The Sansar Summary – July 2015

Sansar promo image, courtesy of Linden Lab
Sansar promo image, courtesy of Linden Lab

A lot has been written about the Lab’s Next Generation virtual experiences platform, currently code-named Project Sansar, of late, including comments from Ebbe Altberg and others from the Lab, and also media articles on the platform. As such, I thought I’d try to pull together a reasonably detailed, but high-level summary of what is known together with references. Depending on how things progress with Sansar, this might be the first of a semi-regular piece in this blog.

If I have missed anything on import, my apologies; running back and forth through numerous articles, transcripts and videos tends to get a little eye and mind-boggling after a while!

Team Size

Around 40 people were working on Sansar at any given time as of March 2015, of whom 30 are programmers / engineers [1] [2]. In June 2014, with a headcount of approximately 180, the Lab announced it would be recruiting 40-50 staff specifically to work on Sansar [3]. As of June 2015, the Lab’s total headcount was around 213 [4].

Approximate Timescales

  • Closed alpha testing, initially involving content creators selected by the Lab with expertise in Maya, to commence in July 2015 [5] [6].
  • These creators will not only (or necessarily) be drawn from Second Life [7].
  • Testing and access will gradually expand to involve a broader audience and more tools [5].
  • A public beta is then planned for 2016, with a “version 1” possibly ready by the end of 2016 [4].

Content Creation – Tools / Capabilities

The content focus for Sansar is mesh, but not exclusively mesh [14].

Sansar will initially utilise Maya for testing [5] [6], however the plan is for the platform to support many external content creation tools such as 3D Max, Sketchup [5]. and Blender [8] and others. The support file formats will include (but not necessarily limited to) OBJ and FBX [6]. The scripting language for Sansar will be C# [6] [9].

Sansar will support a range of third-party content creation tools
Sansar will support a range of third-party content creation tools

Sansar will support advanced materials with spec, smoothness, “metalness” and normal maps [10]. Substances will be supported [11],but no decision has been made on supporting Allegorithmic’s products [12]. Displacement maps will be supported [13].

In-world building tools will be made available in time with people able to share in collaborative building, and in-world building might be voxel-based [14], although the Lab is still experimenting with this[13].

All objects in Sansar will be fully scriptable and animated; it is not clear whether on-the-fly modifications to mesh items in-world will be possible [14]. Sansar will include a full “professional” (in terms of its capabilities not in the need for people to have to be professional animators in order to use it) animation system, overlaid with additional capabilities  / code directly from the Lab [14].

The Lab is aware that Sansar needs to be highly performant, and so is looking at ways to optimise user-generated content [15].

Avatars

Avatars with Sansar will have a far more complex skeletal system than for SL[16]. Overall, the aim is to support very complex avatars with arbitrary numbers of limbs, etc., but this is still at least a year away from being ready [17].

Land

Sansar is not being viewed as a contiguous world space in the manner of Second Life [18].

“Land” within the platform has a very different meaning to that of Second Life (“space” appears to the preferred term with the Lab). It will not be constrained in terms of a physical area; spaces in Sansar can be arbitrarily large, the limitation being what can be placed on / in an experience, not the physical area it can occupy (although there is a theoretical physical limit to how big “land” can be[19].

Users will be provided with some space on joining Sansar [14]. What this will be and the content limitations placed on it are not clear at this time.

There are no plans for a Sansar "mainland" to be provided by LL. However, it should be possible to create experiences within Sansar which might equate to an SL mainland-style experience
There are no plans for a Sansar “mainland” to be provided by LL. However, it should be possible to create experiences within Sansar which might equate to an SL mainland-style experience

It is not currently planned for Sansar to have anything analogous to Second Life’s Mainland, but very large experiences can be built and there will be the potential to interconnect them, potentially allowing public ‘hubs’ around themes, interests, and communities to arise [20]. How avatars will move between experiences is still TBD. A gateway mechanism has been under consideration[18], with the aim of keeping the immersive experience as alive as possible [21].

If someone wanted to create a virtual experience as large-scale and varied as all of SL today, they should be able to accomplish that with Project Sansar (cost, doubtless, allowing!) [6].

Access and Accounts

Sansar will be accessible from 13+ on up [22]. Safeguards will be in place to ensure younger users do not encounter content not suitable to their age [2] [23].

Creators will have greater control in how they bring users directly into their experiences. The aim is to make discovery easier, and not necessarily led by the Lab’s “brand” for the platform (as is the case with Second Life) [24]. This potentially makes it easier for experiences to be directly branded [25]. In support of this, third-party authentication and access control to experiences is being built-in to the foundation of the next generation platform, which should help organisations to manage access to their experiences using tools already at their disposal [18].

Sansar will operate a “master account” system [14] [18], allowing users to operate multiple “personas” (e.g. avatars) under it, sharing inventory and account balances between them [26].

It is unlikely that Sansar will support last name / first name format from SL, but will offer a “display name” style approach [26], However, there will be a period of time when Second Life users will be offered the opportunity to create a master account based on their Second Life avatar name [27].

Sansar featured heavily in the Q&A discussion with Ebbe Altberg at SL12B
Sansar featured heavily in the Q&A discussion with Ebbe Altberg at SL12B

Trust

Users’ abilities in Sansar will be built on the basis of trust. While all users will be able to have as much anonymity as they wish, the more information that is provided to Linden Lab – be it wallet identity, a verified e-mail address or payment information – the greater the degree to which a user can participate in the platform. However, the exact relationship between platform capabilities awarded, and the information users will be asked to provide in order to access them, is still being determined [14].

Continue reading “The Sansar Summary – July 2015”

Second Life project updates 30/1: group issues, avatar complexity

Timeless Memories; Inara Pey, July 2015, on FlickrTimeless Memories, July 2015 (Flickr) – blog post

Server Deployments Week #30 – Recap

As always, please refer to the server deployment thread for the latest updates / news.

On Tuesday, July 21st, the Main (SLS) channel had been listed as due to receive server maintenance package previously deployed to the three RC channels (15.07.07.303297). However, post-roll, the channel had been updated to release  15.07.09.303393, although the description of the changes, internal simulator fixes, remained unchanged.

On Wednesday, July 22nd, the three RC channels all received the same new server maintenance package, again comprising internal server fixes related to Experience Keys, comprising null pointer checkers and – interestingly – a configuration option for the number of Experiences a Premium member can have.

Group Issues

Following the week’s deployment, people started reporting group-related issues, particularly:

  • BUG-9725 – Activating a group fails on first selection on Second Life Server 15.07.09.303393 & RC
  • BUG-9735 – Unable to Edit Group Parameters after being made OWNER of newly created group
  • BUG-9695 – [Project Notice] First attempt at joining a group fails (also happens with current release viewer)

BUG-9735 affects promoting a member of the group to Owner status: their role title will change, but they do not gain the Owner powers, even after a relog (if an invitation is sent to someone to join the group with Owner status, they gain the expected rights). Curiously, this bug does not reproduce on Aditi (Beta grid) on simulators running the same code release.

Note that with BUG-9695 that if a fee is charged for joining the group, the fee will be taken, even if the join fails; you’ll then be charged again on your next attempt to join (which should succeed).

The Lab is actively investigating these issues.

In addition, there have been assorted reports of dropped group chat messages and detectable group chat lag.

Avatar Complexity

There have been recent updates relating to STORM-2082, the work Oz Linden has been undertaking on Avatar Complexity (aka “Jelly Baby avatars”). This work had been held-up due to a bug which rendered all avatars affected by the setting as invisible, rather than as the expected “Jelly Babies”. However, this now appears to have been fixed.

This means that this work may well be appearing as a project viewer during week #32 (week commencing Monday, August 3rd).  Commenting on the status of the project at the Open-source Developer meeting on Monday, July 20th, Oz Linden said:

All it needs now is a little more UI – notices that show when your own Complexity has changed, and when your Complexity is too high for those around you to render … I want to wait for those UI changes to release this so that people have a way to understand why things are rendering fully or not … There will be a new setting that controls how long the message about your own cost appears; it will also govern how long the message appears when others are not rendering you.

Avatar Complexity (aka Jelly Babies): expected as a project viewer in early August
Avatar Complexity (aka Jelly Babies): expected as a project viewer in early August

Oz also indicated he’d like to experiment a little more with things. One idea under consideration is that currently, the viewer is gets all the data on high render cost avatars prior to calculating the complexity value. However, it might be possible to allow the viewer to make the calculations without having to fetch the full avatar data. A benefit of this could be to reduce the risk of worn mesh crashers impacting the viewer.

Encountering King Arthur and Beowulf in Second Life

Beowulf and King Arthur
Beowulf and King Arthur

In June I wrote about the non-profit Literature Alive! project operated by Desideria Stockton and Royce Sommer, and their Canterbury Tales Virtual Pilgrimage. They now have a new literary adventure for people to enjoy.

Beowulf and King Arthur is hosted on the Lingnan Drama Island by Brant (MrK Kas). The title itself pretty much explains what the installation is about: an exploration of the legends and times of Beowulf and King Arthur. And if this sounds an odd combination when one considers Beowulf is an Old English epic set in Scandinavia while King Arthur really came to literary prominence as a romantic figure in the 11th and 12th centuries, keep in mind both are firmly rooted in Anglo-Saxon times, and thus the pairing is apt.

As with Canterbury, Beowulf and Arthur is an interactive investigation of both legends, this one set within a huge castle structure. Entering the courtyard of this will bring the visitor to a famous image: Excalibur stuck fast in a great stone. Paths leading either side of this serve as introductions to the two legends – left for Beowulf, right for Arthur. From here, one can explore on foot, passing through the Beowulf section and on to the Arthurian section, or a teleport board provides access directly to Arthur, and one can then progress to Beowulf from there.

Beowulf and King Arthur
Beowulf and King Arthur

Given this is interactive piece, there is a lot to click on throughout; with Beowulf, blood spatters on the floor of the castle hall and on the tables provide information on his legend, while visitors can also learn about Anglo-Saxon times in Britain, paganism and Christianity (which sit as uneasy partners in the Beowulf legend) by clicking on wall displays, flowers, and so on.

Moving through the hall leads the visitor increasingly toward Arthur and Arthurian legends, notably Sir Gawain and the Green Knight, a reference to Myrddin (Merlin) prior to his fusion into Arthurian tales, and thence a climb up to Arthur’s hall, where sits the round table and an opportunity to learn about the code of chivalry.

Both elements of the installation include quizzes and puzzles and the opportunity to win prizes (keep an eye out for the quiz chests scattered around). As with Canterbury, this is an engaging exploration of literature, and one that appears to be part of a bigger project. Outside of the castle sit a series of Tudor style houses which look to be in the process of being set-up to offer insight into other works of literature; this is something I’m hoping to talk to Desi and Royce about in the near future.

Literature Alive!
Literature Alive!

In the meantime, if you fancy the opportunity to find out more about two classic mythologies and the times in which they are set, Beowulf and King Arthur offers an interesting and easy-to-follow means of doing so.

SLurl Details

 

Reminder: Second Life VMM migration set to commence

secondlifeUpdate, July 30th: The lab has issued a new version of the VMM viewer, and the links to the download in this article have been updated accordingly.

A reminder that as recently announced by Linden Lab (and as I reported here), automated migration of Direct Delivery items on the Marketplace to the Viewer- Managed Marketplace capability commences on Thursday, July 23rd, 2015.

All Marketplace merchants will receive an e-mail at the start of the migration process, and another when it has completed. In addition, those with 5,000+ listings will receive an e-mail related to the scheduling of their store migration.

Operations will run from 21:00 SLT through to 09:00 SLT on weekdays, starting on Thursday July 23rd, and will continue in this manner until all stores on the Marketplace have been migrated. Merchants will not be able to modify their stores while their items are being migrated, but sales of items that are not in the process of being migrated will continue.

Note that Magic Box items will not be migrated during this process; they will require a manual migration, and no date has yet been given as to when support for Magic Boxes will discontinue.

The Viewer-Managed Marketplace ideally requires a viewer updated to support VMM in order to make managing items easier. At the time of writing, viewers supporting VMM are:

Non-VMM viewers will display VMM items in a Merchant Listings folder - do not delete this folder or its contents! folder
Non-VMM viewers will display VMM items in a Merchant Listings folder – do not delete this folder or its contents! (Shown in Singularity.)

Note that if you are a Merchant using a viewer that does not have VMM support, once your store has been migrated, you will have an additional folder in your inventory display called Marketplace Listings.

This is the controlling folder for VMM, and should not be deleted, or have contents deleted or moved (it will be hidden in the majority of viewer with VMM support).

While it is possible to use this folder to continue to add new VMM items to your Marketplace store (providing you create the required folder structure, etc.), as Whirly Fizzle notes on the VMM migration forum thread, this is not a recommended approach given that it might lead to mistakes or confusion.

It had been indicated that VMM migration would not commence until after the viewer code had been promoted to release status. As such, the sudden announcement of the start of migration ahead of such a promotion has caused understandable consternation with TPV developers and merchants, prompting the Commerce Team to comment:

As many of you noticed, we did shorten the time line to get Merchants migrated to VMM. This is due primarily to the need to get Merchants off of Xstreet, as it was down for a weekend in early July, forcing us to accelerate our dates.

Those who are concerned about the migration process should refer to the migration forum thread, linked-to above. I also have a high-level overview of VMM (written when the project viewer first appeared), including a look at manual migration.

The Lab’s own resources on VMM can be found here:

A little Série Noire in Second Life

Serie Noir
Série Noire

Tutsy Navarathna is perhaps best known for his brilliant and evocative videos. However, he is also an accomplished photographer, demonstrating the same flair and eye for scenes and story-telling in his images that is so clearly evident in his machinima.

His latest exhibition of photography recently opened at the Nitroglobus Gallery, operated and curated by the partnership of Nitro Fireguard and Dido Haas. And it is a must-see.

Serie Noir
Série Noire

Série Noire is an homage (I’m using the French pronunciation intentionally), to the publishing imprint of the same name, founded in 1945 by French screenwriter and actor Marcel Duhamel. It’s a title which became – and still is – synonymous with detective fiction; so much so, that in 1946 it led to the coining of the term film noir to describe those stylish Hollywood detective dramas of the 1940s / 1950s.

The exhibition offers a series of large format images featuring scenes which might easily have been drawn from any of the stories to be found in Serie Noir during its 70-year history. Thus it is that we have images alive with sensual femme fatales and fedora-hatted detectives mixed with those hinting at outright sexuality and bordered by the suggestion of the harder, more edged violence we expect from our detective thrillers today. although that said, I have to admit to liking the picture that is so suggestive of a more genteel era of detective fiction, complete with a bowler-hatted, monocled detective, a walking cane held in one hand and a faint air of the Hercule Poirots about him.

Serie Noir
Série Noire

Also forming a part of the exhibition is a series of sculptures by Nitro Fireguard. These present further scenes so often found in crime and detective fiction, and each is framed under the light of a street lamp. Most are static, but one features an animated couple caught in the moment of a shooting. But is in premeditated murder or a case of crime passionnel?

I have long been a fan of Tutsy’s video work, and each time I see his photography, I become more enamoured of it as well; Série Noire further cements that feeling, and I recommend it to anyone with a love of detective fiction and films. When visiting, do take the opportunity to explore the other gallery areas, which feature more works by Dido and Nitro.

Série Noire
Série Noire

SLurl Details

Lab launches resident-focused Second Life promotional videos

secondlifeOn July 20th, 2015, Linden Lab issued two new Second Life  promotional videos on their official YouTube channel.

Both are entitled Second Life – The Largest-Ever 3D Virtual World Created By Users, and combine footage shot by the Lab (some of which has been seen in past promotional videos) with footage from Draxtor Despres’ outstanding World Makers series.

There’s nothing actually new in this per se; the Lab combined their own footage with some from World Makers in their December 2013 promotional pieces, which I reviewed here.

However, what makes these different is that overlaying the video footage are a series of audio clips taken from the World Makers series (and possibly elsewhere), featuring Second Life users talking directly about the platform.

Thus, unlike the purely music-based videos before them, these offer a very user-centric look at Second Life which makes them compelling viewing, and perhaps the best promotional videos yet produced for the platform.

At a minute in length, the first video can afford to offer a more visual lead-in, with a series of clips from around SL. It can also obviously offer more audio content, and I have to say that the inclusion of a clip of Zachh Barkley talking about his own attraction to SL is particularly effective in adding depth to the piece.

The second video, just 30 seconds in length, offers a more defined view of Second Life ideally suited to the shorter attention span, but which is no less compelling or effective than the longer version.

I’ve long been an advocate of the Lab collaborating with users to produce suitable promotional material for Second Life, both by working with machinima makers and using the creative talents of users themselves.

While these videos move in a somewhat different direction to the one I imagined when writing on the subject, they are nevertheless a move entirely in the right direction. Both showcase Second Life beautifully and in a manner that really speaks to the audience. As such, I hope we’ll see them used widely in promotional campaigns – and see more pieces of a similar nature in the future.

Kudos to the Lab and all involved in their production.