S24(8) DX Build 4255 Beta 1.1

 

Reflections without SSR :)

Oh, hello! Build 4255 is making its way to the download page right about now. Please clear your cache when you install it, as the shaders have had quite a bit of work done.

The image above shows the gist of what I mentioned last time and shows off the new unified cubemap system nicely. You get convincing reflections at a fraction of the cost of turning on full screen-space reflections (SSR).

Fixes and improvements

  • No more flicker on vertical surfaces. A nasty flicker caused by the temporal lighting and ambient occlusion has been stamped out.
  • UI polish. The interface has had a round of QA, and there are extra reset points in case things go south for you :)
  • Better environment presets. The environment settings now respect your tonemapping when you pick a sunrise, sunset or other preset from the menus.
  • DXVK updated. DXVK is now synced to the latest release.
  • Multithreaded avatar animation. Avatar motions can now be processed across multiple threads, which is a real boon in large crowds.

Behind the scenes

The old Linden Lab–style draw pools have all been retired, and the rendering pipeline that has existed since the beginning of time has finally been removed and replaced. The OpenGL extensions and headers have also been scrubbed from the client’s build process.

One particularly stubborn bone of contention has been the BRDF shader, which controls how light reflects off materials depending on their roughness. It has been a pain point on a lot of GPUs, so it has been replaced with a pre-generated lookup map. If the map isn’t available, the client falls back to a fast approximation shader based on an Unreal Engine example.



A quick note

I apologise in advance for the fairly constant updates, but I get the sense that anyone using this client is already the same sort of person as me: obsessed with patching and upgrades!

Finally, a big shoutout to the lovely people who have sent me some truly stunning images made with various GPU technologies. As it happens, they all play nicely with Direct3D. Who would have thought? 

Have a Lovely Week!

Warm Regards,

KL



Comments

  1. Hi again. Testing Beta 1.1. On my setup this sticks at the "Compiling Shader: Brdf Gen Fallback Shader" stage and sticks teher even when left for 5 minutes. As before I had to end the task with Windows Task Manager. But it does start properly when run a second time as before.

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    1. what driver version are you packing Austin,? see the Brdf shader only runs if it cannot load the premade map, and the shader itself is a fallback UE4 style which is supposed to be easier on the system

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    2. This comment has been removed by the author.

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    3. Windows 10 Nvidia Driver version: 582.78 releaesed 30-Sep-2026 (lastest available). GPU is Nvidia GTX1080 which is quite old of course but stuill works well.

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  2. Hi, KL. 2 problems I've noticed. Although the viewer is generally running well for me the colour settings aren't saving in preferences under the colors tab. It resets every log in. I've tried multiple times, and it's not that other prefs aren't saving, they are. It's only the colours as far as I can tell , which is irritating somewhat as I use the same ones on ever viewer being a little bit of a stickler about it.
    Also, how exactly is the implementation of RLV set up? it seems to work, I can turn it on, RLV seems to function, a collar for example and worn objects don't give any warnings RLV isn't active, but any locked item can be taken off when they shouldn't be able to. Locked collars with RLV active should never detach on an outfit change or be able to be taken off unless RLV is turned off first. Am I missing a setting in KRLV somewhere? Almost awesome now for me apart from this. It's definitely getting there.

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    1. Hi Mondy drop me a message on the SF forums with the specific commands or function in RLV since my version is a clean room implementation some specfics might be a little sketchy, i can always improve it in time for beta 1.2 , thanks also for the heads up about the color settings will make sure thats fixed asap!

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  3. Good to know the colour setting will be fixed(I will keep using the English spelling :P) The rlv does seem to work, it's more that I use RLV attachments that once locked under RLV shouldn't detach while RLV is enabled. Collars, cuffs, INM *cough* Some of them mean I don't need to add to every outfit folder, very useful. While locked they won't detach. In KV they do. They shouldn't! :) In all other viewers with RLV like FS and Cool VL they don't, so something isn't working quite right there.

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    1. Hi Mondy, color will be fixed deffo, it was the UI colorshift feature was resettting things thats now not the case, i have started working on RLV again and closing some 'knowledge gaps' I have specifically in the inventory actions section. Of course Cool and FS and any other client uses a superset of the rlva. In true Kirsten style that was not going to cut the mustard so KRLV is unapologetically written from scratch, and the feedback helps because essentially im working blind, I might write up a detailed wiki entry specifcally to detail known issues and user feedback will be essential to cover those oversights on my part :) WIP haha

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