News-Fall 2011
The Blofeld Library PDF Print E-mail
Written by Bookie Balogh   
A new library has emerged - one that you'll want to visit soon. Here are some pictures to entice you:
 
College and Education Fair PDF Print E-mail
Written by Snow Scarmon   

Coming in November


Fall is here and it's time for the first annual Second Life College and Education Fair


This past year has seen an explosion of new educational centers of all kinds. Some real world schools have a SL campus, other schools may operate entirely in SL. Several schools offer classes both in SL and at a physical campus.


Somewhere in the collection of colleges and universities represented at this College and Education fair, there are bound to be schools you’ve never heard of or seriously considered. A fair offers a low risk opportunity for you to learn a little more or allow yourself to be captivated by something off the beaten path.


The fair will be held in the exhibit area by the main CVL Reference Desk


 
Welcome Info Pub PDF Print E-mail
Written by Snow Scarmon   

Information Island is happy to announce the

Grand Opening of the new Info Pub

Opening celebration

info_pub_opening

And the mascot...

info_pub_mascot


InfoPub, Info Island (191, 43, 23)

 
Hunting the Lag Monster PDF Print E-mail
Written by Snow Scarmon   

The Dreaded Lag Monster



Lag is a term Second Life users have become all for familiar with.

the_lag_monster



It is a common occurrence to see comments about being bitten by the lag monster but lag comes in many shapes and sizes, shapes and levels of announce. Here are a few examples:



“My avatar takes forever to start walking and will keep walking after I try to stop”; chat does not appear for a long time; does not appear in the order sent; or does not appear at all. Lag can cause a long list of rez issues and of course our all-time favorite is getting kicked off without warning. These problems are just symptoms with a variety of causes. Let’s discusses the sources of lag and what you can do about it.



The first thing to learn is that no matter with whom you talk, you will not find anyone who will admit to being part of the problem. Lag is the hot potato of the SL.



When you are logged in, there are several things that have to work smoothly together to minimize lag. These are your computer, the Internet connection, and the Linden Lab servers and internal network and databases. There is plenty of blame to spread around so let’s start with your screen and working outward.



Your Computer:



Second Life is both graphics-intensive, and requires a lot of bandwidth to communicate with the Linden Lab servers. Therefore your computer must be capable enough to run the Viewer program with minimal problems.



Graphics Hardware: Your monitor and graphics card are what together produce the images you see on the screen. Graphics chips vary a great deal in speed.



CPU and Memory: The Second Life Viewer program tends to use a lot of your computer resources. On a windows system, typing Ctrl-Alt-Del will open the "Windows Task Manager", whose performance tab can show you the current percentage utilization of your CPU. If you find out it is stuck at 100%, you can shut down any other programs you have running, reduce the settings within the Viewer, or try a different viewer with lower requirements.



The program also uses several hundred MB of main memory. Once the real physical memory has been used up, most computers will swap data out to the hard drive temporarily. This is a slow process. If you see the "Commit Charge" (actual memory used) is more than the amount of physical RAM installed in your computer, you have two options: shut down other programs and reduce settings in the SL Viewer, or add more memory to your computer.

Rule of thumb
As a guide, 512MB would be barely usable, 768MB is usable on the lowest settings, 1 GB is adequate, and more than that is good, especially if you want to run other programs at the same time

Another interesting thing I have noticed is that no matter what configuration your computer has it will not match the specs listed under Linden Lab requirements. I harbor my own suspicions that a computer that matches those specs can even exist.

If you wish to compare your hardware and software the Linden Lag requirements you can check out their site http://secondlife.com/support/system-requirements/



Internet Connection



Second Life requires constant communication with the Linden Lab servers. Data speed is highest when you first arrive at a new location, are moving around quickly, or in an area where lots of people are coming and going. All of these require sending you new data so you can see it all.



If you are on a wireless router, or entirely wireless connection, you may not be getting these speeds. Dial-up is definitely too slow for Second Life. Once your surroundings have downloaded, your bandwidth will stabilize at anywhere from 4 to 50 kilobits per second. Paradoxically, a connection speed that is too high can cause problems. Your computer has to do something with the new data as it comes in. If it is too busy, it can miss data packets, which then get re-sent. This makes the problem worse.

In addition the routers do get outmoded. Just because it is still working does not mean it is working well. If your router is not at least N 300 it is not keeping up high connect speeds needed to run SL. A look at the bottom of your router will tell you the rating.

On the Server side:



The Linden Lab servers have to keep track of everything happening in a map region, and send that information to all the users who can see the region. If they have too much to do, they will slow down the simulator frame rate so as to not lose data. If too much communication is required to fetch data about objects and send them to all the users, they can become backlogged. That is what is happening when chat is messed up.



There is a Lag Meter to break down Client, Network, and Server lag, with corresponding lights show lag for each. A few things to look at on the "Statistics Bar" is percentage of packet loss. If packet loss shows as 0% that means you have a fast connection and you can experiment with increasing bandwidth for faster downloading. Another thing to watch is frame rate.

The "Statistics Bar" shows packet loss as a percentage. If it anything above 0% on a steady basis, go to top menu Edit > Preferences > Network > Maximum Bandwidth and try lowering the value to reduce packet loss. On the other hand, if you have a fast connection and can handle it, you can increase the bandwidth to download data faster.

 

On the same tab, Disk Cache Size: controls how much data sent from the servers is saved on your hard drive. This includes textures, animations, inventory list, sound clips, and other items. A higher setting will keep from having to repeat downloading items again when you see them.



Streaming audio and video media, and voice chat all require increased bandwidth. Look at the top menu bar and use Edit > Preferences > Audio & Video > Streaming Preference gives you choices about features you want and those you can turn off. . Voice chat also uses an accessory program from Vivox to run, and turning it off will also lower CPU use.

The Graphics Card Chart (http://wiki.secondlife.com/wiki/Typical_Frame_Rate_Performance_by_Graphics_Card/GPU) gives a relative range of performance for Second Life, though your frame rate will vary depending on settings and where you are in the 3D world. A more up to date relative ranking of cards can be found at Tom's Hardware Guide (http://www.tomshardware.com/reviews/best-graphics-card,2387-7.html). The lowest few groups on that list will not be able to run Second Life adequately. See the System Requirements page for basic information.

The Second Life world is both large and "live" (constantly changing). So some very fast algorithms (ie BSP trees and pre-compiled maps) used in other 3D games can't be used here. Instead the data to create the view has to be downloaded and then transformed into the 3D view in real time. This means you will get a lower Frames-Per-Second (FPS) rate than you will get with most other games.

To see what you are getting for frame rates, open the Statistics floating window using (CTRL - Shift - 1) or the top menu View > Statistics Bar item.



If you already know you have a lower performance video card, there are settings that will increase speed at the expense of quality. If you are getting good frame rates, you can set some of these higher:



Run Second Life in a window - Uncheck and select a lower resolution

Draw Distance - The single most important control that affects lag is how far from you world details become visible. When this distance doubles, the amount of data that must be downloaded and displayed goes up 4-8 times. So lowering this slider can make a big difference.

Shaders, Reflection Detail, Avatar Rendering: - All these checkboxes should be UNchecked.

Lighting Detail, Terrain Detail: - Set to Sun and Moon only, and Low, respectively.

Max Particle Count: - to 256

Mesh Detail: sliders all the way to the left

Filtering: - Leave unchecked

Antialiasing: - Disabled

Texture Memory (MB): - Normally set to same as your graphics card memory size

 

As you have probably guessed by now, a SL performance is a complicated series of interacting systems that make it nearly impossible to narrow the blame down to just one thing.



On the up side, symptoms can sometimes help to pin-point areas to check.



"I can't walk (I can only rotate in place)", "my avatar keeps moving several minutes after I try to stop", and "the mini-map turns red (or objects and the terrain disappear)".



  • All of these are signs that you are (at least partially) disconnected from Second Life. While you're logged into Second Life, you're connecting to several different parts of the Second Life servers (for the region you're in, your inventory, your cash balance, etc.) It's possible to get disconnected from some parts of Second Life and not others, resulting in your avatar getting stuck. When this happens, you need to close and restart Second Life to get reconnected.  If this happens consistently after a certain period of time (like a few minutes), it's likely there's other software on your computer (firewall or internet security software) that's disconnecting Second Life.


  • If you're using wireless, you may want to try a wired connection.


  • If this happens when someone else at your location tries to log onto Second Life, you might need to tweak your network a little to let multiple computers use Second Life.


  • Finally, the region you're in may be busy or overloaded. Try to see if going somewhere else reduces the problem.


This barely scratches the surface of the issues that feed the Lag Monster but it is a start.



Here are other places to check for answers.

* Graphics Cards - Information on selecting a card (http://wiki.secondlife.com/wiki/Graphics_Cards)

* How to identify your graphics card (http://wiki.secondlife.com/wiki/How_to_identify_your_graphics_card)

* Updating drivers - Having the latest drivers can improve performance a bit  (http://wiki.secondlife.com/wiki/Updating_drivers)

* SL's Knowledge Base (http://wiki.secondlife.com/wiki/How_do_I_check_for_packet_loss_%28network_lag%29%3F

 

 
The Only Constant PDF Print E-mail
Written by Hypatia Dejavu   

cvl_logoThe saying goes that “there is no constant but change;" this holds true in both the real world as well as the virtual world of Second Life. Over the last several years this has applied well to the library presence in Second Life, originally founded by the Alliance Library System of Illinois, the project that started as a small rented plot and grew rapidly. At the peak the project spanned nearly a dozen sims between core islands and special projects.


Then, as we all know, the economy went south and with it library funding. To preserve real life services the Alliance Library System made the hard choice to defund their Alliance Virtual Library  (AVL) project. Fortunately the head of the project, Lori Bell, decided that she didn’t want to see the project simply end. And so she made the decision to offer to pass the torch to three of the principal volunteers and department heads of the Alliance Virtual Library.


This offer resulted in Abbey Zenith, Hypatia Dejavu, and Rocky Vallejo taking up running the core of the AVL project under the new name of the Community Virtual Library. CVL would comprise Info Island, Info Island International, and Cybrary Island II with the addition of Imagination Island. All the remaining sims were passed on to other interested parties or terminated as their tier periods ran out.


To support this effort and preserve educational pricing, CVL began the long process of founding a nonprofit organization. This was needed because the new organization would have no real world organization supporting it, funding it, and providing nonprofit status. CVL would have to operate on donations, grants, and under its own auspices.

Fortunately for our library community this all worked. The nonprofit was formed, our volunteers stayed, and interested patrons continued to come and use the library. All was stable and good… but remember that thing about change?


The change this time came with news. Although the Internal Revenue Service had just granted CVL nonprofit status, Linden Labs had made a decision to end nonprofit and educator discounts altogether. The only saving grace is that they would allow qualified organizations to renew for 12, 18, or 24 months at the old rate. And so we, the CVL board talked, took meetings, crunched numbers, and reached some conclusions. We could manage to keep and renew all of the sims except for Info Island International if we could be reasonably successful with a November of fundraising activity.


November came and went with many fund raising events which received an amazing response. Thanks to volunteers, supporters, and a couple of anonymous donors, CVL is able to renew all of the core sims for another 24 months. This assures both the viability of the Community Virtual Library and  a minimum of begging for the next two years.


Out of this shift the biggest shift is underway. The Community Virtual Library is clearing out Info Island International in preparation for its deletion in January 2011. The hole left by removing the sim will be filled by shifting Cybrary Island II into its place. This has the advantage of not only filling the hole but also giving the institutions on Cybrary II better access to CVL’s core services and collections on Info Island.


In this shift there were three large concerns for us; the collections already on Info Island, the LIS Student Union on International, and the Reference Desk on International. All three of these resources are popular and speak to the core missions of the Community Virtual Library.


Our collections will be moving into a smaller footprint with a slightly larger focus on web based resources and rotating collections to use the space well. In addition the buildings have been redesigned to be friendly, easy on the eyes, and as low on lag as we can manage on a busy sim.


At the same time we’re working to accommodate the Student Union as part of our commitment to library science students. This means we’re shrinking some areas and moving others to clear an area to allow them to move their facility and displays over to Info Island without too much disruption.


Finally, the reference desk will be moving back to Info Island where it started several years ago. It will be right next to the current welcoming plaza in front of the auditorium which is the hub of the sim. The new desk is in a friendly style with a ramp for easy access and a bike rack like any good library should have. We’re expecting service to shift from the International location to the Info Island location right after Christmas. This should be a seamless transition to a new spot.


Thanks to the dedication of our volunteers and the kindness of our donors the Community Virtual Library will be with us for at least the next two year. That’s a very long time in the terms of virtual worlds and when we reach that point I somehow think we’ll figure out how to continue.