM
Hello,
this is a great release! Texture loading is much faster, very good.
It still doesn’t seem to know which textures to load first, though. A
lot of times the further away textures are loaded first and the nearer
ones stay grey or blurry longer.
Also I noticed that the textureloading seems to come in bursts? Even
if I stay in one place. It stays relatively low… at 7kb/s and then bursts
to about 30kb/s (line bandwith wise).
I hope that helps. Just IM me in world, if you need more info.
Great job.
Second Life 1.13.3 (57876) Feb 9 2007 17:09:46
You are at 253626.7, 318100.9, 33.0 in Plush Enigma located at sim370.agni.lindenlab.com (69.25.104.56:13004)
CPU: AMD (2211 Mhz)
Memory: 2048 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: RADEON X850 XT x86/MMX/3DNow!/SSE2
OpenGL Version: 2.0.6287 WinXP Release
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.9_0000000000)
Packets Lost: 1189/51573 (2.3%)
Viewer Digest: 209311f4-2cdd-1466-d5ff-175f2ac59b3c
Regards,
Lillyann
February 10th, 2007 at 6:20 AM
lol
February 10th, 2007 at 6:54 AM
CPU: AMD Sempron 2200+
Memory: 1,5 GB
OS: Windows XP Home SP2
Graphics Card: ATI Radeon 9600, 128 MB
Texture loading is very slow. It takes minutes and nothing happens. Most object are grey.
February 10th, 2007 at 7:36 AM
A quick follow up to the CPU affinity issue I described:
I cannot always reproduce this. At the moment, the latest FL viewer runs on both processor cores churning out frames at blinding speeds. All I did was play with the affinity settings in task manager a little and then restart the viewer.
*shrug*
February 10th, 2007 at 7:48 AM
I too had the problem of crashing to desktop at login until I disabled Avatar Vertex Program. (Thank god someone else posted that, I wouldn’t have thought to try that myself).
Sent in a bug report.
CPU: AMD (1607 Mhz)
Memory: 2015 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce Go 6150/PCI/SSE2/3DNOW!
OpenGL Version: 2.0.1
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.9_0000000000)
Packets Lost: 6/3928 (0.2%)
Viewer Digest: 209311f4-2cdd-1466-d5ff-175f2ac59b3c
February 10th, 2007 at 7:56 AM
Windows XP Pro SP2
GeForce 7600 GT 256 MB
Logged in multiple times, no problems. Turned on Bump Mapped and Cloth and Crashed. Turned on Anisotropic and crashed. I tried setting Bump Mapped and Cloth before loggin and crashed on loggin. Got Login Failed, Account not available untill ….(ten minuets or so later).
February 10th, 2007 at 9:01 AM
alpha sorting and textures seem ok now…fps definitly increasing
new bug, when flying about, keeps freezing - the thing where you continue to fly at a vector until u hit the edge of the sim and it resets back to where the freeze started…made it nigh on impossible to continue with.
Windows XP Pro SP2
GeForce 7600 GS AGP 256 MB
2 Gig Ram
dual xeon 1.8
February 10th, 2007 at 9:10 AM
Two bugs playing with it this morning:
1. Playing with my canon (lol), I get shot out about 200 meters; fly or tp back to my location and everyone has tight pants again. this bug was supposedly fixed but it’s not consistently fixed. Even the standard viewer has this issue.
2. Selecting something from inventory sometimes brings up the wrong menu with a deactivate and activate option, neither of which are applicable. Clicking again on the object or article of clothing in the inventory fixes it. I have mentioned this before but I have no idea if it’s been acknowledged
Overall, I am not happy with this viewer in terms of FPS, textures still staying blurry and overall experience. It’s jerky and crash prone still. Last crash was last night before I went in and manually cleared cache. Then I stopped crashing but suspect it’s only a matter of time before I have to do it again.
February 10th, 2007 at 9:35 AM
IM windows is broken. The “New IM” tab is blinking *all* the time, and the other tabs never.
February 10th, 2007 at 9:41 AM
CPU: AMD (2486 Mhz)
Memory: 2048 MB+1024
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 7900 GTX/PCI/SSE2/3DNOW! 512 extreme
OpenGL Version: 2.0.3
@48 well good
After running around sl today i found a few issues.
1.) fps are abit slower with this release
2.) pay out scripts are failing
3.) pocket loss is occuring total red bar
February 10th, 2007 at 9:48 AM
I just had a kernel panic on my intel iMac, while walking around my sim.
panic(cpu 1 caller 0×001A3135): Unresolved kernel trap (CPU 1, Type 14=page fault), registers:
CR0: 0×80010033, CR2: 0×2fcd6000, CR3: 0×016e5000, CR4: 0×000006e0
EAX: 0×2fcd6000, EBX: 0×00000040, ECX: 0×00000798, EDX: 0×3c086a40
CR2: 0×2fcd6000, EBP: 0×25dbb5e8, ESI: 0×04753000, EDI: 0×2fc81000
EFL: 0×00010202, EIP: 0×3c85b35f, CS: 0×00000008, DS: 0×25db0010
Backtrace, Format - Frame : Return Address (4 potential args on stack)
0×25dbb408 : 0×128d1f (0×3c9540 0×25dbb42c 0×131df4 0×0)
0×25dbb448 : 0×1a3135 (0×3cf1f4 0×1 0xe 0×3cea24)
0×25dbb558 : 0×19a8d4 (0×25dbb568 0×6905f00 0xe 0×1a0048)
0×25dbb5e8 : 0×3c8638e0 (0×4753000 0×2fcb4a00 0×44fa00 0×430f4810)
0×25dbb6b8 : 0×3c864547 (0×566a000 0×59c0600 0×25dbb708 0×3c85b246)
0×25dbb708 : 0×3c86604e (0×566a000 0×59c0600 0×1050ea0 0×128)
0×25dbbc68 : 0×3c84895a (0×566a000 0×25dbbcd0 0×59540a4 0×59540a8)
0×25dbbcf8 : 0×3ae95b (0×566a000 0×1 0×25dbbd2c 0×25dbbd28)
0×25dbbd38 : 0×3b1e17 (0×566a000 0×1 0×4c821d0 0×1)
0×25dbbd68 : 0×189939 (0×566a000 0×1 0×4c821d0 0×59540c0)
0×25dbbdb8 : 0×12b4da (0×595408c 0×4d350a0 0×25dbbdf8 0×11e057)
0×25dbbdf8 : 0×124b2b (0×5954000 0×41ecc60 0×4bede94 0×0)
0×25dbbf08 : 0×1955a1 (0×25dbbf44 0×0 0×0 0×0)
0×25dbbfc8 : 0×19ad4e (0×4232eec 0×19ac90 0×4 0×207) No mapping exists for frame pointer
Backtrace terminated-invalid frame pointer 0xbfffe7c8
Kernel loadable modules in backtrace (with dependencies):
com.apple.ATIRadeonX1000(4.4.0)@0×3c83f000
dependency: com.apple.iokit.IOPCIFamily(2.1)@0×35cc1000
dependency: com.apple.iokit.IOGraphicsFamily(1.4.4)@0×3c7e9000
dependency: com.apple.iokit.IONDRVSupport(1.4.4)@0×3c804000
Kernel version:
Darwin Kernel Version 8.8.1: Mon Sep 25 19:42:00 PDT 2006; root:xnu-792.13.8.obj~1/RELEASE_I386
Model: iMac4,1, BootROM IM41.0055.B08, 2 processors, Intel Core Duo, 2 GHz, 2 GB
Graphics: ATI Radeon X1600, ATY,RadeonX1600, PCIe, 128 MB
Memory Module: BANK 0/DIMM0, 1 GB, DDR2 SDRAM, 667 MHz
Memory Module: BANK 1/DIMM1, 1 GB, DDR2 SDRAM, 667 MHz
AirPort: spairport_wireless_card_type_airport_extreme (0×14E4, 0×89), 4.80.76.1
Bluetooth: Version 1.7.9f12, 2 service, 1 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: WDC WD2500JS-40NGB2, 232.89 GB
Parallel ATA Device: MATSHITADVD-R UJ-846
USB Device: Built-in iSight, Micron, Up to 480 Mb/sec, 500 mA
USB Device: Bluetooth HCI, Up to 12 Mb/sec, 500 mA
USB Device: IR Receiver, Apple Computer, Inc., Up to 12 Mb/sec, 500 mA
February 10th, 2007 at 9:50 AM
Well, I have not tried many FL clients but I wanted to try this one in Vista. I had just used it with a dummy avatar to make sure it wouldnt crash out and it worked fine… I loaded it up and logged in with Coal and it crashed as soon as it started showing the Avatar.
I wish inventory offerings and group invites were reshown on next login if you did not pick a choice from the menu the first time, now I have go to back and trace what came from who etc from emails lol…
Other than that it seems to not be too bad from my initial use when I logged in the second time which worked fine :\
CPU: AMD (2009 Mhz)
Memory: 1022 MB
OS Version: Microsoft Windows Vista (Build 6000)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 6600 GT/PCI/SSE2/3DNOW!
OpenGL Version: 2.1.0
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.9_0000000000)
Packets Lost: 89/14937 (0.6%)
Viewer Digest: 209311f4-2cdd-1466-d5ff-175f2ac59b3c
February 10th, 2007 at 10:10 AM
Well, The viewer looks like its coming right along, but textures are still a major problem for me.
Is there somewhere that describes the Texture Console screen, and what everything on it means? Perhaps if we can do a little analysis on this end and interpret what its telling us, we can give some more useful feedback on the issue.
I’ve been on a sim now for over 22 minutes, and there are still textures that are fuzzy within 30m of me. Bandwidth is averaging in the 50kbpssometimes higher, sometimes lower, and DSK is now the most common Texture State. (Earlier it was a nice variety.)
ps. Nice to see I can teleport from profiles once again!!
February 10th, 2007 at 10:10 AM
Another prim building problem.
Sometimes when I move a prim and hit Ctrl+Z do undo it, it is slow… take a few seconds to the prim gets back to previous place.
Don’t know if it’s caused by lag.
Athlon XP 1900+
512mb RAM
Geforce FX 5200
Windows XP SP 2
February 10th, 2007 at 10:24 AM
Will you ever guys ever fix the nasty keyboard bug introduced several versions ago? The alleged “alt key fix” of 2 versions ago did not fix it. Using the keyboard in game is a total crapshoot and several of my business associates and I have resorted to using out of game IM software as IMs in world of any length always seem to end up with us teleporting home, requestiong privaleges, editing appearance, etc…
while I’m starting to get used to it(which is pathetic), I can’t imagine any new users signing in for the first time and experiencing it are going to want to stick around.
Please fix this bug.
February 10th, 2007 at 10:29 AM
I’ve never complained about releases before — but please, please DONT release this! It has managed to pick up a couple of bugs for me that are pretty major.
1. Can’t fly any more! I can get into flight mode, but unless I hold PgUp I just drop straight to the ground.
2. Right clicking on objects has no effect — makes it kinda difficult to teleport using most of the teleport objects!
Grade : C+ Must try harder!
February 10th, 2007 at 10:34 AM
Second Life 1.13.3 (57876) Feb 9 2007 17:09:46
CPU: Not supported (1865 Mhz) Core 2 Duo
Memory: 1006 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 7300 GT/PCI/SSE2
OpenGL Version: 2.0.3
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.9_0000000000)
Packets Lost: 433/19801 (2.2%)
Viewer Digest: 209311f4-2cdd-1466-d5ff-175f2ac59b3c
Well, really mixed results with this version. I’m still having crash at login issues. I haven’t moved my cache, but I’m still not sure if it’s being cleared!! Right after the last crash I looked, and there were files from earlier in the day in the folder! I manually cleared it and now I’m able to sign in.
I’m not having to uncheck VBO and VErtex (before that was the only way to avoid a crash) but I don’t want to have to manually clear the cache each time either.
Textures seem to load fine, packet loss is down, and i’m running on dual cores fine. FR is pretty good for me, higher than before. Last login i was noticing issues with jerkiness as i rotated around. But right now, as i spin around all is smooth.
So a mixed bag!
February 10th, 2007 at 10:42 AM
Well the “test” is very interesting. While doing it, it shows 3 times the frame rate for First Look compared to the standard client.
But….
If I log on standing in my house (and this is a residential sim, no other people in it or casinos or clubs to muck the numbers up) frame rate is down 15% compared to the standard client, and drops to 50% if I do something like walk upstairs. And if I visit one of my shops, First Look is extremely slow and jerky. I see it as worse than the standard client, and a false test.
February 10th, 2007 at 10:52 AM
Can you put news and announcements on the First Look opening page? Maybe I am missing something but it would be helpful to have atleast the FL viewer update announcement there.
February 10th, 2007 at 10:54 AM
I noticing a reduced fps since this clients release today.
February 10th, 2007 at 11:18 AM
Are you guys ever gonna fix how people gettings stuck short?? REALLY annoying.
February 10th, 2007 at 11:49 AM
*sighs* Still crashing at startup “Second Life not responding…” Viewer will not open. Force quit… try again & again. Clearing cache… same result etc etc for the last 4 releases now.
ibook G4 1.42GHz 1.5G RAM ATI Mobility Radeon 9550
Mac OS X 10.4.8
February 10th, 2007 at 11:50 AM
Seems to be running a bit faster for me. I am running Mac OS 10.4.8 dual processors with about a gig of RAM. Only problem is at the moment, I cannot teleport and I am having some other random problems. But, this was happening on the regular client too.
I would honestly, though, like to see Linden Labs stop releasing new software every couple days and work exclusively on lightening the database load. I know of four newbies in the last month that have signed up and quit just because they cannot get the game to respond in a timely manner.
February 10th, 2007 at 11:51 AM
All four tests are slower on the first look viewer for me, compared to the regular. It’s impossible for normal use even when turning everything all the way down which I don’t even have to do on the regular viewer.
I probably have an old video card, but the regular viewer is more than acceptable to me so I’m not all sure what I’ll do if this is what I have to look forward to :(.
February 10th, 2007 at 12:02 PM
I have the problem that, after some time of loading with, say 300kbit (500 allowed) it goes down to 44kbit and remains at this speed, even if the stuff isnt loaded complete yet. If I minimize the window and reopen it, it will load at full speed another 5 secs before going down to 44kbit again.
Strange thing: This is only the case with my tower, but not with my notebook.
My tower runs the “normal” client ok though (besides those horrible FPS wich I hoped the new renderpipeline will fix….
February 10th, 2007 at 12:06 PM
I have a 64MB graphics card. With First Look SL has the same performance has in a 256MB graphics card.
February 10th, 2007 at 12:26 PM
Major building bug, reported in this version and the one previous…
when manually resizing a prim using your mouse and holding down Ctrl-Shift, the colored axis boxes do not move with your mouse. This results in the size menu at the top of your screen not changing the value of the side you’re stretching until you release your mouse and the colored box snaps back to the edge of the prim.
February 10th, 2007 at 12:37 PM
Viewer crashes at every startup right after precaching. Same issue as in last Version. Not possible to test this viewer.
AMD Athlon XP64 am2 4600+
Nvidia 7600 GT
2GB RAM
February 10th, 2007 at 12:39 PM
Have been having crashes all day - around every 30 - 60 mins with the production version of the client. Hard disk light comes on steady and then crash. PC re-boot didn’t seem to help much either.
So, in desperation downloaded and switched to this version.
WOW - what an improvement.
No crashes, had only one issue with somebody not rezzing in front of me, they relogd and it didn’t help, so I did and it fixed it.
I’ve only tried exploring and the like, no building or anything clever but so far so good… Excellent.
Also, I was having annoying little hangs before, anything from say 2 to 20 seconds. So far with this version, perfect.
Not an ADSL issue as this is peek time here and the grid is SL really quite busy so I say you’ve fixed something…
DONT CHANGE ANYTHING…. PLEEEESSSEEEEE
February 10th, 2007 at 12:51 PM
This version doesn’t run for me at all, won’t even put up the detecting hardware message box. The releases were working fine up to this point.
2.66GHz Pentium 4
1GB RAM
GeForce Go 400
Windows XP SP2
February 10th, 2007 at 12:52 PM
Ok .. can’t run this one for more than 30 seconds without terminal crashing. Got *everything* turned up to the max as per the normal viewer.
The machine’s a core2duo..
Second Life 1.13.3 (57876) Feb 9 2007 17:09:46
You are at 277660.0, 289766.3, 33.2 in FurNation Omega located at sim1018.agni.lindenlab.com (72.5.12.168:13003)
CPU: Not supported (1862 Mhz)
Memory: 2047 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 7950 GT/PCI/SSE2
OpenGL Version: 2.0.3
LLMozLib Version: 1.1.0 (Mozilla GRE:1.8.0.9_0000000000)
Packets Lost: 3/1852 (0.2%)
February 10th, 2007 at 12:55 PM
Group Notice dates are still completely broken in First Look
February 10th, 2007 at 1:14 PM
Another building bug…
rez and prim and manually type in values in the size fields, and hit enter. The prim will snap to the input size and then immediately snap back to the original size. The value you typed in remains in the value field, but the prim is obviously not the size that you input. So…building by numbers is borked, and building manually by stretching is severely disabled.
February 10th, 2007 at 1:48 PM
Not had any problems so far. fps is constantly in the 45+ (top was 156fps!!) but it crashes every 45-50 mins. the memory usage creeps up to 65% then it bombs out.. clearing the cache manually enables me to log back on. anyone else had this?
[ quad core intel 3.1GHz nvidia 8800gtx 2gb ram 6meg broadband. has no problem running on multiple cores as far as i can tell ]
February 10th, 2007 at 1:54 PM
#71 The same problem I got, I hope they’ll fix it.
February 10th, 2007 at 1:57 PM
BTW regular viewer works fine for me. And all drivers are updated. What is the significant difference between the way First Look the regular viewer opens & what can I do to make this work?
Viewer will not open. Force quit… try again & again. Clearing cache… same result etc etc for the last 4 releases now.
ibook G4 1.42GHz 1.5G RAM ATI Mobility Radeon 9550
Mac OS X 10.4.8
February 10th, 2007 at 3:05 PM
Ok, this is a showstopping issue.
First Look client, after some usage today, now takes several MINUTES, if not longer, to load and be ready to log in.
This renders the First Look viewer - at this time - completely UNUSABLE.
Bug report sent in.
Note: My cache file is in non-standard location. HIS cache file, however, is in the default location.
we are BOTH back to using the production client and all it’s crashy glory just because it will LOAD without having to go make dinner first.
February 10th, 2007 at 3:19 PM
Hah.
Seems it’s doing this because I have a giant cache that needed to be emptied. I thought the First Look was doing this automatically now?
Cache cleared, loads fine now. Going to have to go back to manually clearing cache then.
February 10th, 2007 at 3:34 PM
Montana Corleone said: “If I log on standing in my house (and this is a residential sim, no other people in it or casinos or clubs to muck the numbers up) frame rate is down 15% compared to the standard client, and drops to 50% if I do something like walk upstairs. And if I visit one of my shops, First Look is extremely slow and jerky. I see it as worse than the standard client, and a false test.”
Totally agree. FL Island is no test for a new viewer. No one is there, no scripts running, and simple textures for the most part.
February 10th, 2007 at 4:07 PM
Big issue - am now at Island of Primitives. For every public notecard, it tells me I do not have sufficient permissions to view. Every single one. Something is very broken.
February 10th, 2007 at 4:11 PM
Oh well, can’t get past pre-caching with this viewer and the new hardware (FINE on the current release fortunately).
I tried all the tricks, clearing cache, moving cache, small cache, huge cache, core affinity 0, core affinity 1, core affinity 0+1 - no dice.
CPU: Not supported (3240 Mhz) That’s a Core2Duo - NOT SUPPORTED?!!! - on an Asus Commando with the latest BIOS
Memory: 2048 MB OCZ Titanium 8000 DDR2
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600) - Clean install - fully updated.
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 7900 GTX/PCI/SSE2
February 10th, 2007 at 4:19 PM
CPU: Not supported (2992 Mhz) (dual P4, 3.0Ghz)
Memory: 2046 MB
OS Version: Microsoft Windows XP Service Pack 2 (Build 2600)
Graphics Card Vendor: ATI Technologies Inc.
Graphics Card: RADEON 9200 Series DDR x86/SSE2
OpenGL Version: 1.3.1072 WinXP Release
My initial comments, above, about improved frame rates and faster texture loads have proven to be incorrect. It appears that certain textures are still taking way longer, there are odd artifacts in the textures, and my frame rates, overall, aren’t really any different. (all compared to the regular viewer.)
February 10th, 2007 at 4:46 PM
Okay cleared my cache and it ran for me.
February 10th, 2007 at 4:56 PM
Gillian Waldman said: “Totally agree. FL Island is no test for a new viewer. No one is there, no scripts running, and simple textures for the most part.”
Give the Lindens some slack, seriously. It appears as if they were testing comparisons using specific graphical loads, mostly heavy prims and twisted prims. It looks as if they were specifically wanting to isolate certain FPS-degrading causes, to better determine results.
Going to a lag-infested club with tons of variable load scripts and particles, with high numbers of avatars TPing in and out would make for a poor testing environment if you want specifics.
First Look clients have been hit or miss reliability-wise, however this recent version is working very smoothly for me, with exception to minor bugs (focus issue using Gestures menu, etc) and the Avatar Vertex Program crashes others have mentioned.
February 10th, 2007 at 5:11 PM
Substantial performance upgrade!
GeForce FX Go5200 w/32 megs - which I think qualfies in the “older” video card category.
I’m glad to see that you’re working hard on supporting the older video cards. SL is about ready to move out of the “early adopter” phase and into the main stream. The main stream user is going to have older video cards, as a general rule and maximizing performance for them will be the critical factor……..good work guys.
February 10th, 2007 at 5:12 PM
Yes - I understand it wouldn’t be possible to build a true test environment in the way I am thinking…I was just saying it won’t necessarily tell us whether the viewer will be usable in many instances.
Question - is anyone else not getting proper sound triggers? For instance, I have not heard the TP “whoosh” once since on this client. The trigger seems to be broken at least in my case.
February 10th, 2007 at 5:21 PM
1st Look beat the standard client hands-down at the test site.. but things are very different in the field. Very low frame rates, continual packet loss over 5%.. not worth using.
February 10th, 2007 at 5:50 PM
I like this FL the best so far. No crashes today but one long (20 second) pause where I though I had crashed but it recovered. Also note - notecards started working again normally.
I still think there are texture issues as those are still loading blurry for too long considering the graphics card I have, but better than previous ones.
FPS at the test site were excellent…about average at my home sim and same at other more popular sites.
Overall, I think it’s looking a lot better
February 10th, 2007 at 6:07 PM
I don`t say much improvment in the fps drops. In those high population islands. in low population ares and in controlled conditions fps are good. But in un controllingable sim/islands forget it.
February 10th, 2007 at 6:10 PM
71 Nye Mu Says,
where you in a volid sim? or a island that was population less? FPS rates for my 7900 gtx and 4400 x2 1100 watt goies way over 120 fps in these sims. Try goin gin to a very high population island or sim and see waht you have in fps.
Good Luck
Usagi
February 10th, 2007 at 6:24 PM
Okay. My background is in QE/QA. Look, I agree with Flack’s comments (Comment 80) about (78). The Lindens are more attentive than most companies at addressing customer issues. Give these people a break. this is not a multinational company with 1000s of people and endless resources. They have x amount of resources and put those resources to their best use.
Second Life 1.13.3