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Eleventh pre-alpha release for testing

May 11, 2025

This is still very experimental, with many features not implemented. It's offered for test use only. Please use a low-value alt account.

Changes

  • Stability update. Has successfully run for 24 hours.
  • Uses our own fork of Rend3, due to the abandonment of that project.
  • Slow region appearance has been fixed server-side.
  • Improved panic handling.

Known problems

  • Cursor position may be slightly off vertically when running the Windows version under Linux on Wine on some devices. Look for this on the login screen and report if you see it.
  • Clicking on objects is very coarse. It's using a bounding box around the entire prim. So get close and have a clear shot to the thing you are clicking on.
  • Touching down after flying will not end "Fly" mode.
  • Double region crossings with vehicles in Second Life are working better. Failures are still possible but rarer.
  • Region crossings in Open Simulator only work in some regions with a recent fix. Ubittest <-> Ubittest2 works.
  • Results in other regions may vary. We're working with the Open Simulator developers to clean this up.
  • In Open Simulator, entering a new region with an avatar on a vehicle may result in some vehicle parts being missing. The next region crossing will clean up the problem. This is a combination of a simulator bug and the lack of a workaround in Sharpview for that bug. The C++ viewers handle this more gracefully.
  • Motion extrapolation across region crossings needs work. Motion is far too jerky.
  • Frame rates vary too much. This is a problem with lock conflicts at the Rend3/WGPU level.
    Working on that. Slightly improved in 0.10.0
  • Open Simulator regions larger that 1024m x 1024m will cause an error, because the land mesh builder does not yet optimize large land meshes.
    1024 x 1024 regions and smaller work.

Notes

  • The four nearest regions are displayed. Objects are always shown at High level of detail.
    The world looks good, but we pay for that in network bandwidth.
    200Mb/sec is normal and 400Mb/sec is possible. If your Internet connection has data transfer limits,
    this can result in high bills.
  • If the viewer's cache is on a rotating hard disk, performance will be disappointing.
    A solid-state disk is needed.

Unimplemented features

  • Avatars are still blocks. Viewpoint is always first-person.
  • Texture animation is unimplemented.
  • New materials (PBR) are unimplemented.
  • Teleports are unimplemented.
  • Very little of the standard user interface is implemented.
  • Windows and Linux are supported, but not, as yet, MacOS.

Reporting bugs

- If there's a panic, there should be a popup. Please take a screenshot
and send to "info@animats.com".

This test release is being made available to a few volunteers for initial testing. Please do not re-distribute. Use a low-value alt account when testing.

Report problems to info@animats.com. Please attach a screenshot of any panic messages.