Allow me to get rid of one misunderstanding.
Firestorm 7 is not slower than Firestorm 6 because it has BoM.
Firestorm 7 is slower than Firestorm 6 (and only for those with underpowered machines, see way farther below) because it has the Advanced Lighting Model and Blinn-Phong turned permanently on. You know, the super bling-bling frou-frou luxury graphics mode that turned Firestorm before 7 into a slideshow on machines with Intel GMA on-board graphics, dual-core CPUs and puny 4GB of RAM. It's no longer optional. It's always on now, on for good.
No way back to the old Forward Rendering mode. No turning the shaders off so that the world looks like 1997, but OpenSim runs halfway smoothly on a 2011 €400 supermarket laptop that shouldn't even be fit to run anything 3-D.
Why was that done? To improve performance.
You're laughing. But that's a fact. That's why Linden Lab decided to turn the Advanced Lighting Model permanently on in the official viewer and kind of forced the Firestorm devs to do the same.
The key point in this are small surface details. Rivets, zippers, gaps in brick walls, seams between floor or wall tiles.
Every professional 3-D game asset designer would use bump maps for them. Second Life and OpenSim have actually had this for years as part of Blinn-Phong. Just like every professional 3-D game asset designer would use specular maks for shiny.
Not so much SL creators. They kept putting small details onto the meshes. They kept carving gaps and seams into the meshes. They used eleventy thousand gajillion triangles for surfaces which, with a bump map, would only require two.
Why? Because users with 2011 €400 supermarket laptops who couldn't turn ALM on, much less Blinn-Phong, were customers, too. And like everyone in SL, they, too, bought the stuff that looked best. And super-detailed surfaces look better than flat surfaces with details painted on if you had Blinn-Phong off. At the same time, these creators only put on simple surfaces with painted-on highlights and shadows which was okay because that's what all the other creators did, too.
Only that it was especially those with the underpowered toasters whose viewers suffered under those unnecessarily hyper-detailed surfaces.
Not only them, though. From mid-range machines upward, people had fewer FPS with simple textures and hyper-detailed surfaces than with flat surfaces and Blinn-Phong bump maps. And let's be serious now: It isn't the people with over-a-decade-and-a-half-old bottom-of-the-line toasters who are the majority of SL users. The majority are those who have decent hardware which would have profited from Blinn-Phong, had anyone offered it. They outnumbered the toaster users. They were complaining, too. And they had more real-life moolah to throw at the Lindens than the toaster users. So they had a voice that was heard.
When the introduction of PBR was planned, the Lindens feared that the creators would either shun PBR altogether and stick with their simple surfaces or put shiny, metallic PBR materials with no roughness on the same hyper-detailed surfaces as always.
So what did the Lindens do? They turned the ALM and Blinn-Phong permanently on in the official viewer. That was to give creators an incentive to use bump maps for small surface details instead of super-complex meshes and improve the overall performance. There'd be no reason to make stuff for those with bump maps off if everyone has bump maps on.
To equal this, they did something to speed the viewer up that they should have done long ago. Before PBR, the official SL viewer was single-threaded. A relic from times when typical consumer machines had single-core CPUs. The PBR version became multi-threaded, eliminating the CPU as a bottleneck in the process.
The same thing happened to Firestorm. And many profit from this. I'm running 2018 upper-mid-range hardware. AMD Ryzen 3600X, 16GB RAM, AMD Radeon RX590 with 8GB VRAM, bog-standard SATA SSD. This is not high-end gaming hardware, and it has never been. All bought second-hand, actually. In fact, those with gaming machines would call it a toaster.
Still, Firestorm 7 is fast here. Faster than Firestorm 6, in fact. Because it can use up to 12 CPU threads and not only one. It gets me enough FPS even with shadows permanently on that I can cap them at 30. I even had days when I had forgot to turn reflections off again and didn't notice that. I often forget to turn the viewing distance back down from 1024 because I don't immediately notice it being that high.
But comments sections under posts like these really show that OpenSim is Second Life for those who can't afford Second Life. And who had never been able to afford a better machine than their 2011 consumer notebook powered by a bottom-of-the-line dual-core Arrandale Celeron with 4GB of RAM and Intel HD on-board graphics. A machine that's a pile of bottlenecks upon more bottlenecks, barely powerful enough to run Excel nowadays.
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