After a brief stint as a ghostly setting for Halloween and a pumpkin smash fight, the Winter Wonderland is back to its former snowy glory, and the Lab has announced a date for one of the Second Life winter traditions: the Lindens vs. residents snowball challenge:
Holidays have traditions – the gathering of families, the giving of gifts, the food and merriment, and – in our case – the Linden/Resident Snowball Showdown! This is your chance to arm yourself with some sweet snow-slinging artilleri [sic], take to the sparkling ice, and attack your friends, fellow Residents, and some Lindens with snowballs galore! But, you had better be prepared to get pummeled in return, because much of the joy of the holidays is giving – even if that means giving someone a snowball sandwich when they are least expecting it. Join us at the Snowball Fight Arena on Friday – December 15th from 11 am to 1 pm (SLT) and prepare to get pummelled!
As with previous years, Winter Wonderland is a 5-region experience which, for those who haven’t visited, includes the 2-region snowball fight arena, a winter snow track for snowboard and snow mobile racing, a skating ring, a Ferris wheel, and spaces to walk. The best place to start explorations is the Village of Light, where the Lindens tend to place a seasonal gift.
This year does bring some changes to the Winter Wonderland. The race track has been revised, and a smaller version of the Village of Light can be found on the far side of the track to the main village. So, even if you’re previously visited Winter Wonderland, a repeat visit may well be worthwhile.
Meanwhile, on November 28th, and potential of more interest to Second Life and Sansar users, the event saw Tara Hernandez, Senior Director of Systems and Build Engineering at Linden Lab, give a presentation covering Sansar and touching on plans for Second Life, entitled How Linden Lab Built a Virtual World on the AWS Cloud.
Most of the video delves into the intricacies of building a complex platform like Sansar and how Amazon’s products have empowered the Lab. As such, it does come across as quite a dry listen; however, within it there are some useful areas of focus which are worth noting.
For example, the early part of Tara’s presentation touches on some core truths about Second Life. Such as the fact it is a platform now 14+ years old, which started as an environment engineered almost down to the bare metal, taking advantage of what were, at the time, deep-seated optimisations in graphics and networking capabilities.
Over time, these have not only been layered upon almost organically over the years, but have also become – in Tara’s own words – “kinda ugly” in terms of trying to maintain and enhance. This monolithic, deeply rooted approach to the core elements of the platform is – along with the user-driven expectation than the user-generated content within the platform will not break as a result of changes to the platform – one of the major reasons why “updating” Second Life isn’t simply a matter of JFDI, as might be thought.
Aspects such as compliance – another issue which is perhaps a lot more complicated than many might appreciate, given the complexities involved in running services like Second Life and Sansar, where the ability to cash out money adds a lot of additional regulatory overheads (visible and invisible from a user’s perspective) over platforms which only allow users to pay-in.
The video also reveals the depth of the relationship between Linden Lab and Amazon, which in the case of Second Life, stretches back to 2008, and which has encompassed the Lab’s other product, Blocksworld. In particular, it touches on Linden Lab using (and sometimes breaking!) Amazon’s more recent offerings, such as their ECS services, as a beta customer. This is something that Amazon has itself highlighted, featuring Linden Lab and Sansar in one of their own ECS use-case studies (see my article “Project Sansar”: an Amazon ECS case study, from January 2016).
ECS in fact drives almost all of the Sansar back-end, from the Atlas through to the store. In particular, the way in which the ECS application layer is used to present the Sansar Atlas, and manage the entire management of the experiences offered by the Atlas and their instancing, utilising Amazon containers (see 27:40-30:58).
What’s interesting here is not only the way in which Amazon’s services are being used, but in understanding what is going on from the moment a Sansar user clicks the Visit button in the Atlas, and the lessons the Lab are learning even now, as people use Sansar.
This latter point is itself of interest, as it helps to explain why Linden Lab opened Sansar up to wider audience in what seemed to many of us familiar with virtual space – myself included – to be a premature move. Simply put, they needed more of a flow of people moving through experiences to better judge how experiences can be more efficiently / effectively managed within the Amazon environment – spinning them up / down, instancing, optimising server use, etc.
In terms of Second Life, perhaps the most interesting part of the video can be found at 32:14-34:36, with a look at the recently announced attempts to move all of the Second Life service – including (eventually) the simulators, if possible – the cloud. Officially announced as a project in August 2017, but has been discussed at various in-world meetings such as the TPV Developer meetings.
In particular, the presentation touches on one of the major reasons for attempting the move: costs. Right now, Second Life is dependent upon hardware the Lab has to source and operate through a data centre. Updating this hardware, and the underpinning infrastructure – network, fibre, rack space, etc., – requires continuous and high levels of expenditure (even allowing for re-purposing / write-down of old equipment).
There are also limits, as touched upon in the earlier part of the video, on what can be done within specific areas of Second Life support and maintenance. For example, Tara specifically mentions the core database services (which have been subject to numerous issues over the last year plus). While recovery times for these services has been halved – from three hours to 45 minutes – it is still a considerable outage period from the users’ perspective, and one difficult to bring down further.
Thus, an attempt to move Second Life to AWS could resolve a lot of issues for the Lab, and potentially allow them to leverage lessons learned with Sansar together with the capabilities of newer services – like ProxySQL – to further update and improve SL. It might also allow the Lab to move their database operations away from MySQL to more robust products, again following Sansar’s lead.
The shift of a platform from being data centre centric to cloud based is obviously non-trivial, and involves considerable challenges, some of which are outlined by Tara (above). However, from the comments she makes, she is anticipating possibly a dramatic level of progress over the next year. If so, it could be an interesting twelve months.
With thanks to Dassni – The Mesh Cloud for the Twitter pointer to the video.
There was no deployment on the Main (SLS) channel on Tuesday, November 28th, leaving servers running simulator version 17#184.108.40.2060664.
On Wednesday, November 29th, the three RC channels should be updated with a new server maintenance package 17#220.127.116.110835, comprising:
IMs sent to an off-line resident will only be sent to verified email addresses.
Internal Changes to Outgoing Emails.
The RC server deployment sees a further step in the Lab’s plan to reduce the volume of e-mail traffic it generates by only sending e-mails to those addresses Second Life users have actually verified as being valid with Linden Lab (see Making Email From Second Life (More) Reliable).
With this deployment, and if you have not verified your preferred SL-related e-mail address with Linden Lab, you will no longer receive off-line IMs as e-mails sent from users on any regions using the RC channels. Further, once this change is deployed to the Main (SLS) channel, you will no longer receive off-line IMs as e-mails at all until such time as you have verified your SL-related e-mail address with the Lab.
So, if you haven’t already done so, ad wish to continue receiving off-line IMs as e-mails from wherever they originate in-world, make sure you have verified the e-mail address recorded in your viewer with Linden Lab. Should you require detailed instructions on how to do this, please refer to my blog post Important: verifying your e-mail address with Second life.
There have been no SL viewer updates thus far, leaving the current viewer pipelines as follows:
Current Release version 18.104.22.1689115, dated September 22, promoted October 13 – formerly the “Moonshine” Maintenance RC.
Release channel cohorts:
Martini Maintenance RC viewer, version 22.214.171.1249906 November 17th.
Alex Ivy 64-bit viewer, version 126.96.36.1990354, November 2nd (still dated Sept 5th on the wiki page).
Voice RC viewer, version 188.8.131.528552, October 20 (still dated Sept 1 on the wiki page).
Project Render Viewer version 184.108.40.2060604, dated November 14th
On Monday, November 27th, Amazon announced the preview of a new cloud-based AR / VR content creation / hosting platform called Amazon Sumerian, which is being pitched as a way to build 3D-powered applications to run on a range of hardware environments including high-end VR headsets, as well mobile products like the iPhone or iPad. It supports WebGL 2 and WebVR, and Amazon plans to make its tools compatible with Google’s AR software tools for Android-powered devices soon. ARKit is supported for AR development, with support for ARCore also promised.
In essence, Sumerian is geared towards those companies that are using gaming engines like Unity and Unreal to build virtual reality apps for corporate training, product development, employee education, etc., with them aim of providing them with a platform that can achieve the same while avoiding the overheads of requiring specific Unity / Unreal in-house skills or having to manage the systems require for such environments internally. In addition, Amazon see the platform as providing a means for businesses to provide things like concierge services, virtual house or land tours, and enhanced on-line shopping experiences.
Like Sansar, Sumerian uses one cloud-based environment in which to publish scenes (the Host), where users can access it, and a separate building / editing environment for actually constructing scenes. It also has an asset management system that allows customers to upload 3D objects in .FBX and .OBJ format, either as original content or from third-party sites such as TurboSquid (Sumerian also supports import from SketchFab), and which includes a library of pre-built Sumerian objects and scenes.
It’s not entirely clear how users interact with Sumerian scenes; no mention is made of avatars being used – and they probaly wouldn’t even be needed for AR environments. However, there is a concept of scene “hosts”, which should not be confused with avatars. Hosts are AI-drive characters capable of guiding users through scenes, respond to spoken-word questions, narrating a prepared script, use multiple languages, can be integrated with Amazon Lex and Amazon Polly, and so on.
For the preview period, use of Sumerian is free. there is no charge to design and edit your augmented reality (AR) and virtual reality (VR) applications. There will be no upfront costs or minimum fees for customers, instead charges are based on the amount of storage used for the 3D assets stored in Sumerian, and the volume of traffic generated by a scene, and for the use of any other AWS services, like Amazon Lex and Amazon Polly, used by a Sumerian Host. Those with Amazon AWS Free Tier, get access to Sumerian and can create a 50MB published scene that receives 100 views per month for free, for the first 12 months.
Again, in difference to those making Sumerian / Sansar / High Fidelity comparisons, Sumerian is less about making game-style or social environments, and far more about making the VR / AR application creation and hosting process a lot easier for companies that don’t necessarily have the expertise and resources of a dedicated software developer. They can whip up a training space or a VR shopping helper without having to worry about code. Of course, Sansar has also been promoted as an environment which could be used for training, simulation, education, and possibly other business uses; but it is not unfair to say that right now, it needs to mature somewhat before it is likely to be widely accepted in these environments. As such, it’ll be interesting to see how Sumerian fairs, and whether it might influence Linden Lab’s thinking around Sansar, perhaps pushing them even further towards the more social / games-led opportunities Sansar could encompass.
In the meantime, those wishing to take a closer look at Sumerian – and bearing in mind this does seem to be geared towards business use – can try the preview sign-up.