Previously appearing on a roughly quarterly basis, these offers / drives seem to have switched to bimonthly events since April 2015, which aligns them nicely with Halloween and Christmas for the purposes of gift-giving.
Of particular interest to Premium members is the “even better support” mentioned in the headline, which the post expands thus:
Starting today, Premium Members can now receive support by live chatting directly with the Linden Lab Concierge Support team. This is the same team of Lindens that Estate owners speak to when they need help, and now all Premium Members have access to this level of support.
For those not already a Premium member, the discount period runs through until 08:00 SLT on Monday the 24th of August 2015.
Note that the discount is only available when signing-up to the monthly billing plan, and is only applicable to the first month’s payment, reducing it to US $5.00 (+VAT, if applicable). Payments thereafter revert to the usual US $9.95 (+ VAT, if applicable).
This marks the second time the discount has been applied to the monthly billing plan, the first having been in April 2015, with the June discount offer switching back to the “traditional” quarterly plan. Whether this means we’ll be seeing the offer alternate between monthly and quarterly plans with future discount offers, or whether the Lab is simply gauging which generates the greater interest, remains to be seen.
There was no main channel roll on Tuesday, August 18th. The LeTigre and Magnum release candidate channel will also remain as they are for week #34.
The BlueSteel release channel received a new server maintenance package on Wednesday, August 19th, which includes internal improvements for inventory performance.
Commenting on the changes rolling to BlueSteel, at the simulator User Group meeting on Tuesday, August 18th, Simon Linden said:
If you notice anything on the Bluesteel RC channel after the roll, please file a jira on it with all the info you can about time and place and what happened … these changes aren’t about per[mission]s, I believe, but items and folders getting mixed up … Someone dug deep into the inventory system and identified some problems and tried to fix them.
The mention of permissions in his description of the update was the result of a question on whether the update would correct “perms bypassing”, which he addressed directly:
I know there’s been some talk about permission issues but from what we can tell, there are no _new_ permission problems. The best advice I can give is that you have to be extra careful about changing permissions in inventory (or in an object inventory) and then transferring it before it gets rezzed. And what I mean by “be extra careful” is, “don’t do that.”
There is a possible conflict if you change permissions while in inventory, and then pass it (without rezzing) to someone else. In that case, the “next owner” permissions can conflict with what you tried to set, so the result may not be what you expect. That’s been around forever and is often the reason people end up making copyable objects that they want “no-copy”.
SL Viewer Updates
On Tuesday, August 18th, the Lab promoted the summer Maintenance RC viewer, version 3.8.3.304115 as the de facto release viewer. This viewer includes over 50 maintenance fixes and update – please refer to the release notes for details.
The anticipated arrival of the Avatar Complexity / Graphics Presets project viewer in week #33 failed to occur, so perhaps it will arrive later in week #34.
CastAR, formerly Technical Illusions, the company behind the augmented reality castAR headset with a VR capability and which I’ve been covering in this blog, has announced the completion of a US $15 million round of funding.
Former Valve employees Jeri Ellsworth and Rick Johnson founded the company in 2013 after being let go by Valve – and given the blessings of Gabe Newell, Valve’s founder and Managing Director, to take the IP used within castAR with them.
Since then, they’ve been developing the headset with the aim of producing a low-cost, self-contained AR system initially aimed at games and entertainment, but with a wide range of other potential applications – including VR, through the addition of a clip-on that allows for wide field-of-view VR experiences.
The Development Kit / Kickstarter version of the castAR headset (image via Engadget)
The early stages of the company’s work was largely funded by a Kickstarter campaign in late 2013 which raised just over US $1 million. This provided sufficient capital to get the company running, albeit on the small scale, and in October 2014, they were able to start shipping the first of the Developer / Kickstarter backer kits whilst also relocating from Seattle, Washington, to Mountain View, California, a move overseen by the newly hired CEO, David Henkel-Wallace.
However, fulfilling the obligations of the Kickstarter campaign has been difficult – so far the company has only been able to produce and ship around 1/3 of the pledged headsets. The Series A round of funding, which has been chiefly backed by Playground Global, co-founded by Andy Rubin of Android Inc. fame, will enable the company to take on staff, complete its Kickstarter obligations and lay the foundations for the future.
The news of the investment round was announced to Kickstarter backers in a personal note from Jeri and Rick, which reaffirms their commitment to their original supporters, reading in part:
What does this mean for Kickstarter? Delivery! We remain committed, as we always have, to giving our Kickstarter backers a high quality product and experience. Of course with only nine people and an ambitious engineering plan, it clearly has taken us longer than we had planned, but among other things, this investment will make sure we complete the Kickstarter in the next several months.
We recognise every day that we would not be where we are at without the support of you, our backers. You believed in us when we put together a video showing a product of 90% hot glue, some friends using it, and some crude software. That support reassured us that we weren’t crazy, and it helped send investors the message that there is significant excitement for castAR.
The conceptualised castAR production headset and VR clip-on system (image: CastAR)
The slightly ungainly – at least in its development form – headset uses projectors mounted on it to bounce light of a retro-reflective surface in an effect Ellsworth came across by accident, setting her with the initial idea for the system. The light from the projectors is delivered back to the wearer’s eyes through active-shutter glasses which also track the user’s position, allowing the projection to be updated in real-time.
Projections seen when wearing the headset appear as holographic elements directly in front of the user’s field of vision, which can then be manipulated via a “wand” hand controller. Because the retro-reflective material bounces light back to its origin, multiple users can use the same surface simultaneously without experiencing any interference from other headset, allowing multiple headsets to be used in the same physical space for game play or other activities.
A key aim of the headset is to be affordable, ease-to-use system which users of all ages can immediate grasp conceptually and use with ease.
“When we say a consumer product, we mean a consumer price point,” Henkel-Wallce told GamesIndustry.biz when discussing the funding announcement. “The Oculus headset is only a few hundred dollars but then you need a $1000 PC to run your games. That’s not a consumer product, that’s not something you’re giving to your kids.
Daivd Henkel-Wallace: Making CastAR fun, affordable and self-contained seen as key to the unit’s success
“Our vision is that Christmas day Grandma has bought these for the kids, they tear open the paper, they open the box, they’re eight and ten years old, they put down the game board and within a minute they’re playing. That’s where we want to get to.”
It was this approach which attracted Playground Global’s interest, with Rubin stating, “I was really intrigued by [their] approach to tackling the problem of how to drive mainstream adoption of AR. They’re the only company I found to be simplifying the utility and application of augmented and virtual reality technology into a fun, accessible, and portable system that will wow kids and adults alike.”
The company’s change in name was also announced alongside of the funding news, and is seen as a natural step for the fledgling company, as Rick Johnson explained when writing to Kickstarter backers:
One observation we’ve made along the way is that people kept calling us “castAR” as a company name. We used the financing as an excuse to change our official company name to castAR.
The Series a funding round comes on top of an undisclosed seed round of funding for the company. Together these demonstrate that castAR is a viable investment concern, opening the door to additional round of investment in the future, if / when needed. As Henkel-Wallace informed Gamesindustry.biz, “This money really marks an inflection point from being just a raw start-up to actually allowing us to become a really fully functioning company.”
Update:this release has seen further issues for those using Webroot anti-virus (problems include low FPS, high ping rates to the simulator, very slow rendering, etc.). If you have Webroot installed on your system and are experiencing issues, please try manually whitelisting the viewer’s cache folder.
Tuesday, August 18th saw the release of Firestorm 4.7.3.47323. This release comes a little later than had been planned, thanks largely to a series of last-minute blockers caused be assorted external influences (such as win 10 driver issues for Intel).
This is once again a major release, packing a huge amount into it, and which brings Firestorm pretty much to parity with the Lab’s code base. It also sees the return of the Linux 64-bit build to the fold.
Given the sheer number of updates in the release, I do not intend to cover everything here, but rather offer an overview of some of the more major / interesting changes, updates and fixes to be found in the release. for full details of all changes, and all due credits to contributors, etc., please refer to the official release notes.
As this is a full release, expect an announcement on the blocking of version 4.6.1 and 4.6.5 to be made once the dust from this release has settled.
Log-in Screen Updates: Text Mode and Remember User Name
Login Screen > Select Mode >Text
When enabled, this disables the viewer’s 3D rendering, allowing Firestorm to be used as a “text viewer” for low-end systems and launches the viewer with the in-world view blanked out, but all of the menu options and tool bar buttons accessible HUDs (which are not displayed) and other attachments can be manipulated via the Touch option in the Inventory context menu.
The Text Mode option, accessed from the Select mode drop-down on the right of the log-in / splash screen enables you to run Firestorm without 3D graphics on a low-end system – menus and buttons will still be accessible, as will floaters. The Remember user name check box (highlighted above left) is also a new feature, restoring the functionality last seen in Phoenix
The Remember Username check box has been added to Firestorm in response to a series of requests to bring back this functionality from the Phoenix viewer – see FIRE-5735.
Additional Log-in Screen Fixes
The issue of Remember Password box checking itself after a failed log-in attempt and refusing to uncheck itself (see FIRE-16535) has been fixed
Several focus issues within the login panel have been fixed (see FIRE-6930)
Lab Updates
The 4.7.3.47323 release brings Firestorm up to parity with the Linden 3.8.2 code base (with some additional updates from the current 3.8.3 code base). Chief among the LL updates are the following.
Viewer Build Tools Update
This release means that Firestorm is now built using the updated viewer build tools, notably Visual Studio 2013 for windows and Xcode 6.1 for Mac, with some additional tool improvements, all designed to provide improved performance and stability, as well as easing the viewer build process. Details on the new build tools can be found in my blog post on the subject, however the key points with this change are:
The Windows version of this viewer will not install on Windows XP systems, regardless of the Service Packs also installed (previous versions of the release viewer would install on Windows XP system which had Service Pack 3 installed)
The Mac version of the viewer will not install on any version of OS X below 10.7.
Attachment Fixes
Firestorm 4.7.3 includes the Lab’s Project Big Bird fixes for a wide range of viewer attachment loss issues, which tend to noticeably occur after regions crossings (physical or teleport), such as: attachments appearing to be detached in your view, but not to others, and vice-versa; attachments appearing to have detached from you, but showing as attached in Inventory, and so on. These also fix issues such as adding multiple attachments at the same time failing to attach everything selected, and attempting to wear an outfit with too many attachments failing.
Project Layer Limits
This changes how system clothing layers (shirts, pants, under shirts, jackets, etc.), are handled. Prior to this update, an avatar could wear a maximum of 5 items of any single layer – say the jacket – at one time. With this change, an avatar can wear any combination of layers up to a global maximum of 60 – so you can wear 1 pair of pants and 59 jackets if you so wish, or just 60 jackets, etc.
Note that this change does not apply to body layers – skins, shapes, eyes, etc., for which the limit is still one of each, nor is it applicable to attachments, which retain a limit of 38 per avatar.
Experience Keys / Tools
Firestorm 4.7.3 adds the full set of Experience Keys / Tools controls and floaters in the viewer. For those not familiar with Experience Keys / Tools, I offer my own overview from July 2015.
This update means that on entering an area where an Experience is running, Firestorm users will see the full permissions request dialogue, rather than an abbreviated version.
With release 4.7.3, Firestorm users can access the Experience floater and review information on those Experiences they have allowed, blocked, owned, etc., and display individual Experience profiles. Land owners can also display information on Experiences running / blocked on their land through World > Region Details and / or the About Land tab
In addition, Firestorm gains the additional Experiences-related panels and floater options. So users can now access the Experiences floater via Avatar > Experiences, and the Region and About Land floaters have also been updated to include Experiences tabs and information.
Viewer-Managed Marketplace (VMM) is designed to enable merchants to manage the creation and management of Marketplace product listings through the viewer, bypassing the need to use the Merchant Outbox (and have copies of items stored on the Marketplace inventory servers) or using Magic Boxes (as VMM fully supports the sale on No Copy objects). It was fully deployed in July 2015, and all merchants have had their Marketplace listings migrated to VMM, and should by now have also migrated their Magic Box listings and items to VMM.
Firestorm 3.7.3 now fully supports VMM functionality, providing the Marketplace Listings panel and hiding the Marketplace Listings folder by default.
Those still requiring information on VMM are referred to my blog posts on the subject, which also include links to the Lab’s official information resources.
Dragging Folders into My Outfits
A recent change to viewer functionality meant that it was no longer possible to drag and drop sub-folders of items into the My Outfits / Outfits folder – see BUG 9209 (FIRE-15603). This changed caused some consternation among those who use My Outfits to order their outfits. As a result of the use-cases supplied to the Lab within the JIRA, this has been reversed in an upcoming release, and has been cherry-picked for inclusion in Firestorm 4.7.3.
Th obligatory Sansar promo image 🙂 (please can we have some new ones?) – Linden Lab
On Tuesday, August 18th, and running a couple of weeks behind schedule – such is the way with new projects – the Lab has officially announced they’ve invited a small number of content creators to try-out their Next Generation Platform for virtual experiences, currently code-named Project Sansar.
The announcement, which appears a press release on the Lab’s corporate pages, reads in part:
Slated for general availability in 2016, Project Sansar will democratize virtual reality as a creative medium. It will empower people to easily create, share, and monetize their own multi-user, interactive virtual experiences, without requiring engineering resources. The platform will enable professional-level quality and performance with exceptional visual fidelity, 3D audio, and physics simulation. Experiences created with Project Sansar will be optimized for VR headsets like the Oculus Rift, but also accessible via PCs and (at consumer launch) mobile devices. Users can explore and socialize within Project Sansar experiences through advanced expressive avatars, using text and voice chat.
Drawing on more than 12 years of unique experience running Second Life, the largest-ever user-created virtual world, Linden Lab will make it fun and easy for Project Sansar users to create social VR experiences, eliminating the complicated challenges that today limit the medium to professional developers with significant resources. Project Sansar will allow creators at all levels to focus on realizing their creative visions, without having to worry about issues such as hosting and distribution, multi-user access and communication systems, virtual currency and regulatory compliance, and other challenges associated with creating, sharing, and monetizing virtual experiences today.
As has been widely reported, the initial testing will be focused on Autodesk’s Maya® software for content creation and upload to Sansar, although the Lab have also announced that they intend the platform to operate with a wide range of content creation tools such as such as 3D Max, Sketchup, and Blender, with file format support for OBJ and FBX, and others.
Sansar alpha testing is focused exclusively on Maya – however, the Lab intend the platform to support a wide range of 3D content creation tools as work progresses
During the alpha, the invited creators will be encouraged to “use each other’s games and other invented environments, trade feedback, and tweak their own work.” They’ll also have to be patient, with Ebbe Altberg having previously warned they may face having content deleted, removed or otherwise altered as the Lab continued to adjust, change, tweak (and bash?) what is still a very new platform that has a good way to go before it reaches something ready to have a lot of people pile on to it and play with it.
That said, if all goes according to plan, the alpha will slowly be opened out over time to include more creators, the Lab’s own announce noting:
In the coming months, Linden Lab will welcome additional creators and content partners to Project Sansar as new features are added to the platform and testing expands.
The emphasis on “content partners” is mine, as I do wonder precisely what it means for the direction Sansar will be taking, particularly given the differentiation given the term from “creators”. More thoughts on that to come.
In the meantime, The Verge has been quick off the press in following-up on the Lab’s announcement, with a short piece entitled The VR successor to Second Life is inviting its first testers, which is in some ways an unfortunate title, as it does carry a certain implication that Second Life is perhaps no more. This view is perhaps further enhanced by the use of the past tense when referring to the platform, even though there is a nod to the fact that Sansar will run “alongside” SL.
For those wishing to catch-up on what I believe to be the core statements and information around Sansar, as gathered from cited sources, please refer to my July Sansar Summary.
Also, be sure to take a look at uploadVR’s very excellent conversation between Nick Ochoa and Ebbe Altberg on Sansar, which I reviewed at the start of August, and am embedding here again for reference.
Bright Canopy, the new streaming service, which allows users on low-end computers to access both Second Life and OpenSim has announced it will officially launch on Saturday, August 29th at a single monthly subscription price, which for the first 90 days (at least) will be $17.00 a month.
The service, which was established by SL users Bill Glover and his wife, Jeri (known in-world as Chaos Priestman and Beth Robbani respectively in-world), arose directly as a result of the May 2015 closure of the SL Go streaming service provided by former on-line streaming games supplier, OnLive. What’s more, and on a personal note, I’m pleased to be able to say that this blog had a hand in bringing things about – although my involvement as a beta user hasn’t been as extensive as I’d hoped.
Let’s just do it ourselves! You really got me thinking. I’d can launch a service right now if I get enough folks for Beta.
Bill and Jeri Glover: heading the Bright Canopy team, and long-term Second Life users
Things further progressed when I wrote about Nebadon Izumi’s work in getting the viewer and OpenSim delivered over AppStream. My article prompted Nikola Bozinovic, founder and CEO of Frame, a cloud-based service focused on delivering Windows applications to users, to suggest his service could be used to deliver Second Life through the cloud.
Bill and Nikola quickly got their heads together, and within 24 hours, they had their own proof-of-concept running, delivering the official SL viewer over Frame via Amazon.
Bright Canopy streams SL and OpenSim directly to your web browser, offering those on low-specification computers to enjoy the full graphic richness of both platforms with (allowing for network vagaries) low latency – note the data, bottom left (via Bright Canopy)
Not long after that, and with the support of SL and OpenSim users, a small alpha test commenced, which expanded to an invite-only pre-launch beta, which again in turn gradually opened its doors wider and wider as time as progressed and issues dealt with.
Nikola Bozinovic, founder of Frame, who extended an invitation to try his service as a means of accessing Second Life (and other grids) from the cloud – and thus paved the way for Bright Canopy to deliver
While operating as independent companies, the synergy between Frame and Bright Canopy has been impressive, with the former working hard to ensure the latter can provide a scalable, robust service, as Bill has worked to ensure the viewer behaves itself when streamed and can support the services users expect – notably voice.
“Frame is excited to provide infrastructure support to make projects like Bright Canopy scale globally,” Nikola stated during the official launch announcement. “Bill has captured the imagination and the energy of the Second Life community. We’ve been impressed by the cooperative and open approach of the Bright Canopy team.”
One of the core benefits of running with Frame, is the company has an established track record in delivering Windows applications over cloud services (indeed, in June 2015, Frame closed a further US $10 million round of funding, such is the scope of interest in their approach). This means they have the technical expertise to be able to help Bright Canopy scale over time, and to offer the kind of delivery speeds users expect (local network vagaries allowing). The company already has a global presence itself, notably utilising Amazon’s backbone, with points of presence across the United States, Europe, Asia and South America.
Initially, Bright Canopy ran using only Frame’s presence in California. Even so, and for many in the USA and Europe, results were impressive. Later, Dublin was added to the mix, offering greatly reduced latency to beta users in Europe. With the launch on August 29th, Bright Canopy will additionally leverage Frame’s presence on the US East Coast to again enhance the service.
One of the key aspects of Bright Canopy being partnered with Frame is that the latter already has multiple points-of-presence with Amazon around the world – so Bright Canopy can leverage these as global demands requires. At launch, Bright Canopy runs out of California, serving the USA, and Dublin, serving Europe
The new monthly pricing plan, which will completely replace the hourly plan used during the beta period, has initially been set at US $17.00 a month for the first 90 days. However, Bright Canopy warn that this may be subject to increase – although they hope very much to avoid this.
The problem here is that Bright Canopy is currently being provisioned via Amazon’s Spot Instances. Normally, these are the most cost-effective way to deliver a service, but they have lately been subject to an insane bidding war, resulting in massive price spikes.
This means that Bright Canopy need to watch the situation very carefully, as Bill explained in the launch announcement:
Our early bird price is going to be an experiment for 90 days. If you’ve been following the blog, you know we’ve seen price fluctuations on the back-end, and we still need to watch actual usage of the service. $17 is a sustainable price if the instance costs return to their typical, historical values. It is not a sustainable price with the current spike in instance price. We may need to get creative with how we split instances, or we may need to raise prices. We intend to remain transparent as always and will keep you posted. Our goal is to continue to maintain a sustainable, affordable service.
If a price increase is required, it will be announced when Bright Canopy have had an opportunity to assess the best way forward, and with sufficient time for users to determine how they’d like to proceed.