Releases

What's new

Every Slipstream release, newest first: what we added, what we fixed and what changed. Found a problem? Please let us know.

1.4.4 Latest

October 26, 2026 · Downloads

A stable update for 1.4 that fixes a crash after uploading a sound longer than 30 seconds. It was checked with Vulkan's validation tools before release.

Fixed

  • A crash when closing the Sound Preview after uploading a sound longer than 30 seconds (one that is split into several clips).
  • Fewer repeated alpha-analysis lines in the log on busy scenes.

Changed

  • When a long sound is split into clips for upload, the upload window now shows the real length of the last clip.

1.5.0 Beta 3

October 26, 2026 · Downloads

A round of fixes for ray-traced lighting and shadows: no more blue-tinted dark materials, cleaner shadows and global illumination around moving lights and avatars, and a fix for broken rendering on some AMD integrated graphics. Snapshots larger than your window are sharp again. It was checked with Vulkan's validation tools before release.

Fixed

  • Dark and black PBR materials no longer render as a saturated blue under very bright skies and environments.
  • Light no longer leaks into areas that should be in shadow (for example under tables) with soft shadows from local lights.
  • Avatars no longer look very noisy for a moment when they come out from behind something.
  • Much less flickering noise in global illumination near moving lights.
  • Fewer flickering dark specks in ray-traced shadows when the shadow resolution is below full (still some with DLSS or FSR on).
  • Scenes rendering wrong (missing or broken objects) on some AMD integrated graphics.
  • Snapshots larger than your window came out slightly blurry; they are sharp again.

1.4.3

October 26, 2026 · Downloads

A stable update for 1.4 with two fixes from the 1.5 betas: broken rendering on some AMD integrated graphics, and blurry snapshots larger than your window. It was checked with Vulkan's validation tools before release.

Fixed

  • Scenes rendering wrong (missing or broken objects) on some AMD integrated graphics.
  • Snapshots larger than your window came out slightly blurry; they are sharp again.

1.4.2

October 25, 2026 · Downloads

A stable update for 1.4 that fixes a startup crash on some AMD graphics drivers on Windows and brings a few camera, snapshot and bug-report fixes from the 1.5 betas. It was checked with Vulkan's validation tools before release.

Added

  • Dynamic camera option for the third-person shooter camera -- Esc switches between the shooter camera and the normal follow camera with a free mouse pointer. Preferences > Move & View

Fixed

  • A crash a few seconds after the login screen on some AMD graphics drivers on Windows. If a graphics driver keeps crashing while preparing one particular graphics effect, Slipstream now turns just that effect off for that driver (and tells you) instead of crashing every time; a driver update turns it back on.
  • Bug reports include memory status on Windows too, so out-of-memory problems are easier to diagnose.

Changed

  • Turning on the third-person shooter camera in settings no longer grabs your mouse right away; Esc on the shooter camera now returns to the camera following your avatar.
  • After orbiting with the right mouse button or a 3D mouse, the pointer comes back in the middle of the window (setting MouseReleaseToCenter).
  • The "not enough memory for this snapshot size" notice appears once instead of repeating, and explains what to do.

1.5.0 Beta 2

October 25, 2026 · Downloads

A new look for the interface: every icon is now a crisp vector icon that stays sharp at any UI size and on high-resolution screens, with colours that tell item types apart in your inventory (the old icons are one click away). This beta also fixes a startup crash on some AMD graphics drivers, smooths out the soft shadows from local lights, and brings a round of camera, snapshot and inventory improvements. It was checked with Vulkan's validation tools before release.

Added

  • New icons -- the whole interface uses a new filled vector icon set (Phosphor), sharp at every UI scale and on hi-DPI screens, including checkboxes, radio buttons and scroll bars. Inventory item types are colour-coded. Prefer the old look? Switch back instantly with Classic icons. Preferences > Advanced (Classic icons)
  • Your #RLV folder is pinned to the top of your inventory when RLVa is on (can be turned off with the debug setting SLInventoryPinRLVFolder).
  • Dynamic camera option for the third-person shooter camera -- Esc switches between the shooter camera and the normal follow camera with a free mouse pointer. Preferences > Move & View
  • Snapshot file names can follow your own pattern (date, time, region, size, counter) with the debug setting SnapshotFileNamePattern, and saving never overwrites an earlier snapshot.

Fixed

  • A crash a few seconds after the login screen on some AMD graphics drivers on Windows. If a graphics driver keeps crashing while preparing one particular graphics effect, Slipstream now turns just that effect off for that driver (and tells you) instead of crashing every time; a driver update turns it back on.
  • Blocky dark patches and rimmed blotches in the soft shadows from local lights (shadows from every light).
  • Bug reports include memory status on Windows too, so out-of-memory problems are easier to diagnose.

Changed

  • Turning on the third-person shooter camera in settings no longer grabs your mouse right away; Esc on the shooter camera now returns to the camera following your avatar.
  • After orbiting with the right mouse button or a 3D mouse, the pointer comes back in the middle of the window (setting MouseReleaseToCenter).
  • The texture and material pickers explain why some items are hidden when you edit something you are wearing.
  • The "not enough memory for this snapshot size" notice appears once instead of repeating, and explains what to do.

1.5.0 Beta 1

October 25, 2026 · Downloads

The first 1.5 beta brings ray-traced global illumination: light bounces off walls, floors and objects, rooms are lit by what's around them, and lit surfaces like lamp shades and screens light the world. It is off by default and heavy: please try it, but in most scenes it needs an upscaler to be playable -- ideally NVIDIA DLSS (see the DLSS setup guide), or FSR. Also new: soft shadows from every light, DLSS Super Resolution and Ray Reconstruction, ray-traced ambient occlusion and mirrors, fog from fog machines, and a large round of graphics speed-ups. Like recent releases, it was checked with Vulkan's validation tools before release. Want the newest work as soon as it is built? Try Jetstream, our automatic build of the development branch.

Added

  • Ray-traced global illumination (off by default) -- bounced light from the sun, sky and every light, with a radiance cache for multiple bounces. Sealed rooms stay dark, coloured walls tint the light around them, and glowing (emissive) surfaces such as lamp glass, screens and neon light their surroundings. Preferences > Graphics > Advanced > Ray-traced lighting
  • Shadows from every light (off by default) -- every light, projector and glowing surface casts soft ray-traced shadows, not only the sun and projectors. Preferences > Graphics > Advanced > Ray-traced lighting
  • NVIDIA DLSS -- DLSS Super Resolution and DLAA in the upscaler setting, with Ray Reconstruction as Auto / On / Off. DLSS needs a one-time setup with NVIDIA's own download, which Slipstream cannot ship. DLSS setup guide
  • Fog from fog machines -- fog-like particle effects turn into real volumetric fog that billows, settles and is lit by nearby lights, with quality and look settings. Preferences > Graphics > Advanced (Atmosphere), and Photo Studio
  • Hover text distance -- choose how far away floating object text stays visible and how quickly it fades (it used to vanish beyond about 12 m). Preferences > Advanced
  • Ray-traced ambient occlusion as an ambient occlusion choice, and ray-traced mirrors (off by default).
  • Rain and snow in real units -- precipitation set in mm/h and cm/h, from drizzle to blizzard, with visibility that drops in heavy weather and snow and wetness in ray-traced reflections.
  • Water reflects sound for room acoustics, and you hear differently with your head under water.

Fixed

  • A graphics card hang with ray-traced reflections, and lights that only lit the edges of their pool of light with ray-traced shadows.
  • Shadows from the sun no longer shimmer under DLSS when the sun and projector shadows are traced separately.
  • A lamp inside its own shade or lantern no longer blocks its own light in reflections and bounced light.
  • Alpha-masked shadow casters (leaves, fences) now cast shadows the way they are drawn in sun shadow maps.
  • Everything fixed in 1.4.1 -- see the 1.4.0 and 1.4.1 notes below.

Changed

  • Faster graphics -- the ray-traced shadow, lighting and reflection work was reorganised so the graphics card stays busier (about 15% less GPU time per frame in our test scene with ray tracing on), and the world's geometry costs less to draw.
  • Reflection probe captures use the same lighting as the main view at lower cost, and probes recapture only when something changes.
  • Dim lights fade out at the same distance everywhere -- in reflections, fog and bounced light as well as on screen.

1.4.1

October 25, 2026 · Downloads

Slipstream 1.4.0 with its Windows build. A compile problem stopped the Windows package of 1.4.0 from being built, so 1.4.1 is the first stable 1.4 release for Windows. For Linux it is the same as 1.4.0. See the 1.4.0 notes below for everything that is new in 1.4.

Fixed

  • The Windows build of 1.4 is available again.

1.4.0

October 25, 2026 · Downloads

Slipstream 1.4 is our fifth stable release: everything from the 1.4.0 betas plus the fixes below. It brings weather (rain, snow that builds up and drifts, wind and storms, all experimental and off by default), a new smaller and faster disk cache, ray-traced reflections where screen-space reflections can't see, room acoustics, volumetric fog and clouds, built-in effects, rebindable shortcuts, a reworked camera and many new chat options. Like the last betas, it was checked with Vulkan's validation tools before release. Thanks to TheSlowly for contributions to this release. Want the newest work as soon as it is built? Try Jetstream, our automatic build of the development branch.

Added

  • Smooth scrolling and smooth camera zoom -- lists, text and the mouse-wheel zoom glide instead of jumping.
  • Reset all scripts button in the Build window's Contents tab, with the same rules as Tools > Reset Scripts.
  • The chat key can focus an open Nearby Chat window instead of the chat bar, and the bottom-left chat bar can be turned off.
  • Scripted animation overriders paused with "Pause mine while it's worn" can be resumed, and the choice forgotten.
  • Rain and other weather sound loops no longer audibly repeat.

Fixed

  • Textures not loading for some people on Windows -- textures could wait for a region address that never came and never download. Textures now fetch through the region you're in, and bug reports show exactly where texture loading is stuck if it still happens.
  • Small textures (little prims, timers) are no longer starved of loading time when memory is tight, and partly loaded textures are kept in the disk cache instead of being downloaded again.
  • A graphics card hang ("graphics driver stopped responding") with ray-traced reflections and shadows on some cards.
  • A graphics driver crash when an avatar's animated mesh produced invalid positions.
  • Ray-traced shadows no longer drop avatars on graphics cards with memory to spare; they only step back under real memory pressure.
  • Snapshots with "Interface" on but "HUDs" off no longer include your HUDs.
  • The bottom chat bar no longer ends up partly below the screen after hiding and showing the interface.
  • Alt-clicking your own body no longer sends the camera far away.
  • Up and Down in the Debug Settings list now move to the next row (the list is sorted by name).
  • The chat console stays above the chat bar, joysticks and 3D mice work on Windows, World Freeze also freezes avatars arriving later, alpha-blended hair and eyes no longer look dithered without anti-aliasing, and a notice explains when a media plugin is blocked (often by antivirus).
  • More useful information in crash reports when the graphics driver stops responding.
  • Many more fixes from the 1.4 betas -- see the Beta 1 to Beta 8 notes below.

1.4.0 Beta 8

October 23, 2026 · Downloads

Brings back projector "ambiance" mood lighting that Beta 7 had darkened, fixes blotchy shadow-map shading on flat ground seen from above, fixes web pages and media not loading in the Flatpak, keeps dark pupils on glowing eyes from glowing, and adds a set of chat options for people coming from other viewers plus a Frame timings page for performance reports. Like the last two betas, it was checked with Vulkan's validation tools before release. Want the newest work as soon as it is built? Try Jetstream, our automatic build of the development branch.

Added

  • Console-style nearby chat -- nearby chat can show as plain text lines in the corner (with how long lines stay, how fast they fade, how many lines, text size and an optional dark band behind them) instead of message cards. Preferences > Chat > Alerts
  • Click-through chat cards -- clicks can go through nearby chat message cards to the world behind them, and you can set how long cards stay and fade. Preferences > Chat > Alerts
  • Contacts in Conversations -- the People button can open your contacts inside the Conversations window. Choosing the Firestorm layout on the welcome screen sets these chat options for you.
  • Received Items is now an ordinary folder in your inventory and always shows, even when empty.
  • Frame timings -- a page that shows where each frame's time goes on the graphics card and the processor, and can add a performance capture to bug reports. Preferences > Graphics > Improve graphics speed
  • Load neighbouring regions within -- choose how far away (up to 512 m) neighbouring regions are loaded, separately from your draw distance. Preferences > Graphics > Advanced
  • Wind direction variation for the weather, so snow and rain don't all fall at one fixed angle.
  • Bloom keeps colour -- a slider that keeps brightly glowing coloured things (a pink glowing eye) their own colour instead of washing out toward white, and an option for hue-preserving highlights. Preferences > Graphics > Advanced, under Bloom threshold

Fixed

  • Web pages and media in the Flatpak -- the media plugin crashed at start-up in the Flatpak (since Beta 4), so profiles, search, web floaters and in-world media did not load.
  • Glowing eyes -- on a texture set to glow, dark parts now glow less than bright ones, so the dark pupil of a glowing iris no longer glows along with it.
  • Blotchy or flickering sun shadows on flat ground seen from high up or zoomed out, with shadow maps (most visible at low shadow resolution).
  • Animated mesh worn as an attachment trailed behind its wearer in fast animations.
  • Another Slipstream user's head could stop following where they look until they switched it off and on.
  • The Links tab showed the wrong panels when you picked a link.
  • Faster lighting on some graphics cards with sun shadows off, and graphics shaders that compile only the parts your settings use.
  • More useful information in crash reports when the graphics driver stops responding.

Changed

  • Projector ambiance works as it used to -- Beta 7 made a projector's ambiance (its soft fill light) follow the projector's shadow, which darkened builds that use ambiance for mood lighting, such as a projector hidden under the ground lighting the trees above it. Ambiance is a soft fill light again; the projector's direct light and its image are still shadowed properly. Setting RenderVKProjAmbianceShadowedMode to 1 brings back the Beta 7 behaviour.

1.4.0 Beta 7

October 23, 2026 · Downloads

A fix beta. Parcel music works again on Windows, snow is much cheaper on smaller graphics cards and no longer builds walls along covered floors or slabs on trees, and footprints show up straight away. It also brings a small set of built-in effects with ready-made presets and a keyboard turn-speed setting. Like Beta 6, it was checked with Vulkan's validation tools before release. Want the newest work as soon as it is built? Try Jetstream, our automatic build of the development branch.

Added

  • Built-in effects pack -- a curated set of effects (curves, levels, vibrance, tonemap, sharpening, vignette, film grain, monochrome and colour balance) ships with the viewer, with four presets to start from (Gentle Grade, Film, Crisp, Black and White). Your own effects and presets still work and take priority. The effects are SweetFX by CeeJay.dk and prod80's effects, both under the MIT licence. Photo Studio > Effects
  • Keyboard turn speed -- make turning with A/D and the arrow keys faster or slower (0.25x to 3x). Strafing, mouselook and vehicles are not affected. Preferences > Move & View
  • Weather quality -- choose High or Low weather detail, or leave it on Auto, which picks Low on smaller graphics cards. Preferences > Graphics > Advanced > Lighting

Fixed

  • Parcel music was silent on Windows -- the stream connected and showed the song title, but no sound came out. A missing audio component is back in the Windows install, and if capturing the stream for in-world speakers ever fails, the music now plays normally instead of going silent.
  • Snow was slow on smaller graphics cards -- the lying snow is far cheaper to build, uses less video memory on 4 GB cards, and footprints and tracks now appear in the snow immediately instead of a moment later.
  • Snow walls and slabs -- snow now slopes in under roofs and covered floors instead of standing in vertical walls along their edge, and trees and other thin, raised shapes only get a dusting instead of slabs of snow sticking out of them.
  • Thin bright lines along seams and hair strand edges in sun shadow, with merged ray-traced shadows.
  • Avatars that could lose their animations or be crushed after their animation tables changed size.
  • Alt+Shift shortcuts stay on Alt+Shift; you can move them to Ctrl+Alt+Shift in Preferences if another program uses them.
  • The warning about another effects tool being active only appears when one is actually loaded into the viewer (it showed whenever ReShade was installed for any program), and it no longer reads like an error.
  • A startup check now warns when Slipstream is running on a graphics translation layer, a software renderer or the wrong graphics card -- the usual cause of white or missing textures -- and you can carry on anyway.
  • The welcome screen's Firestorm choice no longer says typing a letter starts chatting; letter keys always move you, and / starts chatting.
  • Two graphics API mistakes found by validation (switching reflection detail to ray-traced while running, and opening Photo Studio).

1.4.0 Beta 6

October 22, 2026 · Downloads

A stability-only beta. Beta 5 crashed for many people on Windows, so this one contains crash fixes and nothing new, and switches the new rendering paths that Beta 5 turned on back off until they have proven themselves. It is the first beta checked with Vulkan's validation tools before release, which found and fixed several mistakes that some Windows graphics drivers do not forgive. If Beta 5 crashed for you, please try this one and tell us how it goes. Want the newest work as soon as it is built? Try Jetstream, our automatic build of the development branch.

Fixed

  • Lost-graphics-device crashes on Windows -- several buffers (the projector shadow denoiser, the deferred lighting buffers, avatar buffers, the mirror and reflection targets and others) were re-created while a frame was being recorded. Most Linux drivers tolerate this; Windows NVIDIA drivers can lose the device. They are now re-created between frames.
  • A crash where the GPU could read a texture that had already been freed when avatar buffers grew (the avatar weather shelter textures), and one where a texture still in use by a frame could be freed.
  • Transparent surfaces were drawn without their index buffer in one pass when async compute was on, which some drivers may crash on.
  • Several smaller graphics API mistakes found by validation (missing buffer flags, overlapping uploads, uninitialised reflection probe faces, a missing synchronisation step for the snow mesh).
  • Your own head stopped following where you look while another Slipstream user nearby was sending where they look.
  • Some avatars could be crushed into a pile or lose an animation (for example the pose from their AO) when they arrived nearby.
  • The snapshot window's text and buttons disappeared after changing the resolution.
  • Shared poses now release bones and collision volumes the poser no longer moves.

Changed

  • New rendering paths are off again by default -- denoised ray-traced projector shadows, the newer shared shadow tracing, the light grid and fine light culling (also for see-through surfaces), terrain baking, projector shadows in volumetric fog and ray-traced reflection batching go back to the Beta 4 behaviour, and ambient occlusion goes back to SSAO. You can still switch them on yourself; if you had changed one of these settings, your choice is kept.

1.4.0 Beta 5

October 22, 2026 · Downloads

A stability and polish beta. Async compute now chooses itself per graphics card, to head off the reported "graphics driver stopped responding" crashes. Snow gets tidier edges, sound is absorbed by lying snow, the right mouse button camera has been reworked, F11 toggles fullscreen, and ray-traced shadows and reflections are cleaner and cheaper, and projector light no longer shows through walls. Plus a Contacts tab and a nearby chat overlay with reworked chat alerts (thank you, TheSlowly) and glTF export. If you have been getting graphics crashes, please try this beta: the async compute change may fix them.

Added

  • Contacts tab in the conversations window -- your friends with their profile pictures and rights, your groups and your contact sets in one place, with the usual IM, profile, teleport, map and pay buttons (contributed by TheSlowly). Communicate > Contacts
  • Nearby chat overlay and chat alerts -- nearby avatar and object chat can show as a compact plain-text overlay or as message cards, independently of chat bubbles. Alerts are reorganised per message type (IMs, groups, nearby chat, objects), each with its own conversation flashing, taskbar flashing, sound and popup/overlay choice; your existing alert settings are carried over. The conversations window title now shows the active conversation (contributed by TheSlowly). Preferences > Chat > Alerts
  • Fullscreen on F11 -- switch fullscreen on and off while running, as borderless or exclusive fullscreen. The shortcut can be rebound. World > Fullscreen; Preferences > Graphics > Advanced > General
  • Export to glTF -- save your own full-permission objects and linksets as a glTF 2.0 file, with names, materials and textures. Anything you do not have the rights to export is refused, and the notice says which part. Build > Object > Export as glTF, or right-click > Save as
  • Snow absorbs sound -- deep snow deadens sound and cuts the echo outdoors, so snowy squares and fields sound hushed. Preferences > Sound & Media > Room acoustics
  • Fuller room acoustics -- loudness from reflections, measured reverb and extra bass near walls are now separate options you can turn off, and sounds around you now get louder when their reflections reach you. Preferences > Sound & Media > Room acoustics
  • An option to turn off the wind sound while flying. Preferences > Sound & Media
  • Rain and snow on avatars follow the whole avatar -- umbrellas keep the underside of the canopy dry, a snout no longer shows snow on the tongue, and wetness follows an avatar that moves to a new place.
  • Where you look -- the sent look direction now follows a free camera, eases smoothly, shows over animation overriders, and works with more mesh and pony bodies.

Fixed

  • Snapshots -- fine grain on flat colours in high-resolution and upscaled snapshots.
  • Fullscreen stretched the interface on widescreen displays, F11 did nothing while a gesture owned the key, and HUDs ended up misplaced after switching.
  • Crashes and lost-graphics-device errors on some systems with async compute, ray-traced probes and ambient occlusion. Together with the async compute change above, this may fix the graphics crashes several of you have reported -- please let us know.
  • 'Walk backwards facing forward' switched off in the AO now turns walking avatars round the way it already did for running.
  • Some Contacts profile pictures failed to load or sorted wrongly by online status, and some list cells showed no tooltip.
  • Certificate dates in some roots were wrongly treated as expired.

Changed

  • Right mouse button camera reworked. Pressing the right button no longer changes anything by itself (no refocus, no turning your avatar); dragging past a small distance orbits the camera around its current focus. Ctrl+Shift pans and Alt zooms. A and D strafe while the right button is held, and clicking your own avatar no longer refocuses the camera. The hold-to-orbit timing settings are gone. Keys that were bound to more than one mode are cleared together.
  • Async compute chooses itself. Slipstream now decides per graphics card whether to use async compute. It is off on older NVIDIA cards (Pascal, Maxwell and Volta), AMD Radeon RX 6000 cards on AMD's Windows drivers, AMD integrated graphics (APUs) and Intel graphics, and stays on for NVIDIA RTX and newer and AMD discrete cards otherwise. This is aimed at the reported "graphics driver stopped responding" crashes. You can still force it on or off, and the choice is shown in About. Debug setting RenderVKAsyncCompute (-1 automatic, 0 off, 1 on)
  • New defaults -- ground-truth ambient occlusion (GTAO), the light grid for many lights, terrain baking, adaptive texture compression on every card that supports it, and denoised ray-traced projector shadows are now on. The texture compression change applies once to people who had left it on automatic. Your own choices are kept.
  • Ray-traced shadows -- the sun and moon are now traced together with projector shadows and cleaned up in one pass, so there are fewer thin lines along mesh edges. Projector light, including its soft "ambiance" glow, no longer shines through walls into the next room, and projectors past the first few on a surface are shadowed too.
  • Faster ray-traced reflections -- rays are spent where reflections are strong and the surface is smooth, with fewer on dull or rough surfaces and a cheaper way of lighting what a reflection hits, which helps most in busy clubs.
  • Faster pools and other see-through surfaces -- big transparent surfaces such as pools under many lights cost much less to draw, and no longer trace shadow rays for every pixel.
  • Volumetric fog respects projector shadows -- the beam of a projector stops at a wall instead of lighting the fog in the next room.
  • Snow edges and slopes -- deep snow slumps into natural ramps, hands over from near to far snow without a visible seam, no longer forms under water, and its edges are finer and no longer leave holes. Edges under roofs and other covers are still being worked on.
  • Weather across regions -- crossing into another region keeps the weather, and fades it only if the new place is clear. Teleporting starts the new place fresh, and snow follows the fade when crossing.
  • Sharper distant particles -- small, faraway particles no longer turn blocky or blurry.
  • Dance starter gestures from the default library are switched off once for each account, so they stop taking over keys such as F11. Slipstream logs and hints when a gesture owns a key.
  • Media and parcel music addresses, and the grid status feed and server release notes, are checked more strictly.
  • Slipstream now compiles graphics pipelines one at a time on Intel graphics with Windows, and for a few sessions after a crash while compiling.

1.4.0 Beta 4

October 21, 2026 · Downloads

A security fix: the built-in browser and Slipstream's own connections now refuse revoked security certificates, including the compromised eMudhra certificates. Plus rebindable menu shortcuts, umbrellas and hats that keep you dry, knee and paw prints in snow, wind you hear through open windows, and snapshots taken straight from what you see.

Added

  • Rebindable shortcuts -- every menu shortcut, and keys like window cycling, shout and whisper, and find, can be changed. Conflicts offer to swap or clear the other key. Preferences > Controls > Menu and other shortcuts
  • Umbrellas and hats keep you dry -- what an avatar wears now shelters it from rain and snow, and rain splashes on the canopy. World > Weather > Avatar shelter
  • Knee, hand and paw prints -- kneeling, crawling or a four-legged walk leaves prints in the snow, not just feet.
  • Wind through openings -- indoors, wind whistles and howls through the windows and gaps facing it, from their direction.
  • Parcel speakers can be child prims of a linkset, and Doppler can be turned off for them (now off by default).
  • Projector shadow denoiser (experimental, off by default) -- cheaper ray-traced projector shadows for clubs with many lights, with no limit of four shadowed projectors. Debug setting RenderVKProjStochastic

Fixed

  • Security: the built-in web browser and Slipstream's own secure connections now check whether a site's security certificate has been revoked, using the same revocation list as Chrome, and keep it up to date. Sites using the compromised eMudhra certificates are refused.
  • Weather stayed behind after teleporting to another region, and a parcel's snow and its sound could follow you to a region without weather.
  • Turning the Weather switch off now clears all snow, wetness and weather sounds at once (no more late thunder).
  • Snow on avatars now melts under cover even while it is still snowing.
  • Vehicles leave ruts in snow with any graphics settings (they needed shadows or anti-aliasing on before), and a parked vehicle sits in the snow instead of sinking into it.
  • Dark blotches and a dotted pattern on snow, most visible with shadows off and a low sun.
  • After the graphics driver stopped responding, Slipstream now offers to send a crash report next time it starts.
  • New Slipstream users' letter keys always move the avatar, even when importing settings from another viewer.

Changed

  • Snapshots are taken from what you see on screen instead of rendering the scene again, so they are faster and match the view.
  • Bug reports filed after being disconnected from the grid now include the lead-up to the disconnect.

1.3.2

October 21, 2026 · Downloads

A security hotfix: the built-in browser and Slipstream's own connections now refuse revoked security certificates, including the compromised eMudhra certificates.

Fixed

  • Security: the built-in web browser and Slipstream's own secure connections now check whether a site's security certificate has been revoked, using the same revocation list as Chrome, and keep it up to date. Sites using the compromised eMudhra certificates are refused.

1.4.0 Beta 3

October 20, 2026 · Downloads

Weather keeps growing: water now runs off roofs, vehicles plough tracks through snow, and a master switch turns it all off. Parcel music can play from in-world speaker objects (experimental, off by default), room acoustics now carries sound around corners and through doorways, and many sounds that sometimes refused to play now play. Plus security hardening for pose sharing and the Slipstream Helper.

Added

  • Run-off -- rain runs off roofs, awnings, tables and trees -- drips and streams fall from their edges, the ground under a drip line puddles first, and walls and roofs carry rivulets that merge into a sheet of water in heavy rain. World > Weather > Run-off
  • Tracks in snow -- vehicles and moving objects press packed tracks into deep snow, with low banks along the sides.
  • Weather master switch -- one checkbox turns all weather off (your own, a parcel's and the sky's) without losing your settings. Snow depth and accumulation rate are now sliders. World > Weather
  • Parcel music from in-world speakers (experimental, off by default) -- parcel music can play from speaker objects placed on the land, with left / right / sub roles, range, direction and room acoustics. Set a prim up with the new right-click tool. Preferences > Sound & Media; right-click an object > Tools > Set up as speaker...
  • Room acoustics (still off by default) -- sounds in another room get that room's reverb, and sound now reaches you around corners and through open doorways. Preferences > Sound & Media > Room acoustics

Fixed

  • Sounds that sometimes never played -- music player songs cutting out, gesture sounds, and sounds that failed once and then stayed silent all session.
  • Thin white lines around the edge of the snow area, even indoors.
  • A rare graphics crash with ray-traced shadows on some graphics cards.
  • Slow memory growth during long sessions.

Changed

  • In the third-person shooter camera, guns now aim where the camera points (up and down too), and pressing fire turns your avatar to face the crosshair.
  • Snow no longer builds tall columns on small objects; it forms small caps that slide off steep sides.
  • Snow shows in snapshots (including high-resolution and 360 shots), and taking a snapshot no longer clears the snow around you.
  • Pose sharing and the Slipstream Helper are more secure. The helper reinstalls once after updating.
  • Media and parcel music URLs are checked more strictly, and stream station links always ask before opening.
  • If an RLV restriction stops you hiding your HUDs, Slipstream now says why.
  • Crash and media-plugin reports carry more detail, to help us track down driver and plugin crashes.

1.4.0 Beta 2

October 20, 2026 · Downloads

Weather arrives (experimental, off by default): rain, snow that builds up and drifts, wind, thunderstorms and wet surfaces, with recorded sounds. Plus tabbed Advanced Graphics settings, more audio formats for sound upload, and right-click camera orbit.

Added

  • Weather (experimental, off by default) -- rain and snow with wind, gusts and thunderstorms. Surfaces get wet, puddles reflect, and the ground stays dry under roofs and trees. Snow builds up over time, drifts in the wind, settles into slopes and rests on roofs, objects and avatars. Rain, roofs, wind, hail and thunder have recorded sounds that change under cover. World > Weather, or the Weather toolbar button
  • Parcel weather -- a parcel owner can publish weather for everyone on the parcel. Viewers that turn on shared weather all see the same weather, including the same gusts and lightning strikes at the same moment. Nothing is sent to the region; the setting lives in the parcel description. World > Weather > Set as parcel weather (needs rights to edit the parcel description)
  • Sound upload accepts Ogg Vorbis, MP3 and FLAC as well as WAV. Sounds longer than the upload limit are split into clips of about 30 seconds and uploaded one after another. Build > Upload > Sound
  • Hold the right mouse button to orbit the camera around your avatar. When the camera is following you, your avatar turns to face the way the camera points.

Fixed

  • The viewer could crash when another program used up nearly all graphics memory. It now keeps what it has and tries again later.
  • Build > Texture > Media showed an empty panel with its buttons on top of the other controls.

Changed

  • Advanced Graphics settings are split into tabs, and related settings such as god rays can now be set there too. Preferences > Graphics > Advanced
  • You can select and edit objects at any distance (the old distance limit is now off by default).
  • Ray-traced reflections cost less -- fewer rays for distant and rough surfaces, within a fixed per-frame budget.
  • Crash reports from crashes while compiling shaders name the shader, which helps us find driver problems.

1.4.0 Beta 1

October 19, 2026 · Downloads

The first 1.4 beta. A new disk cache that is smaller, faster and loads only what it needs; ray-traced reflections where screen-space reflections can't see; experimental volumetric fog and clouds; and room acoustics. The first time you start it, your existing cache is converted in the background (see below).

Added

  • Ray-traced reflections fill in where screen-space reflections have nothing to show -- off-screen objects, things hidden behind something, and the reflection of whatever you're looking straight at in a shiny surface. Glass and water reflect too. Needs a graphics card with ray tracing. Preferences > Graphics > Advanced > Ray-traced reflection fallback (under Screen Space Reflections)
  • Volumetric fog and volumetric clouds (experimental, off by default) -- lit 3D fog with sun shafts through it, and a raymarched 3D cloud layer shaped by the region's sky settings that casts shadows on the ground. Preferences > Graphics > Advanced > Volumetric fog / Volumetric clouds
  • Room acoustics (off by default) -- sounds pick up reverb from the space you're in, and walls muffle sounds behind them. Windows and other see-through surfaces block and reflect sound unless they are fully invisible; foliage muffles a little. Preferences > Sound & Media > Room acoustics
  • The client AO switches between stands, walks and other states without a visible gap.
  • Area Search can show script information for objects through the Slipstream Helper.
  • An option to keep the camera where you put it when your avatar moves. Preferences > Move & View > Reset the camera when the avatar moves

Fixed

  • Mesh attachments such as hair and manes could lose the textures on some of their faces after their level of detail changed, until the owner edited them.

Changed

  • A new disk cache. Textures, ready-to-draw textures, meshes, sounds and other assets now live in one compressed cache instead of hundreds of thousands of small files. It starts much faster, takes less space (meshes and assets about a third smaller), keeps within its size limits, and reads only the detail levels of a texture that are actually needed.
  • First start converts your cache. Your existing cache is moved into the new one in the background while you play -- about 15 minutes for a very large cache, a minute or two for a typical one. If you quit before it finishes, it carries on next time. If you go back to 1.3 afterwards, 1.3 starts with an empty cache and downloads again.
  • Textures stay sharp longer after you look away when your graphics card has memory to spare, so turning the camera doesn't reload them.
  • Screen-space reflections no longer show smeared copies of avatars behind the surface.
  • Region crossings hand off more reliably, including at high speed and in vehicles.
  • Bug report follow-ups notify you once until you've seen them, and not for replies on closed reports.
  • Build > Texture shows a lock only on objects you can't modify; Build > Object's physical Material applies to the whole linkset.

1.3.1

October 18, 2026 · Downloads

A hotfix for graphics driver crashes on AMD Radeon RX 6000 cards with AMD's driver (Windows).

Fixed

  • AMD Radeon RX 6000 series (RX 6400 to 6950 XT) with AMD's own driver could lose the graphics device ("graphics driver stopped responding") with ray-traced shadows or ambient occlusion on. Async compute is now off by default on these cards; other cards are unchanged. Debug settings RenderVKAsyncComputeQueue / RenderVKAsyncCompute (setting either yourself keeps your choice)

1.3.0

October 18, 2026 · Downloads

Slipstream 1.3 is our fourth stable release: everything from the 1.3.0 betas plus fixes for issues found in Beta 13. It is much faster on older and mid-range graphics cards and in busy places, uses far less memory, compiles shaders without hitching, and brings bulk mesh upload, Cluster LOD (experimental), a reworked Pose Studio IK, Sound Explorer, ground-truth ambient occlusion and much cleaner ray-traced shadows. Thanks to TheSlowly for many contributions to this release.

Added

  • Bulk mesh upload -- upload a whole folder of models at once, with physics and LOD meshes matched by name and the total cost confirmed first. Build > Upload > Model (bulk)...
  • Pose Studio IK, reworked, pose ease-in, Sound Explorer, a shape editor with up to four panels, Firestorm-style outfit window improvements and a texture resolution inspector.
  • Ground-truth ambient occlusion (GTAO), reflection probe compression, light through leaves with ray-traced shadows, and Cluster LOD for avatars (experimental).
  • Inventory keyboard cut / copy / paste, Blender-style middle-mouse camera, speed-based field of view, new chat options, derendering avatars and attachments, follow-ups on your bug reports, an FPS auto-tuner and an Arch Linux repository.

Fixed

  • Ambient occlusion could show a faint grid or diagonal bands that crawled as the camera moved.
  • The sun glow could show through roofs and other solid objects close to the camera.
  • With texture compression, alpha-masked textures (leaves, fences, trading cards) could get speckled holes or damaged corners.
  • Avatars could get stuck in their default standing pose and now recover on their own.
  • Land impact showed 0 while an object's cost was still loading; it now shows "..." and retries costs that don't arrive.
  • Build > Texture shows the face values (read-only) for objects you can't modify.
  • The Advanced Graphics window fits small screens, scrolls its settings and keeps OK / Cancel visible.
  • Many more fixes from the 1.3 betas -- see the Beta 1 to Beta 13 notes below.

Changed

  • Much faster on older and mid-range graphics cards (a GTX 1080 at 4K roughly doubled its frame rate) and in busy places -- particles and crowds no longer tank the frame rate, and frame pacing is smoother.
  • Shaders compile without hitching, and features you have turned off cost nothing. Shader compiling now uses at most a quarter of your memory, so 16 GB machines no longer run out of memory while it runs (seen with Intel Arc on Linux).
  • Much lower memory use, and memory from sims you've left is freed; running out of memory no longer crashes.
  • Ray-traced shadows are much steadier -- no bouncing, pulsing or smearing behind moving avatars -- and soft shadow edges no longer show a fixed dot pattern without anti-aliasing.
  • Smooth dark gradients no longer show visible colour bands when anti-aliasing is on.

1.3.0 Beta 13

October 17, 2026 · Downloads

The release candidate for 1.3.0. Much higher frame rates on older and mid-range graphics cards, smoother frame pacing, and lighter lighting and reflection work on every card. Please report anything that looks or behaves differently from Beta 12.

Fixed

  • Layered see-through parts on avatars (hair, clothing) could draw in the wrong order at some angles.

Changed

  • Much faster on older graphics cards. On a GTX 1080 at 4K, frame rates roughly doubled in our tests, at both Firestorm-like and high settings. Older cards no longer pay for draw slots that aren't used, and the surface and terrain shaders do less work.
  • Lighting is split into smaller steps -- the extra work for nearby lights only runs where a light actually reaches, which helps every card.
  • Reflection probes are captured with a lighter shader and share work between probes.
  • Smoother frame pacing. Distant shadows no longer all redraw at once when something changes nearby (such as a fullbright or glow toggle), which caused periodic stutters.
  • Bloom is drawn at half resolution by default (it looks nearly the same and costs much less). Debug setting RenderBloomResolutionScale (1 = full resolution)
  • Two-phase occlusion culling is off by default; in most places it cost more time than it saved.

1.3.0 Beta 12

October 16, 2026 · Downloads

A big graphics performance update aimed at older and mid-range graphics cards, no more hitching while shaders compile, seam and glow fixes on avatars, worn flexible prims are visible again, and lighter memory use with Cluster LOD.

Fixed

  • Flexible prims you wear (hair, tails, ribbons) weren't drawn.
  • Seams between separate meshes on some avatars with Cluster LOD on (e.g. where legs meet the body), including on meshes that were already seamless.
  • Glow masks -- on faces that use their texture's alpha as a glow mask (e.g. only the lights on a collar glow), the whole face glowed.
  • With ray-traced shadows, avatars with cel-shading outlines could have their face shadowed by their own outline.
  • The Snapshot to Disk shortcut (Ctrl+`) didn't work on some keyboard layouts (e.g. German).
  • The AO could switch back to the first animation after you picked another one.
  • Brief white, pink or noisy flashes from reflection probes are now detected and repaired automatically.
  • Bug reports keep long performance lines whole, so timing reports arrive complete.

Changed

  • Faster graphics, especially on older cards (GTX 10-series and similar). Shadows, the depth pass, lighting and ambient occlusion all do noticeably less work -- dynamic shadows only draw what each shadow area needs, distant shadow areas update every other frame, lighting is split into smaller steps, and ambient occlusion runs at half resolution with edge-aware upscaling.
  • Graphics settings are now built into the shaders, so features you have turned off cost nothing. When you change a setting that needs new shaders, the old look stays until they're ready ("Applying..." next to OK in Advanced Graphics) instead of the viewer hitching; switching back to a setting you used before is instant. Preferences > Graphics > Advanced
  • On first start (or after a driver update) the login screen now shows "Compiling shaders" and waits until the world can be drawn without hitching, instead of stuttering for the first minutes in-world.
  • Shader compiling is more careful with memory, which helps graphics drivers that can run out of memory while compiling (seen on some AMD cards on Windows).
  • Walking backwards no longer keeps your avatar facing forward by default (it could make you "moonwalk" when running towards the camera). The option is still in the AO settings. AO floater, "Walk backwards facing forward"
  • With Cluster LOD on, avatars are built from their highest-detail meshes, and memory is freed once that work is saved to disk.
  • The "#Slipstream Helper can't be taken off" notice no longer pops up when you change outfits -- only when you try to take the helper off yourself.

1.3.0 Beta 11

October 15, 2026 · Downloads

Fixes voice muting your other programs on Windows, bulk mesh upload, clearer underwater views, shadow fixes on smooth terrain, and better crash reports.

Added

  • Bulk mesh upload. Pick a folder (or many files) and upload all the models in one go. Physics and LOD meshes are matched automatically by name (_phys, _physics, UCX_, _LOD1, _low ...), your settings carry over from one model to the next, and the total cost is shown and confirmed before anything is spent. Build > Upload > Model (bulk)...
  • Develop > Render Metadata > Physics Shapes and Bounding Boxes are back.

Fixed

  • On Windows, using voice could turn down or mute other programs (music players, videos) since Beta 10.
  • Under water, views were far darker and foggier than the environment intended (the water's underwater fog setting was ignored).
  • With Smooth terrain on, low sun or moon could draw streaky shadow stripes across the ground at some zoom distances.
  • Avatar bodies using alpha masking (BOM with alpha layers) could show patchy holes, getting worse with distance.
  • World > About Land > Objects > "Show" now highlights the objects again.
  • A crash after turning the GPU timing debug settings on and off on some graphics cards.

Changed

  • Bug reports sent after a crash now include the end of the session that crashed, so the cause can be found. Unique machine identifiers are never written to the log.

1.3.0 Beta 10

October 15, 2026 · Downloads

A much better Pose Studio IK, eyes and makeup layers drawing correctly again, animated mesh casting shadows, crash fixes, and better voice support on Windows.

Added

  • Pose Studio IK, reworked. Whole limbs now fold when you pull a handle closer -- elbows, knees and the lower joints of pony legs, not just the shoulder or hip. Handles stay where you drop them (the limb reaches for them as far as it can), keep their own rotation (the hand or hoof follows it), and drag on a plane facing the camera so they don't drift in depth. A selected handle shows move arrows like the build tool; hold Ctrl for the rotate rings. Pose Studio
  • Pose ease-in. Changes to a bone ease in over a short time instead of snapping -- locally and for everyone you share your pose with. Pose Studio, "Ease"

Fixed

  • Eyes, lashes and makeup layers could draw in the wrong order since Beta 8 -- skin or eyeshadow showing over lashes and eyes, glowing eyes showing through closed eyelids.
  • Very large snapshots could crash the viewer; a size that doesn't fit in video memory is now reduced (with a notice) or refused.
  • Small or distant animated avatars and objects could flicker with patchy self-shadows when ray-traced shadows were on.
  • With ray-traced shadows at full resolution, distant flat ground and floors could show jagged or speckled shadow patches while the camera was still.
  • With Cluster LOD on, avatars and other rigged mesh were missing from snapshots.
  • Crash reports now record more about what the viewer was doing (teleport state, memory, the part of the frame being drawn).

Changed

  • Animated mesh (animesh) now casts shadows like everything else; it no longer counts against the "fully rendered avatars" limit.
  • Up to 1024 avatars and animated objects can be animated at once (was 256), for very busy places.
  • Voice on Windows uses a newer audio backend that handles multichannel and virtual audio devices (such as VoiceMeeter).
  • Help > Report Bug now includes all log lines with personal information removed (names, chat, addresses, credentials), so voice and other problems can be diagnosed.
  • Reflection probes are only re-captured when something they reflect actually changes (an edit, a moving object or avatar, the sky), instead of continuously -- less GPU work in quiet places.
  • Cluster LOD (experimental) uses noticeably less video memory and GPU time. Preferences > Graphics > Advanced

1.3.0 Beta 9

October 14, 2026 · Downloads

Dense mesh avatars no longer lose whole sections in crowds, more avatars get ray-traced shadows on large graphics cards, no more empty world at login, an experimental new level-of-detail system for avatars, and a batch of fixes.

Added

  • Cluster LOD for avatars (experimental) -- draws avatars and their attachments as small clusters whose detail follows their size on screen, instead of switching whole meshes between detail levels. Off by default; today it can use more video memory and be a little slower than the standard path in crowds. Try it and tell us what you see. Preferences > Graphics > Advanced

Fixed

  • Dense mesh avatars could lose whole sections (legs, body parts) in crowded places, because they were switched to their creator's lowest detail level. Large avatars now keep at least the detail any viewer would show.
  • Group chat could go blank after the conversation's history loaded, until you scrolled all the way up.
  • Clicking to focus the camera on distant objects stopped well short of your draw distance.
  • A crash when hovering the pointer over some objects.
  • Square blocks of the scene could turn white in places with many lights and shadow-casting projectors.
  • Hard lines where the reflections from two reflection probes meet are much less visible.
  • Switching to ray-traced reflections now waits until everything it needs is ready.
  • Right-clicking could stop opening menus after a while; the log now records what happened if it still occurs.

Changed

  • At login the progress screen now stays up (showing "Preparing graphics") until the graphics are ready, instead of dropping you into an empty world. Preparing them is also faster.
  • On graphics cards with more than 8 GB of video memory, ray tracing gets a bigger memory budget, so avatars no longer drop out of ray-traced shadows in big crowds.
  • If the viewer crashes soon after you raise a demanding graphics setting (ray-traced reflections, ray-traced sun or projector shadows), the next start puts that setting back to what it was instead of crashing again.

1.2.3

October 13, 2026 · Downloads

Fixes the mouse wheel and touchpad scrolling only one way on Linux.

Fixed

  • On Linux, smooth-scrolling mouse wheels and touchpads could zoom the camera out but not back in (and scrolled lists only one way). Scrolling now works evenly in both directions.

Changed

  • Removed leftover unused artwork from the original Alchemy viewer.

1.3.0 Beta 8

October 12, 2026 · Downloads

Memory from sims you've left is now actually freed, fewer hitches when avatars leave or come into view, light through tree canopies with ray-traced shadows, a smoother world map, and a long list of fixes.

Added

  • Light through leaves -- with ray-traced sun shadows, sunlight now passes through the far side of leaves and thin foliage instead of being blocked twice, so tree canopies cast softer, more natural shade and god rays. With Translucent shadows on, the light picks up the leaves' colour. Preferences > Graphics > Advanced
  • The status bar clock can show seconds and use 24-hour time. Preferences > General, or right-click the clock
  • Restore to Last Position is available in the inventory right-click menu for objects you've taken back.

Fixed

  • Decals, dirt and other see-through layers placed just above a surface (roads, floors) no longer flicker with TAA or FSR on.
  • With cel shading, surfaces seen at a low angle (ground, floors) no longer turn white; the rim light now outlines objects as intended.
  • Very bright reflections on shiny surfaces could turn dark or discoloured with HDR.
  • Smooth-scrolling mouse wheels and touchpads scrolled unevenly or not at all for small movements.
  • After teleporting, clicking objects could stop working for a while.
  • An error about creating a calling card or the Slipstream Helper could appear at login.
  • Some particle effects could jump to the wrong place or appear twice.
  • Some rigged mesh could be missing from ray-traced shadows.
  • Parts of an avatar could stay see-through (or not) after its textures finished loading.
  • Alerts and pop-ups now re-centre after the viewer window moves to another monitor.
  • Crash reports carry more detail about what was happening, especially on Windows.

Changed

  • Memory from sims you've left is now freed. Meshes, materials and textures from a sim you've teleported away from are released about 30 seconds after they're no longer in use, instead of staying in memory for the rest of the session. Visiting several sims (events, shopping) no longer piles up video memory. Returning to a sim after a while reloads it, like a first visit.
  • Fewer hitches when avatars and animated objects leave or come into view -- cleaning up objects that are gone is now spread over several frames.
  • The world map is much smoother when panning and zooming, and uses less memory on dense mainland.
  • Avatars close to you always animate at full rate; only distant ones are slowed down to save time.
  • Depth of field "focus follows pointer" now focuses exactly on what's under the cursor. Photo settings

1.3.0 Beta 7

October 12, 2026 · Downloads

A working FPS auto-tuner, much lower memory use, cheaper and more accurate object picking, and running out of memory no longer crashes the viewer.

Added

  • FPS auto-tuner -- "Tune once" finds settings that reach your target frame rate. It tests each change, keeps only the ones that actually help, and leaves alone the ones that don't (it tells you which). Undo puts everything back. "Keep my FPS" lowers settings temporarily when things get heavy and restores them afterwards. Performance window
  • Your monitor's refresh rate is now detected, so the FPS target no longer starts at 0.

Fixed

  • Running out of memory or video memory no longer crashes the viewer. A texture or mesh that can't be loaded is retried a little later, then skipped and noted in the log, so "things aren't loading" reports can be traced to low memory.
  • Fewer long freezes during region crossings and teleports when memory is tight, which could get you disconnected.
  • Crashes and disconnects now leave more to go on -- the last few session logs are kept, and Help > Report Bug includes memory details.
  • Terrain textures were kept in memory at full size for the whole session.
  • Your own avatar kept about 160 MB of unused appearance buffers in memory.

Changed

  • Much lower memory use -- the viewer no longer keeps an extra copy of every texture in system memory once your graphics card has it; textures reload from the disk cache when needed. In testing this cut texture memory from about 1.2 GB to under 0.2 GB.
  • On computers with less than 24 GB of memory, "Auto" texture memory now behaves like "Prefer disk cache". Preferences > Graphics > Advanced
  • Hovering and clicking objects is now done on the graphics card, freeing several milliseconds per frame on the main thread. Picks now match exactly what you see, including transparent parts, rigged mesh and HUDs, whether or not ray tracing is on.
  • The "Accurate rigged mesh picking" option is gone -- picking is always accurate now.

1.3.0 Beta 6

October 12, 2026 · Downloads

Much better texture quality and detail on integrated graphics (AMD Ryzen APUs such as the 5700G), plus inventory stability work.

Fixed

  • Integrated graphics (AMD Ryzen APUs) were limited to the small slice of memory set aside in the BIOS, usually 512 MB, so the viewer kept lowering texture quality, detail and draw distance. It now also uses shared system memory, the way these chips are designed to work.
  • The Advanced Graphics memory readout no longer says "(capped)" when your Maximum video memory setting isn't the actual limit, and says "(shared RAM)" on integrated graphics.
  • Hardened the inventory against a crash some Windows users saw shortly after logging in.

1.3.0 Beta 5

October 11, 2026 · Downloads

Keyboard cut / copy / paste in your inventory, Blender-style middle-mouse camera controls, an optional speed-based field of view, simpler copy and paste for object position, size and rotation, new chat options and a texture resolution inspector, plus a fix for a crash some users hit near avatars.

Added

  • Inventory keyboard shortcuts -- Ctrl+X, Ctrl+C and Ctrl+V cut, copy and paste items (Ctrl+Shift+V pastes as a link), using the same rules and confirmations as the right-click menu. Inventory
  • Drag through inventory tabs -- hold a dragged item over a tab (Recent, Worn, My Inventory...) and it switches to that tab so you can drop it there. Inventory
  • Expand all / collapse all buttons next to the inventory search box (also in the gear menu). Inventory
  • Middle-mouse camera (off by default) -- drag with the middle button to orbit around the point under the cursor, Shift+drag to pan and Ctrl+drag to zoom. A middle click still works as push-to-talk. Preferences > Move & View
  • Speed-based field of view (off by default) -- the view widens a little as you fly or drive fast and eases back when you slow down. Preferences > Move & View
  • Object position, size and rotation now have Copy and Paste buttons for each, plus Copy all / Paste all. Paste also accepts a vector like <1, 2, 3> copied from chat or a script. Build > Object tab
  • New chat options -- turn off the brackets around system messages, stop IM tabs flashing when friends log on or off, and hide the participant list under group chats (thanks, TheSlowly). Preferences > Chat
  • Texture inspector for tracking down blurry textures -- colour surfaces by how far their texture is below full resolution, and hover a surface to see its size and why it isn't sharper. Develop > Rendering

Fixed

  • A crash some users hit near avatars where there are dynamic reflections or shadows.
  • Ctrl+C / Ctrl+V in the inventory jumped the selection to an item starting with that letter (thanks, TheSlowly).
  • Clicking one inventory item and then quickly another opened the second one as if double-clicked (thanks, TheSlowly).
  • Shift+Enter in the chat bar now whispers, as it should.

Changed

  • Move & View preferences now scroll, with the camera options in their own section, so nothing overlaps.

1.3.0 Beta 4

October 11, 2026 · Downloads

Much steadier ray-traced shadows (no more bouncing, pulsing or smearing behind moving avatars), support for graphics drivers that only offer Vulkan 1.2, and the removal of third-party content we don't have rights to ship.

Fixed

  • Windows 7 refused to start Slipstream ("entry point CreateFile2 could not be located").

Changed

  • Ray-traced shadows no longer bounce or pulse without TAA, and a moving avatar's shadow no longer smears or trails; zooming in no longer makes shadows slowly "settle".
  • Older graphics drivers that only offer Vulkan 1.2 now work if they support the needed extensions; otherwise the startup message names exactly what the driver is missing.
  • Voice now uses WebRTC only. The old Vivox voice client (SLVoice) is removed, as we have no licence to ship it. Regions that only offer Vivox voice show voice as unavailable.
  • Colour-grading LUTs -- the bundled LUTs are removed, as they were someone else's copyrighted work. Your own LUTs in your LUT folder still work in Photo Studio.

1.2.2

October 11, 2026 · Downloads

Removes third-party content we don't have rights to ship, adds support for graphics drivers that only offer Vulkan 1.2, and fixes Windows 7 refusing to start.

Fixed

  • Windows 7 refused to start Slipstream ("entry point CreateFile2 could not be located").

Changed

  • Voice now uses WebRTC only. The old Vivox voice client (SLVoice) is removed, as we have no licence to ship it.
  • Colour-grading LUTs -- the bundled LUTs are removed (someone else's copyrighted work). Your own LUTs still work.
  • Older graphics drivers that only offer Vulkan 1.2 now work if they support the needed extensions.

1.3.0 Beta 3

October 11, 2026 · Downloads

Sound Explorer, a multi-panel shape editor, Firestorm-style outfit window improvements, WebP chat previews and better Pose Studio handles, plus much cleaner ray-traced shadows, ambient occlusion and god rays, and fixes for an AMD startup crash, texture Save As and outfit layer ordering.

Added

  • Sound Explorer -- see the sounds playing around you, who and what is playing them, and block a sound everywhere with one click (blocked sounds are listed with your other blocked items). World > Sound Explorer, or right-click an object > Sounds
  • Shape editor with up to four panels -- show several sections side by side (Head, Torso, Legs...), find a slider by name with Ctrl+F, and pop panels out into their own windows. Appearance > Edit Shape
  • Outfit window improvements -- avatar complexity per item and in total, a clothing layer counter, the attachment point next to each item, attachment tooltips, sorting by type, name or complexity, and Take Off / Detach for mixed selections. Appearance > Wearing, Edit Outfit
  • WebP images (still and animated) now preview inline in chat, like PNG, JPEG and GIF.
  • Pose Studio IK handles sit at the hands, hooves and wing tips of your actual mesh, can be placed out of reach like Blender's IK targets, have rotation rings like the build tool, and the knee/elbow handles bend the joint toward them. Me > Pose Studio

Fixed

  • Crash at startup or login on some AMD graphics cards (Windows) while shaders were being prepared.
  • Texture Save As failed with "Unable to download file"; a name without an extension now saves as PNG.
  • Moving clothing / BOM layers in the outfit editor did nothing until the editor was reopened, and the avatar didn't update.

Changed

  • Ray-traced shadows on smooth low-poly avatars no longer step triangle by triangle near the light's edge, and projector shadows now get the same denoising as the sun -- soft shadows are clean even without TAA.
  • Ambient occlusion stays the same strength at every camera distance, no longer draws lines along triangle edges on smooth meshes, and no longer bands across layered grass with GTAO.
  • God rays are denoised like ray-traced shadows, so they stay stable with fewer rays.
  • Nearby list profile pictures show for every visible row (a silhouette when there is no picture).

1.2.1

October 11, 2026 · Downloads

A stability fix for the stable release. Some AMD graphics cards on Windows crashed at startup or while logging in, as the graphics driver ran out of memory while preparing shaders.

Fixed

  • Crash at startup or login on some AMD graphics cards (Windows). When the driver runs short of memory while preparing shaders, Slipstream now retries with fewer at once instead of crashing.
  • The first launch after an update keeps its shader-preparation progress if it is interrupted, so later launches start faster.

1.3.0 Beta 2

October 10, 2026 · Downloads

Fixes Beta 1 failing to start on Windows, and adds ground-truth ambient occlusion, reflection probe compression, Pose Studio IK handles, derendering other residents' avatars and attachments, smoother region crossings, cheaper shadows, and faster inventory folder copies.

Added

  • GTAO ambient occlusion -- a more accurate alternative to SSAO for contact shadows in corners and creases. Preferences > Graphics > Advanced > Ambient Occlusion > Method
  • Reflection probe compression -- store reflection probes in less video memory (on by default; Block compressed uses the least). Preferences > Graphics > Advanced > Probe compression
  • IK handles in Pose Studio -- drag a hand, foot, head or hips and the limb follows; right-click to pin a limb in place. Me > Pose Studio
  • Derender other residents' avatars and attachments from the right-click menu, and a list to bring them back. Communicate > Derender / Blacklist List
  • Profile pictures in the Nearby list. People > Nearby
  • An option to hear distant voices at closer to equal volume (best effort).
  • Wireframe, Hide Selection, Physics Shapes and Bounding Boxes views for builders, and the legacy bump presets (brightness, darkness and the classic patterns).

Fixed

  • Beta 1 would not start on Windows ("entry point opj_decoder_set_strict_mode not found"). It shipped an old image-decoding library.
  • Object offer notices didn't link the giver's name.

Changed

  • Region crossings -- avatars, attachments and vehicles crossing a region border no longer vanish and reload.
  • Shadows -- projector and sun shadows are re-drawn only when something in them changes, so moving objects no longer force every shadow around them to redraw.
  • Avatars -- avatars holding a pose or animating at a reduced rate cost almost nothing between updates, and mesh seams are welded more cheaply.
  • Inventory -- copying folders and receiving items fetch and link in fewer requests.
  • Brightness and exposure now match the official viewer's weighting.

1.3.0 Beta 1

October 10, 2026 · Downloads

The first 1.3 beta: much faster in busy places (particles no longer tank the frame rate, crowds are lighter), newer voice and image decoding, follow-ups and replies for your bug reports, a scrolling chat history that reaches back through your logs, and a batch of fixes.

Added

  • Follow up on your bug reports -- the new My Reports tab lists the reports you filed, lets you add a comment (with a fresh log or screenshot), and pops up a notice when we reply or the status changes. Help > Report Bug > My Reports
  • Chat history that keeps scrolling -- scroll up in nearby chat, IMs and group chat to page back through your saved logs, and Find searches the whole conversation. Conversations you haven't opened yet no longer cost anything.
  • Graphics card selector -- choose which GPU Slipstream renders on (for example the integrated one, to save battery). Preferences > Graphics > Advanced
  • Sync tints keeps the Blinn-Phong and PBR tint of a face the same while you edit. Build > Texture
  • An RLV on/off checkbox, and an attachments used / allowed count on the Wearing tab. Preferences > Privacy; Appearance > Wearing
  • Arch Linux repository -- install and update with pacman (separate stable and beta repositories). Wiki > Installing
  • Optional automatic updates for the Linux tarball and Windows installer (off by default; experimental in this beta). Preferences

Fixed

  • Videos on a prim turned into a slideshow when you clicked away from them.
  • Copy / paste from the right-click menu didn't work in extra inventory windows.
  • Copying and pasting texture parameters claimed the textures weren't in your inventory.
  • The Music Ticker showed nothing for parcel radio streams; it now shows the station and the current track.
  • SLURLs weren't clickable in the notification list.
  • A crash after searching in chat and scrolling back down.

Changed

  • Particles -- heavy smoke, fog and glow effects used to cost a huge share of the frame; they are now lit once per particle and drawn at reduced resolution only when they pile up (a busy spot went from about 22 to about 80 frames per second).
  • Crowds -- distant and small avatars animate and update their ray-traced shadows less often, and a lot of per-frame bookkeeping for your own outfit is gone.
  • Voice now uses a much newer WebRTC (the same version as the official viewer). Your system may show the microphone as in use whenever voice is enabled, even while muted.
  • Image decoding uses OpenJPEG 2.5.4, with its official support for partially downloaded textures.
  • Uses less memory -- mesh data is freed once it has been handed to the renderer.
  • Ray-traced shadows on bent arms and legs no longer show stepped, faceted edges.

1.2.0

October 10, 2026 · Downloads

Slipstream 1.2 is our third stable release: everything from the 1.2.0 betas, plus fixes for issues found in Beta 8. It uses far less memory than 1.1 (busy places and long flights stay within firm limits), no longer crashes when video memory runs out, and brings Pose Studio, Photo Studio, ReShade effects, cel shading and much cleaner ray-traced shadows.

Added

  • Pose Studio -- a new poser with smooth dials, poses that play on top of your animations, sequences, a Pose Creator that saves .anim files, and pose sharing with other Slipstream users (posing someone else only after they accept). Me > Pose Studio
  • Photo Studio (formerly Lightbox), ReShade effects (load .fx effects such as SweetFX and prod80, with real depth) and cel shading. World > Effects, Photo Studio
  • Motion blur (Off / Realistic / Cinematic), weld avatar mesh seams and ignore fullbright. Preferences > Advanced
  • A new texture panel (contributed by TheSlowly), typeable slider values, A/D strafe, taskbar alerts, slow-crossing warnings, FBX import for mesh upload (experimental), and Ctrl+Backspace / Ctrl+Delete word deletion.

Fixed

  • The Move & View preferences tab was missing in Beta 7 and Beta 8 (including Show UI in Mouselook); it is back.
  • Ray-traced projector lights casting no shadow (or no light) after login; a graphics-driver crash with avatar seam welding; clicks and hover tips hitting where an avatar used to stand.
  • Bug reports failing to send, and the report window staying greyed out after one report.
  • Many more fixes from the 1.2 betas -- see the Beta 1 to Beta 8 notes below.

Changed

  • Memory -- downloads, decoded images, mesh and textures all have firm limits, so memory stays steady in busy places and on long flights (a heavy flight that used to climb past 50 GB now stays around 11 GB), and scenery and avatars take roughly half the video memory they used to.
  • Running out of video memory no longer crashes -- Slipstream frees what it can and eases quality down, textures before avatars on 8 GB cards, then brings everything back when there is room.
  • Ray-traced shadows are denoised on their own, so soft edges are clean without relying on anti-aliasing, and stacked foliage (shell grass) no longer shows a dark band at mid distance.
  • Foliage keeps its density at a distance -- alpha-cut textures (grass, leaves, fences, hair) keep their coverage in their smaller mip levels instead of thinning out.
  • Long flights at high draw distance no longer disconnect you (network draw distance, at most 25 connected regions); smoother region crossings; textures and mesh download faster and more politely.
  • Lighter crowds (simplified detail for distant avatars, cheaper avatar shadows), a much faster inventory, paced inventory copies that arrive complete, and Empty Trash that works on huge folders.
  • Ambient occlusion darkens small creases without drawing lines along the edges of smooth low-poly meshes up close. Anisotropic filtering changes apply immediately.

1.2.0 Beta 8

October 10, 2026 · Downloads

Running out of video memory no longer crashes, 8 GB cards keep avatars looking right in crowds, ray-traced shadows are clean on their own, motion blur arrives, and a batch of fixes including bug reports that wouldn't send.

Added

  • Motion blur -- Off, Realistic or Cinematic. Turning the camera never blurs; fast flight streaks the world and other avatars flying past streak. Preferences > Advanced > Motion blur
  • Weld avatar mesh seams -- closes the gaps and lighting lines where mesh body parts meet. Preferences > Advanced
  • Ignore fullbright -- draw fullbright surfaces lit like everything else, so glowing signs and bright prims get dark at night. Preferences > Advanced
  • Pose Creator -- build keyframe animations on top of Pose Studio and save or upload them as .anim. Pose Studio > Creator...
  • FBX import for mesh upload and Local Mesh (experimental; compare the preview with your DAE export before paying for an upload). Upload > Model
  • Ctrl+Backspace and Ctrl+Delete delete a whole word in text fields.
  • The third-person shooter camera now works while seated and in vehicles.

Fixed

  • A graphics-driver crash ("device lost") when avatar seam welding was on.
  • Hover tips, clicks and camera focus hitting a spot an avatar had already walked away from.
  • Bug reports failing with "malformed JSON", and the report window staying greyed out after sending one.
  • Ignore fullbright not applying until objects updated.

Changed

  • Out of video memory -- instead of crashing, Slipstream frees what it can and eases quality down, then brings it back when there is room. Texture sharpness now comes back in one step instead of over a minute.
  • Less video memory -- projector shadow maps are only allocated while you use them (about 320 MB back with ray-traced shadows), unused texture memory is compacted, some render targets share memory, and avatars take less than half the memory per vertex, so more of them stay at full detail.
  • Avatars on 8 GB cards -- when memory is short, textures give way before avatar detail, and avatar detail is only reduced for speed when the graphics card is actually the bottleneck. Quad-modelled bodies reduce to cleaner shapes.
  • Ray-traced shadows are denoised on their own -- soft shadow edges are clean without relying on anti-aliasing to smooth them, and shadows no longer crawl when something moves in front of them.
  • Video and web pages on prims stay sharp with TAA or FSR instead of smearing.
  • The Slipstream helper stays silent when you log in with another viewer.

1.2.0 Beta 7

October 9, 2026 · Downloads

Long flights at high draw distance no longer disconnect you, textures and mesh download more politely and much faster, and busy places use far less memory (a heavy flight that used to climb past 50 GB now stays around 11 GB).

Fixed

  • Being logged out during long, fast flights with a high draw distance.
  • A crash when many regions dropped at once after a connection problem.
  • Mesh sometimes stopping loading for minutes after a teleport.
  • Memory climbing without limit while flying through busy areas.

Changed

  • Asset downloads rebuilt -- textures and mesh reuse a small set of long-lived connections, requests are paced instead of sent in bursts, nearer things load first, and anything you've moved away from is cancelled before it's sent. Slipstream also backs off when the servers say they're busy.
  • Network draw distance -- Slipstream now asks the regions around you for objects out to 512 m (192 m while flying fast), even if your draw distance is higher, and keeps at most 25 regions connected. Your draw distance for rendering is unchanged. This is what keeps long, fast flights connected. Debug settings SLNetDrawDistanceMax, SLNetDrawDistanceFlightMin
  • Textures and mesh for objects farther away (side to side) than the network draw distance aren't downloaded; things below or above you in the same area still are, so you can see the ground from a skybox.
  • Memory -- downloads, decoded images and pending mesh requests all have firm limits now, so memory stays steady in busy places and on long flights, even on machines with lots of RAM.
  • Objects appear in small steady steps after a teleport instead of in long stalls.

1.2.0 Beta 6

October 9, 2026 · Downloads

Smoother region crossings, a lot less memory (about half the video memory for geometry and up to ~2 GB less system memory in busy places), fewer hitches, stronger ambient occlusion, a new texture panel, and many fixes.

Added

  • New texture panel -- every texture and material map at a glance, and Blinn-Phong maps editable without removing the PBR material first (Firestorm's panel, contributed by TheSlowly). Build > Texture
  • Docked texture panel -- when you pick a face in the Linked tab, the texture panel opens beside the Build window, so you no longer switch tabs for every link. Build > Linked
  • Type values into sliders -- sliders that show a number now let you type an exact value (for example draw distance 64).
  • Slow crossing warning -- if one of your attachments keeps holding up region crossings, Slipstream tells you which one.
  • Mesh upload improvements (contributed by TheSlowly) -- configurable LOD name suffixes with presets, physics shape presets, preview colours and a UV guide. Upload > Model
  • Ambient occlusion strength slider. Preferences > Graphics > Advanced

Fixed

  • Parts of distant avatars not showing in crowded places.
  • Emissive-mask textures glowing all over instead of only where the mask says.
  • Name tags flickering while your animation overrider moves your avatar.
  • In mouselook, clicks hitting your own attachments instead of the world.
  • Speckled "shadow acne" on surfaces lit by shadowed projectors.
  • Blurry HUD text and icons.
  • System body parts showing through mesh bodies after login.
  • Uploaded unrigged glTF meshes getting an extra 90 degree rotation (contributed by TheSlowly).

Changed

  • Region crossings are smoother -- crossing no longer rewrites and re-uploads the whole scene, cached shadows and anti-aliasing history carry over, and region loading and unloading are spread across frames.
  • Memory -- scenery and avatars take roughly half the video memory they used to, and busy places use up to about 2 GB less system memory. Textures are packed into far fewer memory blocks, which also cuts hitches when regions load and unload.
  • Ambient occlusion now darkens small creases too (under the chin, inside helmets, around ears), not just large gaps.
  • Running two Slipstream viewers on the same graphics card now shares its memory between them instead of both trying to use all of it.
  • Many behind-the-scenes speedups -- object updates, chat and IM logging, the object cache and terrain no longer stall the frame.
  • Alt-click camera focus now reaches beyond 512 m when camera constraints are off (contributed by TheSlowly).

1.2.0 Beta 5

October 8, 2026 · Downloads

Effects and cel shading arrive, crowded places get much lighter (smarter avatar detail, memory that fits, cheap shadows), high-altitude flicker is gone, and several crashes are fixed.

Added

  • ReShade effects -- load ReShade .fx effects (SweetFX, prod80 and more) into the viewer and run them before the UI, with real depth, so effects like depth of field and ambient occlusion just work. Turn effects on, pick and tune them in Photo Studio, and import ReShade .ini presets. World > Effects, Photo Studio > Effects; effect files go in your Slipstream folder under effects/Shaders
  • Cel shading -- toon lighting with outlines, for the whole scene, all avatars, just you, or avatars you pick (right-click an avatar > Cel Shade This Avatar). Preferences > Graphics > Advanced

Fixed

  • Flickering shadows, jumping stars and shimmering geometry at high altitude (skyboxes around 3000 m and above).
  • A crash when Chinese, Japanese or Korean text appeared in chat or in the console.
  • A crash at very crowded venues when avatar meshes needed more video memory than the card could give.
  • A rare hang where the viewer froze instead of closing after a crash.

Changed

  • Crowds -- distant avatars use simplified detail levels built on the fly, while you and the avatars nearest you always stay at full detail. Avatar memory is sized to what you can actually see, so packed venues no longer flicker or run out of video memory.
  • Shadows in crowds -- shadow maps only draw the avatars each light can actually see, at the detail that light needs, so sun and projector shadows in busy places cost a fraction of what they did. Avatar shadows also no longer lag behind when shadow updates are cached.
  • When video memory runs short, Slipstream eases quality down gradually and brings it back when there is room, instead of dropping straight to the lowest settings, and it no longer switches your ray-traced shadows to shadow maps by itself.
  • Quitting is immediate again.

1.2.0 Beta 3

October 8, 2026 · Downloads

A big performance and reliability release: faster texture and mesh loading, lighter crowds, a much quicker inventory, large inventory copies that no longer lose items, Empty Trash that works on huge folders, legacy shiny materials that light up properly under local lights, and many fixes.

Added

  • A/D strafe instead of turn -- swaps turning and strafing on A/D (and the arrow keys); Shift then turns. Preferences > Move & View
  • Taskbar alerts -- when Slipstream isn't the focused window, its taskbar icon flashes and stays lit for new IMs, conferences and offers (group and nearby chat optional) until you come back. Preferences > Chat > IM
  • Big inventory copies now show their progress, and tell you if the server didn't confirm any item.
  • Data usage in bug reports now names the objects that cause the most region traffic.

Fixed

  • Legacy (non-PBR) shiny materials now get highlights from point lights and projectors, not just the sun; shiny see-through surfaces like glass show their glints again.
  • Linked objects (for example parts of an animesh) sometimes stayed missing until you teleported away and back.
  • Two recurring stutters (one every 10 seconds, one every few seconds) in busy regions.
  • Pose Studio dials keep the values you set when you click away and back to a bone, and dragging a dial only moves that axis.
  • Web pages and media in the Flatpak build (the media plugin crashed on start), and opening web links in your browser on Linux.
  • Copy and paste in a second inventory window.
  • The Build window no longer shows "[CAPACITY_STRING]", and the land impact display no longer flickers on objects whose scripts keep changing them.

Changed

  • Inventory copies are paced so the server keeps up. Copying a folder with tens of thousands of items now arrives complete instead of silently missing a large part of it.
  • Empty Trash on huge folders -- when the server refuses to empty a very large Trash in one go, Slipstream now empties it in parts automatically (it used to fail silently).
  • Faster texture and mesh loading (smarter loading threads, texture cache lookups from memory, fewer disk writes), and big inventory replies are processed off the main thread.
  • Crowds cost less -- name tags, chat bubbles, animations and avatar physics do less work every frame.
  • A faster, more responsive inventory window, especially with large inventories.
  • Pose Studio shares your pose with other Slipstream users and shows theirs by default; shared poses now ease in on other people's screens instead of jumping.
  • The

1.2.0 Beta 2

October 7, 2026 · Downloads

Photo Studio replaces the Lightbox: up to four panels side by side, each showing the section you pick. Plus a big internal cleanup (all of Alchemy's internal names are now Slipstream's, and the old scene octree is gone), data usage figures, and the fixes from 1.1.2.

Added

  • Photo Studio (formerly Lightbox) -- 1, 2 or 4 panels, each with a dropdown to pick its section (Look, Tone, Grading, Lens, Depth of Field, Bloom, Film, Scene, Sky, Camera, Scopes). Your layout is remembered. Find jumps to any control; panels can pop out into their own windows. Your saved Looks keep working. F1, Me > Photo Studio, or the toolbar
  • Data usage -- Help > About shows how much Slipstream has downloaded this session, and bug reports include a breakdown (textures, mesh, other downloads, region traffic).

Fixed

  • Everything in 1.1.2 (Area Search land impact and right-click, land impact of objects in neighbouring regions, object cache warnings).

Changed

  • Settings that still carried Alchemy names now use Slipstream names; your existing values are carried over automatically the first time you start this version.
  • The old scene octree is gone (the renderer stopped using it in earlier betas), so less work every frame. Moving vehicles and scripted objects pick their detail level from their real distance.

1.2.0 Beta 1

October 7, 2026 · Downloads

The first 1.2 beta brings Pose Studio, a new poser built for real posing work: smooth dials, poses that play on top of your animations, sequences, and sharing your pose with other Slipstream users nearby. Everything in 1.1.0 is included.

Added

  • Pose Studio -- pick a bone on a body figure (human or pony/quadruped) and pose it with three dials. The dials work the way OP Pose HUD users expect -- turn, nod and tilt -- with smooth, precise movement and per-bone limits. Me > Pose Studio, or the Poser toolbar button
  • Poses save only the bones you changed, so a pose plays on top of your normal animations; each pose has an ease-in time so poses blend smoothly.
  • Sequences -- string saved poses together and play them, once or on a loop.
  • Mirror mode, freeze, undo, per-bone reset, and your existing Firestorm-format poses still load. The previous poser is still available as "Classic Poser".
  • Share your pose with other Slipstream users nearby (optional, off by default), and pose a friend -- only after they accept a request. Sharing uses a small invisible helper object that Slipstream wears only while you use these features. Pose Studio (Share my pose / Show poses other Slipstream users share)

1.1.2

October 7, 2026 · Downloads

Fixes for Area Search and land impact.

Fixed

  • Land impact of objects in neighbouring regions showed 0 (in Area Search and the edit window). Physics information for those objects is fixed too.
  • Area Search fills in land impact by itself as it arrives, instead of only after Refresh, including for objects rezzed after you searched.
  • Area Search's right-click menu now acts on the row you right-clicked, not the row you selected earlier.
  • Area Search remembers its filters again, and lists each linkset once (by its root) by default, with its real land impact; worn attachments are left out by default. Both can be changed in its filter options.

1.1.1

October 7, 2026 · Downloads

A small stable update: the object cache no longer reports "cache file corruption" after long sessions, and cache files can no longer be damaged if Slipstream is closed or crashes while saving.

Fixed

  • After staying a while in one place, the next login logged "cache file corruption" for that region. The cached objects were in fact loaded; the warning was wrong, and files are now saved with the right count (old files repair themselves).
  • Object cache files are now saved safely (written in full, then swapped in), so quitting or crashing during logout can't truncate them and force a region to download again.

1.1.0

October 7, 2026 · Downloads

Slipstream 1.1 is our second stable release: everything from the 1.1.0 betas, plus a set of fixes testers reported against Beta 9.

Added

  • Animation Overrider (AO) -- built in, script-free, and it uses your existing AO sets. Avatar > Animation Overrider
  • Upload glTF and GLB models from Build > Upload > Model, with object names, positions and textures kept (thank you, TheSlowly!).
  • Image links in chat show as pictures (including GIFs), much sharper snapshots, and smoother vehicles and scripted objects.
  • Update notifications, a welcome window that sets Slipstream up like the viewer you came from, and quick links to our help pages.
  • Fly Override, show UI in mouselook, new chat layout options, Area Search improvements and more community contributions from TheSlowly.
  • A clear message when your graphics driver is too old to run Slipstream (with what to update), instead of failing silently -- and on laptops with two GPUs, Slipstream now picks one that works.

Fixed

  • Typing into web pages and web-based HUDs (outfit and RLV HUDs, in-world media, the built-in browsers) works again on Windows.
  • Running or strafing backwards no longer mixes the walk and run animations.
  • Changing graphics quality (for example Low to High) is safer -- fixes for several crashes and stalls on the way.
  • The Ctrl+` snapshot shortcut works on Brazilian (ABNT2) and similar keyboards.
  • Bug reports keep the viewer version in the log excerpt.
  • Memory use at the login screen on some AMD Windows PCs, selecting mesh and flexi prims, box select, and many more fixes from the betas.

Changed

  • Much less work for what you can't see. Reflection probes, object loading, avatars, particles, spinning objects and attachments are culled and scheduled on the GPU, so busy places run faster.
  • Name tags hide behind walls and no longer draw over HUDs; real non-HDR "vintage" mode; an updated built-in browser and newer network security libraries.
  • The poser only poses you and animesh you own (posing others comes back with consent in 1.2).

1.1.0 Beta 9

October 7, 2026 · Downloads

A big under-the-hood rework of how the world is organised for rendering: reflection probes, object loading, avatars, particles and attachments now do much less work for things you can't see. Plus the poser no longer poses other people without their consent.

Fixed

  • Flexi prims can be clicked and selected again.
  • The edit window's Links tab can select parts of objects you can't modify (shown read-only).
  • Right-click "Block particle owner" works again on other people's particles.

Changed

  • The poser now only poses you and animesh you own. Posing other people, even just on your own screen, needs their consent; it's turned off until a proper request-and-accept system is ready. Me > Pose Studio, or the Poser toolbar button
  • Reflection probes are placed and scheduled on the GPU, and probes that are entirely off screen are no longer updated (they refresh as soon as they come back into view). Automatic probes take about a second to appear after login or teleport.
  • Avatars, particles, spinning objects and flexi prims you can't see are no longer drawn. Off-screen avatars still cast their shadows and still show in mirrors and reflections.
  • Faster, smarter loading of the objects around you.
  • Attachments, HUDs and animesh cost less CPU per frame, which helps most in crowded places.
  • Particles beyond your draw distance are no longer drawn, as in other viewers.

1.1.0 Beta 8

October 6, 2026 · Downloads

Fly Override, a "show UI in mouselook" option, new chat layout options, a fix for selecting mesh (including your own rigged hair and body), and our first community contributions -- thank you, TheSlowly!

Added

  • Fly Override -- fly where flying is turned off. Respects RLV. Please use it responsibly; land owners may ban you for it. Advanced > Fly Override (Ctrl+Alt+V)
  • Show UI in Mouselook -- keep toolbars and open windows (like Area Search and its beacons) visible in mouselook. Preferences > Move & View
  • Chat options -- see "... is typing" in the conversation list, sort conversations by the order you opened them, hide the people list under Nearby Chat, and turn on compact chat headers from Preferences. Preferences > Chat > Chat Windows
  • Script dialog limits -- let HUDs and objects keep more than one menu open at a time. Preferences > Advanced > Script Dialogs per Object
  • Camera through prims option. Preferences > Move & View
  • Sort the Gestures window by active gestures. Gestures (Ctrl+G), click the "On" column

Fixed

  • Selecting mesh -- right-click and Edit now pick your own rigged hair, wings and body, worn mesh accessories and in-world mesh, instead of the object behind them.
  • Area Search's column options now show and hide columns.
  • The Links tab in the edit window is no longer cut off.

Changed

  • Chat preferences reorganised -- the IM tab is now "Chat Windows", and the typing options moved to General.
  • The "Only ping when the conversation isn't focused" option now also stops the conversation flashing while you're looking at it.
  • Opening Preferences puts the cursor in the search box.

1.1.0 Beta 7

October 6, 2026 · Downloads

(Beta 6 was Linux-only because of a Windows build error; Beta 7 is the same release for everyone.) A built-in animation overrider (AO), name tags that hide behind walls, box select fixed, an updated built-in browser, real "vintage" (non-HDR) mode, and a long list of fixes.

Added

  • Animation Overrider (AO) -- a built-in, script-free AO. Use your existing AO sets (it imports ZHAO-II and Oracul notecards, picks up Firestorm's Avatar > Animation Overrider, the AO toolbar button, Quick Preferences, or /ao in chat
  • Name tags and hover text now hide behind walls and hills, fading as a whole instead of drawing through everything.
  • "HDR and Emissive" off now gives the real classic (non-HDR) look -- no tone mapping or exposure, classic glow, matching the official viewer. Preferences > Graphics > Advanced
  • The classic glow's advanced settings (warmth, minimum brightness, noise and more) now work. Lightbox > Lens > Glow (Legacy) - Advanced
  • "Also offer beta versions" option for update checks on stable builds. Preferences > Setup

Fixed

  • Box select (drag-select in build mode) works again, and partial select only picks objects actually under the box.
  • The mute button and media volume now control web media and media on prims on Linux.
  • HUD attachments always show their selection outline in edit mode.
  • Minimap tiles no longer stay white until the world map is opened.
  • Clearing the Preferences search now brings every tab back.
  • Pasting text into the script or notecard editor no longer doubles the line breaks (Windows).
  • The Snapshot to Disk shortcut (Ctrl+`) works on more keyboard layouts.
  • The Search window's web tab is labelled "Web".
  • The hover height slider in Quick Preferences works again.
  • Several small performance fixes (hover text, tooltips, toolbar, animation caches).

Changed

  • Updated built-in browser (CEF 152) and newer libraries for images, windowing and XML, with security hardening against malicious XML.
  • "Max. nearby lights" now works, and keeps the brightest and closest lights when there are too many.
  • Removed two graphics settings that did nothing ("Post process quality" and "Sky").
  • If a media or web plugin fails to start on Linux, its own error output is now saved in the log, so we can see why.

1.1.0 Beta 5

October 6, 2026 · Downloads

Name tags no longer draw over your HUDs, Alt-zoom lands where you click at any UI size, new building defaults, camera-to-avatar from the minimap, and updated network security libraries.

Added

  • Building defaults -- a new Building tab in Preferences sets the size, Phantom/Physical/Temporary, texture and an included item for every prim you rez, plus your own script for New Script. Preferences > Building (everything is off until you turn it on)
  • Camera to avatar from the minimap -- right-click an avatar's dot and pick Camera to Avatar to see what they're up to. Overlapping dots give a list of names.
  • Keep Nearby Chat at the top of the conversation list, if you prefer it there. Preferences > Text Chat > IM
  • The Discord logo in Help > About now takes you to the Slipstream Discord server.

Fixed

  • Name tags, hover text and chat bubbles no longer draw on top of your HUD attachments.
  • Alt-zoom and clicking on things now land where you click when the UI size isn't 100%.
  • Camera orbiting no longer gets faster at larger UI sizes.

Changed

  • Objects with no name now show just their message in chat, without "(Unnamed)" in front. You can turn the old label back on. Preferences > Text Chat > IM
  • Updated network security libraries (OpenSSL 3 and curl 8), replacing versions that no longer get security fixes. Textures, meshes and logins should work exactly as before; if anything fails to load or connect, please report it.

1.1.0 Beta 4

October 6, 2026 · Downloads

Smarter shader preparation that keeps memory in check on every graphics driver, and the removal of three bundled skins we can't confirm we're allowed to redistribute.

Fixed

  • Bug reports from inside the viewer now include memory and graphics details that were being dropped, so problems like the login-screen memory issue can be diagnosed from the report alone.

Changed

  • Shader preparation adapts to your PC -- Slipstream now measures how much memory each graphics shader takes to prepare on your system, remembers it, and only prepares as many at once as your free memory allows. The heaviest ones start first, so the first start after an update is about as fast as before on most PCs, and memory stays safe on those where shaders are expensive (some AMD graphics on Windows). Advanced settings RenderVKPipelineCompileThreads and RenderVKPipelineCompileBudgetMB (0 = automatic)
  • Removed the Alchemy, Heretic and Ionic skins. Some of their artwork belongs to other creators and we can't confirm we're allowed to distribute it. If you were using one of them, Slipstream switches to its own skin.

1.1.0 Beta 3

October 5, 2026 · Downloads

A fix for memory filling up at the login screen on some PCs -- mostly Windows with AMD graphics and many CPU cores -- while Slipstream prepares its graphics shaders.

Fixed

  • Memory filling up at the login screen -- shaders were prepared on every CPU core at once, and on some graphics drivers each one needs a lot of memory. Slipstream now limits how many run at once based on your graphics driver and free memory, and keeps the finished ones even if it closes partway through, so the next start is quicker. Advanced setting RenderVKPipelineCompileThreads (0 = automatic)

1.1.0 Beta 2

October 5, 2026 · Downloads

Fixes runaway memory use on some Windows PCs with AMD graphics (the same fix as 1.0.1), and adds update notifications, a welcome window that sets Slipstream up like the viewer you came from, and quick links to our help pages.

Added

  • Update notifications -- Slipstream tells you when a new version is out, with links to the release notes and the right download. Flatpak, apt and Arch installs are told to update through their package manager. It checks our website once a day and sends nothing about you. Help > Check for updates, and Preferences > Setup
  • Welcome window on first launch -- tell it which viewer you used before (Firestorm, Alchemy, Black Dragon or the official viewer) and it sets a few familiar defaults, and offers to import your settings and chat history. You can run it again any time, or put things back. Help > Set up Slipstream like my old viewer
  • Slipstream Help and our website are now at the top of the Help menu; Second Life's own help links are in a submenu.

Fixed

  • Memory filling up at the login screen and in busy places on some Windows PCs with AMD graphics cards, which could stop the world from drawing and then crash.

1.1.0 Beta 1

October 5, 2026 · Downloads

The first 1.1 beta. Image links in chat now show as pictures, including animated GIFs, snapshots come out much sharper, and vehicles and scripted objects move as smoothly as in other viewers.

Added

  • Image previews in chat -- links to PNG, JPEG and GIF images show as a picture under the message, in nearby chat, IMs and group chat. Click one to see it full size, save it, or upload it to your inventory. Images from friends and well-known image sites load by themselves; anything else shows a large "Click to load image" box first, because loading a link shows your IP address to whoever runs that site. Animated GIFs play. Preferences > Chat > Images
  • Sharper snapshots -- snapshots of the world are now antialiased by rendering the scene several times and averaging, so edges, wires and railings come out smooth. Taking a snapshot no longer makes the screen shimmer for a moment afterwards. Snapshot window > Antialias (slower)

Fixed

  • Vehicles and scripted objects moved in small jumps -- cars, steering wheels and gauges, and objects that a script resizes, now move and turn smoothly.
  • Tire tracks and some other particle trails floated up into the air instead of staying on the ground.
  • Shift+C (toggle crouch) didn't keep you crouched.
  • Vehicles no longer stop briefly when crossing into the next region.

1.0.2

October 6, 2026 · Downloads

Fixes memory filling up at the login screen on some Windows PCs with AMD graphics, and removes three bundled skins we can't confirm we're allowed to redistribute.

Fixed

  • Memory filling up at the login screen -- shaders were prepared on every CPU core at once, and on some graphics drivers each one needs a lot of memory. Slipstream now limits how many run at once based on your graphics driver and free memory, and keeps the finished ones even if it closes partway through.

Changed

  • Removed the Alchemy, Heretic and Ionic skins. Some of their artwork belongs to other creators and we can't confirm we're allowed to distribute it. If you were using one of them, Slipstream switches to its own skin.

1.0.1

October 5, 2026 · Downloads

A fix for runaway memory use. On some Windows PCs with AMD graphics cards, especially with a large or maximized window, Slipstream could use all of your computer's memory -- even at the login screen -- and then stop drawing the world or crash.

Fixed

  • Memory filling up at the login screen -- the animated login page was being re-copied in full every frame. It now updates only what changed, at most 30 times a second, through memory that is reused instead of allocated each time.
  • Memory growing in busy places -- loading lots of textures at once (for example right after a teleport) could keep claiming more memory. Texture loading now waits for room instead.
  • Memory is no longer held on to while the window is minimized.

Changed

  • Bug reports now include a short summary of memory use, to help track down problems like this one.

1.0.0

October 5, 2026 · Downloads

Slipstream 1.0 is our first stable release. It's 1.0.0 Beta 10, which testers have used without serious problems, plus one small change to logging. If you came from the betas there's nothing new to learn; if you're new, here's what the 1.0 betas brought together.

Added

  • Vulkan from top to bottom. The old OpenGL renderer is gone. Your graphics card does the heavy lifting, so clubs, events and crowded sims stay smooth.
  • AMD FSR 3.1 upscaling and anti-aliasing, alongside TAA, and ray-traced shadows and reflections on cards that support them.
  • Draw distance from 8 m up to 4096 m, smooth terrain, and Ultra mesh detail levels.
  • Memory that manages itself. Textures are compressed on your graphics card, small ones share memory, and when video memory runs short Slipstream steps detail down temporarily and brings it back later, without changing your settings.
  • Features from Firestorm and others -- chat contacts, keyword alerts, autoresponse, chat history search, the Lightbox camera tools, a people radar range slider, gesture sets, outfit folders, Discord status, a sound cache and much more.
  • Import settings and chat history from Firestorm, Black Dragon or Alchemy.
  • Run several viewers at once for multiple accounts.
  • Report a bug from inside the viewer (Help > Report Bug), log included, no account needed.
  • Linux packages with automatic updates -- Flatpak, a signed apt repository for Debian, Ubuntu and Mint, and an Arch PKGBUILD. Every download comes with a signed checksum list.

Changed

  • Stable and beta channels. The download page now offers both. Stable gets final releases only; beta gets every beta and every final. The Flatpak and apt repositories have the same two channels.
  • Log files are smaller -- a diagnostic that wrote tens of thousands of lines per session is now off unless you turn it on.

1.0.0 Beta 10 (Release Candidate)

October 5, 2026 · Downloads

A big memory release. Slipstream now manages video memory against a budget, backing off gracefully under pressure instead of stuttering or crashing, and uses far less of it: about 900 MB less in busy places on NVIDIA cards. Also HUD zoom while editing, and a fix for avatars flashing white.

Added

  • Video memory budget -- when video memory runs short, Slipstream now steps detail down temporarily (distant textures, reflections, far objects and shadows, then render scale) and brings it back as memory frees up. Your settings are never changed for this; only a real out-of-memory emergency changes a setting, and it tells you. Preferences > Graphics > Advanced > Maximum video memory
  • Much lower video memory use -- small textures now share memory instead of each taking a 64 KB minimum (about 0.9 GB saved in a busy club), the UI frees images it isn't showing, and loaded textures can be kept ready on disk so they come back without decoding again.
  • Texture memory mode -- choose "Prefer disk (lowest RAM)" to keep RAM use low on machines with less memory. Preferences > Graphics > Advanced
  • HUD zoom while editing -- scroll the mouse wheel while editing a HUD to zoom in for detail work or out to find HUDs that ended up off screen. Build > edit a HUD attachment
  • Hover tip options -- turn off in-world hover tips, choose them for land and all objects, and set the tooltip delay. Preferences > Advanced
  • Clicking my avatar keeps camera is now also in Move & View, and the third-person shooter camera no longer jumps when you click your avatar. Preferences > Move & View
  • Every graphics setting the quality slider changes can now be adjusted in Advanced graphics, including terrain detail and mirror distance.

Fixed

  • Avatars flashing white -- parts of some mesh avatars could flash solid white over and over.
  • Searching My Outfits now brings outfits back when you correct a typo.
  • The conversation input box no longer turns white and unreadable when it loses focus.
  • Gestures and shortcuts on the = and / keys work again.
  • Several small speedups in the world map, minimap, login and object handling.

Changed

  • On Linux, the Arch and Debian packages now require the GStreamer "good" plugins, which parcel music needs (without them streams silently didn't play).

1.0.0 Beta 9 (Release Candidate)

October 5, 2026 · Downloads

Discord status, a sound cache that keeps sounds between sessions, a fix for stuck avatar animations, and a batch of requested options for building, sitting, chat and graphics presets.

Added

  • Discord status -- show that you're in Second Life on your Discord profile, optionally with your region, what you're doing and a "Teleport to me" button. Off until you turn it on; location is hidden in Moderate and Adult regions and under RLV restrictions. Preferences > Privacy > Discord
  • Refresh Animations -- fixes an avatar stuck in a T-pose or frozen animation by re-downloading and restarting what it's playing. Only changes what you see. right-click an avatar, or the Avatar menu
  • Sound cache -- sounds you've heard are kept between sessions so they play straight away, in their own folder with a size limit (1 GB by default) and a location you can change. Preferences > Advanced
  • Chat window in mouselook -- optionally, Enter in mouselook opens the full chat window with history and frees the mouse; click back into the world to return to mouselook. Preferences > Chat > Chat Bar
  • Pivot at root prim -- move and rotate a linkset around its root prim instead of its center. Build > Object tab
  • Left-click never sits me -- objects set to sit on click no longer sit you by accident; Sit Here still works. Preferences > Move & View
  • Graphics presets remember your FPS limit, background FPS limit and VSync, so an "idle" preset can cap the frame rate.
  • Turn to face what I select -- stop your avatar turning toward objects you select for editing. Preferences > Privacy

Fixed

  • Enable Selection Hints worked backwards -- ticked hid the selection beam and arm pointing. It now does what it says.
  • The chat bar could open as a tiny box with the settings and resize buttons on top of it.

1.0.0 Beta 8 (Release Candidate)

October 4, 2026 · Downloads

A new look, gesture sets and outfit folders, voice that works on Linux, and a broad pass of smaller speedups and fixes across inventory, avatars, networking and the texture cache.

Added

  • New Slipstream theme in blue and purple, now the default look.
  • Gesture Sets -- save groups of gestures and switch between them in one go, from a window or the status bar. Double-click a gesture to edit it. Communicate > Gesture Sets
  • Outfit folders -- organise My Outfits into folders. Appearance > My Outfits
  • The 256 px and 512 px reflection probe resolutions now show how much video memory they use. Preferences > Graphics > Advanced

Fixed

  • Voice on Linux -- the Speak button stayed greyed out and your microphone stayed off. Voice now works.
  • Inventory Settings now shows the option you picked for objects and clothing when you reopen it (the setting was always saved).
  • The Sound & Media preferences tab scrolls, so the voice device settings are no longer cut off.
  • The loading screen shows its progress bar again, and text boxes in places like group profiles are readable again.
  • Sounds that never finish downloading no longer stay stuck.
  • Online status for friends who log in while you're connecting is shown correctly, and group changes update everywhere.
  • The avatar picker no longer steals keyboard focus while nearby names load.

Changed

  • Smoother frame rate -- less work per frame in the main loop, avatars, inventory, the user interface and the texture cache, and lower video memory use for ray-traced shadows.

1.0.0 Beta 7 (Release Candidate)

October 4, 2026 · Downloads

A fix-up release candidate. Regions you can't actually reach no longer stay loaded after a teleport, chat and input bugs are fixed, and Linux gets an official Flatpak and a signed apt repository with automatic updates. Every download is now signed.

Added

  • Official Flatpak for Fedora, Steam Deck, Bazzite and any other distribution, with automatic updates. flatpak install https://flatpak.slipstreamviewer.org/slipstream.flatpakref
  • apt repository for Debian, Ubuntu and Mint, so Slipstream updates with the rest of your system. slipstreamviewer.org/wiki/install
  • Signed downloads. Every release includes a signed checksum list, so you can check a download really came from us. slipstreamviewer.org/wiki/verify
  • LOD information when editing mesh -- triangle and vertex counts per detail level, which level is showing right now, and the distance where each one switches. Build > Object tab
  • Double-click can add clothing instead of replacing it, so layers like tattoos stack. Inventory > Inventory Settings

Fixed

  • Regions you can't reach stayed loaded after a teleport, showing objects you couldn't interact with. Regions that aren't connected to yours, are beyond your draw distance or have stopped responding are now unloaded.
  • Ctrl+Up / Ctrl+Down recall your previous chat messages again.
  • Gestures with a number shortcut now also trigger from the numpad (with NumLock on).
  • Renaming an inventory item no longer makes item names flicker outside the window.
  • Tall right-click menus in a small window no longer run off the top of the screen.
  • Importing from Firestorm -- chat transcripts without timestamps, Windows-style files, date-split logs, custom log folders and Flatpak installs are imported, and anything skipped says why. Unticking a category no longer crashes the importer.

1.0.0 Beta 6 (Release Candidate)

October 4, 2026 · Downloads

The new release candidate for Slipstream 1.0. It uses much less memory, keeps textures sharper, handles a full graphics card quietly instead of with alarming messages, and makes running several accounts at once fully supported. It also fixes clicking on many mesh objects, brings back RLV vision effects and adds a Debian/Ubuntu/Mint package.

Added

  • Run several viewers at once for multiple accounts, now on by default. Each extra viewer keeps its own log (Slipstream-2.log and up) and no longer overwrites your preferences or window position.
  • Debian / Ubuntu / Mint .deb package attached to each release.
  • Ultra level on the mesh detail sliders (objects, terrain, trees, flexiprims). Preferences > Graphics > Advanced
  • Display backend choice on Linux (Auto / Wayland / X11), plus --x11 and --wayland launch options. The window now always has a title bar on GNOME Wayland. Preferences > Graphics > Advanced
  • RLV @logout lets an object log you out, with a 5 second countdown you can cancel. Off by default. Advanced > RLVa > Allow Objects to Log Me Out

Fixed

  • Blurry textures, especially text on prims, game boards and small mesh objects, that only sharpened when you zoomed right in.
  • Right-clicking and selecting some mesh objects went straight through them to whatever was behind.
  • RLV vision effects (@setsphere fog, blur and blindfolds, and @setoverlay) did nothing.
  • Graphics driver crashes (device lost) now show a clear message with Restart and Quit, and offer safer settings on the next launch, instead of closing without a word.

Changed

  • Much lower memory use while loading. Slipstream now watches how much free memory your computer has and paces texture and mesh loading so other programs aren't pushed into swap. On 8 and 16 GB machines it slows loading down instead of using everything.
  • A full graphics card is handled quietly. Far-away and off-screen textures give up detail first, then the rest, and ray-traced shadows are only reduced after that. You only get a message when something you'd notice changes.
  • FSR 3.1 is the only upscaler. Your current upscaling choice carries over automatically. Preferences > Graphics > Advanced > Upscaling
  • Antialiasing settings are greyed out when they have no effect (while an upscaler is on, or Antialiasing Quality with TAA).
  • Occlusion culling is on by default, a small GPU saving indoors.
  • Graphics settings that would need more video memory than is free are stepped down with a message instead of crashing.

1.0.0 Beta 5 (Release Candidate)

October 3, 2026 · Downloads

The release candidate for Slipstream 1.0. The old OpenGL renderer is gone and Slipstream is now Vulkan from top to bottom. It adds AMD FSR 3.1 upscaling, much faster crowds, draw distance up to 4096 m, smooth terrain and a big batch of tools and chat features from Firestorm, plus a full security and memory-management pass. If nothing serious turns up, this build becomes 1.0.0.

Added

  • Texture compression. Textures are compressed on your graphics card as they load, using about 4× less video memory with no visible loss at High quality, so many more textures stay sharp. Cards with 16 GB or less get High quality automatically. Levels include Adaptive, which picks the cheapest format that still looks right for each texture, and switching needs no restart. Preferences > Graphics > Advanced > Texture compression
  • AMD FSR 3.1 upscaling and anti-aliasing, alongside TAA. Preferences > Graphics > Advanced
  • Draw distance from 8 m up to 4096 m, loading up to a 5×5 block of regions around you.
  • Smooth terrain with distance-based detail. Ray-traced shadows follow the smoothed ground. Preferences > Graphics > Advanced
  • Ray-traced reflection probes on supported cards. Reflection detail > Raytraced
  • Lightbox Camera tab (from Firestorm's photo tools), full shadow controls including every ray-traced shadow setting, and F1 now opens the Lightbox.
  • World pause freezes the scene for you only, for photos. Ctrl+Shift+F, or the World menu
  • New orbit camera. Right-drag orbits a point attached to your avatar that follows and turns with you, and your avatar faces where the camera looks. Preferences > Move & View
  • Walk with the mouse by holding both buttons.
  • Links tab in the edit window lists every link and face of an object, with a texture thumbnail and colour swatch for each face.
  • Click worn rigged mesh and animesh accurately (hover tips, touch, right-click). Preferences > Advanced > Accurate rigged mesh picking
  • Chat features from Firestorm. Contacts in the conversations window, keyword alerts, autoresponse and away replies, chat history search, reopening IMs at login, group chat snooze, radar chat-range alerts, typing in name tags, /setchannel, OOC and MU* poses, timestamp options and an unread count in the window title.
  • People radar range slider, Firestorm style.
  • Hide system avatar bodies, plus automatic skipping when they're fully covered. Preferences > Move & View
  • Background frame-rate limit for when Slipstream isn't the focused window. Preferences > Graphics > Advanced
  • Snapshot to disk shows the folder, with buttons to change it and open it.
  • Import settings from another viewer (layout, preferences, key bindings). Passwords and logins are never read.
  • Report a bug from inside the viewer, log included, no account needed. Help > Report Bug
  • Arch Linux package. A PKGBUILD is attached to each release (run makepkg -si); an AUR listing will follow.

Fixed

  • Beta 4 crashed before the login screen on most graphics cards. Beta 4 has been withdrawn; Beta 5 is the same release with that fixed.
  • Clicks now pass through see-through parts of textures (leaf gaps, cut-outs, clear glass, decals, hair cards) to what you see behind them. Build > Options > Select Invisible Objects still lets you pick cut-outs while building.
  • Closing the viewer could take a long time after the window closed. It now exits right away.
  • Ray-traced sun shadows switched off on cards with limited memory. The viewer now steps settings down gradually, keeps shadows on, and tells you what it changed.
  • Linux, web pages, search and media on a prim didn't work when Slipstream was started from a menu or desktop entry instead of the slipstream launcher.
  • Clicking scripted attachments on avatars works reliably again and shows the hand cursor, including ones worn under mesh bodies.
  • Snapshots could crash, wash out with bloom, or look different from what you see in-world.
  • TAA darkened bright, colourful surfaces (sunlit paths could come out at half brightness). TAA, FSR and snapshots now match.
  • Bright sparkles feeding bloom with FSR.
  • Phantom shadows from mostly see-through meshes such as eyelashes, and smearing shadows on moving avatars, with ray-traced shadows.
  • Shadow acne on smooth terrain with ray-traced shadows, and on sun shadow maps.
  • Textures dropping to blurry thumbnails after alt-tabbing, and on cards without Resizable BAR.
  • A black screen on every launch. Graphics are now prepared once and remembered.
  • Blank white UI at startup.
  • Area search and pathfinding beacons flickered and didn't follow moving objects.
  • God rays drew on top of water and see-through objects.
  • Several fixes for older AMD cards (RX 570 / 580).
  • Overlapping controls in chat, Move & View and graphics preferences, and a clipped People radar.

Changed

  • Much faster in crowds. Avatar animation costs less than half as much on the CPU (around 1.5 ms a frame saved at an 85-avatar party), and more GPU work now runs side by side.
  • Memory stays steady over long sessions. Internal caches that could grow forever now reuse freed space, so hopping between regions no longer creeps up in memory.
  • Security hardening after a full audit. Safer handling of textures, meshes, materials, terrain and network data, stricter HTTPS checks, safer web links, media and chat links (including protection against chat lines that could freeze the viewer), and auto-replies that respect mute, friends-only and RLV.
  • Script chat particles and the selection beam are now off by default. EffectScriptChatParticles, ShowSelectionBeam

0.14.0 Beta 1

October 1, 2026 · Downloads

A big performance release for busy, foliage-heavy places: in our heaviest test region (dense alpha foliage, thousands of lights) frame rate went from about 30 to about 55 on a high-end card, and the regular stutters and the occasional quarter-second freeze in busy regions are gone. Flickering between layered surfaces (thin clothing layers, trim on walls) is fixed, and so are animesh that turned invisible, missing HUD text and terrain editing.

Added

  • Faster ray-traced shadows through foliage on RTX 40 and 50 series cards (opacity micromaps). Leaves and other cut-out textures are pre-sorted into solid and see-through parts so shadow rays skip most of the work.
  • Option for more detailed logs. The log now keeps to what helps fix problems (startup, warnings, errors); turn on verbose logging when asked for a detailed log. Debug setting SlipstreamVerboseLogging

Fixed

  • Flickering between surfaces that sit very close together (layered clothing and skins, trim and decals on walls, window frames). These no longer fight once you move a little away from them.
  • Animesh and other avatars could turn invisible after a while in busy places, especially with creatures that keep respawning. They now keep showing up however long you stay.
  • Text on HUDs (floating text set by scripts) didn't show.
  • Terrain editing: the brush area outline now shows, and edits appear as soon as the region sends them instead of seconds later.
  • A quarter-second freeze every so often in busy regions, and a smaller stutter every few seconds while things load.
  • Some double-sided see-through mesh (for example PBR clothing) could look inside out.
  • Particles could draw on top of leaves that are in front of them.
  • Ray-traced shadows flickered when flying very high.
  • Sounds in places with lots of ambient audio kept reloading, costing frame rate.

Changed

  • Dense foliage is much cheaper to draw at 1440p and above, with no visible difference. Stacked leaves were shaded many times over per pixel.
  • Open windows cost almost nothing while you're not using them (chat, inventory, people, appearance). They redraw only when something in them changes; the minimap in People stays live.
  • Faster in crowded and foliage-heavy places in general (lights, flexible prims, the minimap, texture loading, particles).
  • Much smaller log files.

0.13.0 Beta 1

September 30, 2026 · Downloads

Stained glass and tinted windows now cast coloured shadows, ray-traced shadows are much faster, and reflections no longer cause stutters. Flexi prims bend again, linked moving parts glide instead of snapping, and logging in no longer stalls for half a minute after an update. From this release the last number of the version counts the builds of that version (0.13.0.1 is Beta 1).

Added

  • Coloured, translucent shadows. Glass, tinted windows and other see-through surfaces let light through and tint it, so stained glass throws coloured light. Works with both shadow maps and ray tracing. Preferences > Graphics > Advanced > Translucent
  • RT shadow resolution. Choose how finely ray-traced shadows are traced (Full, Three quarter, Half, Quarter). Half looks the same as Full in most scenes and is much faster. Preferences > Graphics > Advanced
  • Shadow softness for all ray-traced shadows, sun, moon and projectors alike. Preferences > Graphics > Advanced > Shadow softness
  • Shadow filtering and avatar shadow detail from the Lightbox and graphics settings now work, with smoother shadow edges up to contact-hardening soft shadows on Ultra, and a choice of how much of an avatar's attachments cast shadows.
  • Hex tiling for terrain breaks up the visible repeat of ground textures. Preferences > Graphics > Advanced
  • Third-person shooter camera: option for your avatar to always face where the camera looks, with movement keys strafing and back-pedalling. Preferences > Move & View
  • Typing @ in nearby chat now offers everyone in the region, not only the people within chat range.

Fixed

  • Flexi prims (hair, skirts, flags) were drawn collapsed; they bend and sway again.
  • Scripted moving parts snapped instead of moving smoothly (doors, dance-pad arrows, linked moving pieces).
  • Long pause before arriving in-world after the login bar filled, especially the first time after an update. The graphics engine now prepares itself in the background at the login screen.
  • Stutters from reflections. Reflection probes were redrawing far more of the world than they can show (all terrain of nearby regions, and twice the needed resolution); they now cost a fraction of what they did, and the worst hitches are gone.
  • Avatar physics bones (chest, belly, butt) could jump to the wrong spot when an animation stopped.
  • Ray-traced shadows flickered and shimmered at their edges.

Changed

  • Faster ray-traced shadows. Shadows are now traced in their own pass instead of while lighting each pixel, about 10 ms faster per frame in a busy scene on a high-end card. Shadow quality now sets how many rays each pixel uses (Low 1 to Ultra 4).
  • Terrain outside the view is no longer drawn, which also speeds up shadows.
  • Removed a large number of unused graphics settings left over from the old renderer.

0.12.0 Beta 10

September 30, 2026 · Downloads

Ray-traced sun and moon shadows, pie menus, your own choice of interface font (applied instantly), and a batch of avatar fixes: invisible bodies, placeholder text on PBR skins and a working Refresh Textures. Lower draw distances now actually make things faster.

Added

  • Ray-traced sun and moon shadows. Pixel-exact contact shadows with soft edges and no cascade seams or shimmer. Needs a GPU with ray tracing. Preferences > Graphics > Advanced > Sun/moon shadows
  • Interface fonts. Pick from Ubuntu, Roboto, Noto, Liberation, Droid, OpenDyslexic, Cascadia Code or Celestia, adjust the size, or add your own font file. Changes apply immediately, no restart. Firestorm font choices carry over with the settings importer. Preferences > Skins > Font
  • Pie menus. Firestorm-style radial right-click menus for land, avatars, objects and attachments. Preferences > Skins > Pie menus
  • More snapshot sizes: 720p, 1080p, 1440p, ultra-wide and super-ultra-wide, 4K and 8K presets for saving to disk, up to 10240×4320.
  • Reflection probes can be switched on and off, and their resolution chosen, in Advanced graphics settings. Preferences > Graphics > Advanced
  • Edit mode now outlines rigged mesh (worn bodies, clothing) like other objects.

Fixed

  • Some avatars' bodies were invisible (bodies rigged to only a few bones).
  • Placeholder text showed through some PBR skins that use bakes on mesh for their normal or other maps.
  • Refresh Textures did nothing; it now reloads an object's or avatar's textures, including all their attachments.
  • Draw distances below 512 m were ignored, so lowering draw distance didn't speed anything up. It now does.
  • Sim surrounds and terrain stayed sharp instead of fading into the haze when flying high.
  • Fully transparent glowing prims (glow halos) showed no glow.
  • An avatar playing an animation that can't be downloaded made the viewer retry it every second, forever.

Changed

  • Import from Another Viewer moved to the Me menu, and has a button in Preferences > Advanced.

0.12.0 Beta 9

September 29, 2026 · Downloads

Temporal anti-aliasing and upscaling: render the world at a lower resolution for more speed while the interface stays sharp. Plus working leashes, sharper textures on other people's avatars, and much cleaner ray-traced shadows.

Added

  • TAA (temporal anti-aliasing). Smooth edges on geometry, fences and foliage without the blur of FXAA. Preferences > Graphics > Advanced > Antialiasing
  • Upscaling (Quality, Balanced, Performance, Ultra Performance). The world renders at a lower resolution and is rebuilt to full resolution over a few frames; menus, HUDs and text stay sharp. Around 25% faster on Performance in a busy scene. Preferences > Graphics > Advanced, or Quick Preferences
  • The Sharpening slider now works, with and without TAA.

Fixed

  • Leashes and other ribbon particles now stretch from the collar to the holder and hang naturally, instead of trailing behind you and vanishing when you stand still.
  • Other people's avatars stayed blurry, especially PBR skins and clothing. Their textures now load at the right sharpness.
  • Ray-traced projector shadows had grainy edges; soft shadows are now smooth.
  • HUDs hidden with Ctrl+Alt+H could still be clicked.
  • Some meshes and sculpties could only be clicked in part of their shape, or not at all.
  • Particles that follow their source or aim at a target now start at the centre of the object, not scattered around it.
  • Graphics presets didn't save the reflection probe level or sharpening.

0.12.0 Beta 8

September 29, 2026 · Downloads

The world fills in: Linden trees and grass, PBR terrain, the real sun, moon and stars from your sky settings, water in mirrors and reflections, and invisiprims that behave. Avatar render settings (Do Not Render, blocked, friends only, complexity limit) now work.

Added

  • Linden trees and grass are drawn again.
  • PBR terrain. Regions with PBR terrain materials show them properly.
  • Sky from your environment settings: the sun, moon and star textures, star brightness, and rainbows and halos when the sky has moisture or ice.
  • Water in mirrors and reflections. Water now shows up in mirrors and reflective surfaces, and the "transparent water" setting works.

Fixed

  • Avatar render settings had no effect. Do Not Render, blocked avatars, Show Friends Only and the complexity limit now hide avatars as they should.
  • Invisiprims were visible, and they now keep water out of boat hulls again.
  • Terrain textures were sized differently from other viewers and shifted when crossing regions; terrain texture scale now matches.

Changed

  • The moon no longer shows phases, matching the official viewer.

0.12.0 Beta 6

September 29, 2026 · Downloads

Posing, importing and building. A poser that can pose anyone near you for photos, a tool to bring your chat history and settings over from another viewer, a Windows installer, and fixes for the world map and the build tools.

Added

  • Poser. Pose yourself, your animesh or any avatar near you, with joint gizmos, hand presets and saved poses (Black Dragon pose files load too). Poses are only seen by you, so photographers can adjust the people they are shooting.
  • Import from another viewer. Bring your chat and IM history, and optionally some settings and key bindings, over from Firestorm, Black Dragon, Alchemy or Second Life. Your existing history is merged, never replaced. Communicate > Import from Another Viewer
  • Windows installer. A normal Setup.exe with Start menu shortcut and uninstaller, no admin rights needed. The zip is still available if you prefer it.
  • Shift+Enter makes a new line in IMs, and optionally in nearby chat instead of whispering. Preferences > Chat > General

Fixed

  • The world map showed no region tiles.
  • No scale handles when stretching objects in edit mode, and no handles on the Align tool.
  • The Move tool's snap grid wasn't drawn.
  • Chat logs kept being saved into an old Alchemy folder; they now live in Slipstream's own folder, with any history that was left behind merged back in.

Changed

  • Experimental: occlusion culling (RenderVKOcclusionCull in Debug Settings) skips drawing objects that are completely hidden behind others. Off by default while it is being tuned.

0.12.0 Beta 5

September 29, 2026 · Downloads

A big memory and smoothness release. Slipstream now uses far less RAM and graphics memory, textures that never loaded now load, and the stutters and freezes when turning or surfacing from water are gone.

Fixed

  • Textures that never loaded. Far-away textures in busy areas (including on avatars) could stay grey forever; they now load.
  • Much lower RAM use. In a busy view, memory use dropped from about 28 GB to about 8 GB, which also helps avatars load on 16 GB systems.
  • Graphics cards with 8 GB or less no longer run out of room for textures when ray tracing is on or has been turned off. Ray tracing now stays within a budget sized to your card, and frees its memory when you stop using it.
  • A long freeze when bringing the camera back out of water.
  • Regular small stutters every few seconds in busy areas, and uneven frame pacing when the minimap or other UI images update.
  • The Projector Shadows setting stayed greyed out after raising Shadows to "Sun/Moon + Projectors" until the graphics quality slider was moved.

Changed

  • Ray-traced projector shadows cost much less to update with many avatars around.
  • If memory is tight, ray tracing now gives memory back before texture quality drops, and falls back to shadow-mapped projectors instead of leaving textures blurry.

0.12.0 Beta 4

September 28, 2026 · Downloads

Clouds are back, you can now preview your own mesh, animations and textures in-world before uploading, and there's a Firestorm-style teleport history.

Added

  • Clouds are drawn again, including in reflections, and follow your sky settings.
  • Local Assets lets you preview mesh (.dae, .gltf, .glb), animations, textures and materials from your computer, in-world and only for you, before paying to upload. Edits you save on disk update live. Build > Local Assets
  • A Teleport History window listing where you've been, with times and positions. Teleporting from it, showing places on the map and copying SLURLs all work from the list. World > Teleport History, or Alt+H
  • Nearby chat now says where you teleported from ("Teleport completed from ...").
  • Toolbar buttons for Lightbox, Scopes and the Camera Recorder, and a new icon for Quick Prefs so it no longer looks like Preferences. Right-click a toolbar > Toolbar Buttons
  • The About window now says why ray tracing is unavailable if your graphics card or driver doesn't support it, and the Projector Shadows tooltip shows the reason too.
  • Credits for the Firestorm and Black Dragon viewers, whose code parts of Slipstream are based on. Help > About > Credits

Fixed

  • Distant ground no longer glows white when you look down on it from high up.
  • The image upload window shows a preview of your image again, with the transparency checkerboard at the right size.
  • Zoom In now appears when you right-click the name of someone you've also been IMing.
  • The About window listed the Vulkan version as the "OpenGL Version".

0.12.0 Beta 3

September 28, 2026 · Downloads

A big round of quality-of-life features and fixes, plus a new build server that makes our Linux downloads work on more systems.

Added

  • A Quick Preferences window with hover height, draw distance, frame rate limit, shadows and effects in one small panel. Me > Quick Preferences, or the Quick Prefs toolbar button
  • Right-click and drag to orbit the camera around the spot you clicked. A plain right-click still opens the menu. Preferences > Move & View
  • Copy to Blinn-Phong copies a PBR material's color and normal textures into the older texture slots, so people on viewers without PBR still see something close. Build > Texture tab
  • Options to turn off the typing sound and the teleport sound. Preferences > Sound & Media
  • Chat options to only ping when the conversation isn't the one you're looking at, and to never ping for nearby chat. Preferences > Chat
  • Zoom In when you right-click a name in chat.
  • Options to hide selection beams, and to stop other people seeing yours. Preferences > Colors
  • Highlight Transparent shows every see-through surface in red, including invisible prims. Ctrl+Alt+T
  • If your graphics driver crashes, Slipstream now tells you what happened instead of quietly closing, and records extra detail to help us fix it.

Fixed

  • No sound except the wind on Windows accounts whose user name contains accented or non-English letters.
  • The Linux download wouldn't start on some distributions because it needed a newer system library.
  • The render type shortcuts (Ctrl+Alt+Shift + a number) now hide what they should.
  • Turning particles off now hides them straight away.
  • Hide UI works again, and pressing Escape brings the interface back.
  • Minimap parcel borders now line up after you resize the minimap.
  • The VSync checkbox now does something.
  • Render Attached Lights and Render Attached Particles now keep their setting between logins.
  • Sculpted prims that share a texture but use different shapes no longer swap shapes.

Changed

  • Releases are now built on a dedicated build server, and the downloads no longer contain file paths from the machine they were built on.

0.12.0 Beta 2

September 28, 2026

The same as Beta 1, with the Windows download that was missing from it.

Fixed

  • The Windows version of 0.12.0 Beta 1 failed to build, so only Linux was available.

0.12.0 Beta 1

September 28, 2026

A full set of photography tools: color grading, lens effects, depth of field, better ambient occlusion, camera tools and high-resolution snapshots.

Added

  • Lightbox, a photo and color-grading studio. Color grading and color lookup tables (LUTs), seven tone mappers, bloom, lens flare, lens dirt, star filter, vignette, film grain and lens distortion. You can freeze a reference frame and wipe between it and the live view, check your image with scopes, and pick a white point from the scene. Me > Lightbox
  • Depth of field with realistic out-of-focus highlights, including shaped apertures and an anamorphic lens look, plus options to lock focus or have it follow your mouse.
  • Ambient occlusion for soft contact shadows in corners and creases, including on bumpy (normal-mapped) surfaces, with a choice of classic or standard look. Preferences > Graphics > Advanced
  • Camera tools from Black Dragon, including cinematic head tracking, attaching the camera to part of your avatar, and a camera recorder.
  • Snapshots at any size, depth snapshots, and 360° snapshots.
  • Aurora, meteors and adjustable star count in the night sky. Lightbox > Sky

Fixed

  • Blurry, low-resolution skin on some avatars wearing PBR attachments.

0.11.0 Beta 1

September 27, 2026

The first numbered Slipstream release, and the first under the Slipstream name. It's built around a new Vulkan renderer that hands the heavy work to your graphics card, so busy places stay smooth.

Added

  • The new Vulkan renderer, with dynamic shadows, reflections, and optional ray-traced shadows on graphics cards that support it.
  • A Windows version alongside Linux.
  • Sharp text and UI on high-resolution screens, and native Wayland support on Linux.
  • A frame rate limiter.
  • Graphics settings picked for your computer the first time you run Slipstream.
  • A shadow quality setting, a projector shadow budget, and an option to update distant shadows less often for extra speed.
  • An FPS counter in the status bar.
  • Help > Report Bug opens our issue tracker.
  • Script editor options for the preprocessor and an external editor.
  • An option to skip the crouch before jumping.
  • Settings for how quickly your avatar turns to face the camera (from Firestorm).

Fixed

  • Crashes at login and on exit on Windows.
  • A crash when changing graphics presets or texture filtering.
  • Stuttering while riding vehicles.
  • Hover text on HUDs showing up in the world instead of on your screen.
  • Custom mouse cursors on Windows.

Changed

  • Renamed from Alchemy to Slipstream, with its own settings folder. Your old settings are copied over the first time you run it.
  • Pressing "/" no longer opens chat.