Sansar 2019 Product Meetings week #3 w/audio

Sansar Social Hubblog post

The following notes were taken from the Sansar Product Meeting held on Thursday, January 17th. The meeting was chaired by Stanley, the Director of Product for Sansar at Linden Lab and who was marking his first time leading a product meeting. Also in attendance (who I noted) were Cara, Aleks, Leslie, Nix and Stretch Linden.

Stanley has been with the Lab for some six months, and has been working closely with the Product team with a focus on improving the consumer experience, particularly the integration with Steam.

Sansar Dollars To US Dollar Conversions

On Wednesday, January 16th, 2019, Linden Lab published a Sansar blog post outlining Sansar Dollar to US dollar conversions. The post follow-on from changes announced in December related to Sansar becoming available on Steam – specifically the closure of the SandeX, which has been replaced by a flat-rate exchange rate for S$<>USD transactions.

The latest blog post outlines the key points of the new exchange process. In short:

  • Sansar dollars can be converted to USD at the rate of S$250 to $1.00. However, anyone who created their Sansar account before December 31, 2018, can exchange at the legacy rate of S$143 to $1.00 through until  December 31, 2019, after which the conversion rate for all accounts will be S$250 to $1.00.
  • The Process Credit page has been re-enabled for moving USD to PayPal accounts. However, to allow for processing of funds that may come via Steam, processing may take up to 30 days to complete a request.

However, there is more – and it has been somewhat negatively received.

  • Only “Earned Dollars” can be cashed out. That is, only S$ obtained via the sale of goods / services. S$ that are purchased or received as a gift / tip cannot later be cashed out (although all S$ held before the January 16th blog post have been converted to Earned Dollar Status).
  • It has been calculated that, even allowing for easements elsewhere in the system, creators are losing some 60% of potential income when cashing out.

This latter point was of particular concern at the Product Meeting, but the Lab’s hand is forced on the matter due to Sansar now also being provisioned through Steam, there is also concern as to whether the S$ > USD exchange rate might undergo further adjustments other than that planned for the end of 2019.

There are currently no plans to introduce adjustments to the cash-out exchange rate beyond those indicated in the blog post, which amount to anyone cashing-out paying around 60% in commissions. To help offset this, the Lab no longer takes a commission on any store-based transactions between users; they only take a commission on the cashing-out of S$.

Even so, and not unreasonably, creators feel that the shifting of fee payments to the cashing-out process means they are effectively subsidising the Steam integration, particularly given that – by the Lab’s own admission – the majority of users in Sansar are still coming directly into the platform, rather than via Steam, yet Steam still take a cut of the cash-out transactions.

The Lab acknowledge this is currently one-sided, but given they have no means at this point in time to accurately judge how much of an impact Steam will have on Sansar’s usage, they have erred on the side of caution. But whether in time the commission percentages could be adjusted, very much depends on how traffic flow through Steam develops over time, with changes to the cash-out process liable to be considered very carefully before being implemented.

It was asked whether Sansar could be provisioned through Steam “without the money part” in order to simplify matters. The problem seen with this approach is it would exclude Steam users from any economic engagement in the platform (as their transactions must come via the Steam wallet), reducing their interest in using the platform (no ability to buy avatar accessories, good, etc.).

The Future With Steam and Other Providers (e.g. Oculus)

Linden Lab see Steam as the “industry standard” for accessing games and for using VR with games. As such, they are unlikely to move away from the current partnership. However, if over time the relationship with Steam does not prove beneficial to Sansar in terms of growth, use, economy, etc., the platform is not in any way locked-in to Steam on a permanent basis, and so a future separation is not impossible.

The Oculus store has also been looked at as a potential channel for Sansar, and talks have been held. However, because of the relationship between Oculus and Facebook, this had proven a lot harder, but is still being worked on.

New User Experience

New User Experience Steam “versus” Sansar

There still seems to be a perception that users coming to Sansar via Steam have a different new user experience to those coming via Sansar.com. Aside for the sign-up process, this is incorrect. Sansar as provided through Steam is no different to Sansar accessed via the website / direct client download: all users go through the same on-boarding experience with their Home Space and the client tutorial, and the new Social Hub.

Enhancing the New User Experience

There are internal discussions at the Lab on further enhancements to the new user experience, such as adding some form of achievements / cosmetic awards system or similar, in order to encourage engagement (particularly among Steam users).

One of the issues Sansar faces (like Second Life) is how it should be pitched, simply because the potential use-cases are so vast and different. Creators, for example, have different reasons to try the platform to consumers; even gamers with an interest in modding view things differently to those purely interested in game play. Thus, the Lab is still juggling with approaches.

In terms of Steam, one of the most basic areas in determining how the appeal of the platform could be improved is via the constructive feedback offered through reviews, given that when provided, these most frequently involve comments on the “non-standard” approach to how control options are laid out on the hand controllers.

Gaming Templates

In keeping with previous Product Meeting summaries in these pages, the Sansar Team is working on various game-style Sansar templates (e.g. shooting games). It is hoped that when these become available, they will encourage creators / users to utilise them within their own experiences, further helping to drive engagement in Sansar.

These templates have also seen the Lab considering issues such as scoring mechanisms, persistence of scores / progress between sessions, etc.

Upcoming R29 Changes

The upcoming R29 release (the first for 2019) includes some further VR updates related to a user’s “connection” to their avatar.

  • One of these will be for the avatar to be more in sync with a users body movements, rather than lagging behind, as can be the case at the moment.
  • Another is to provide better control of arm movements (although this wasn’t clear to me, I assume this is related to keeping the arms more naturally in line with the avatar’s body when moving the hand controllers around).

R29 should also see the removal of the height calibration menu and storing a person’s height when using VR. There will still be options for setting it, if required (such as when a headset is being used by two different people); but where the headset is only used by the one individual, it shouldn’t be necessary to re-calibrate between sessions.

Continue reading “Sansar 2019 Product Meetings week #3 w/audio”

An offering to Mnemosyne in Second Life

Nitroglobus Roof Gallery: Offering to Mnemosyne

Mnemosyne, sister of the Titans and Mother of the Muses, was the Greek Goddess of Memory. According to Greek Mythology. Those who drank from the waters of Mnemosyne secured recollection of their memories as they passed to the next life.

So reads the introduction to the first exhibition for 2019 at Nitroglobus Roof Gallery, curated by Dido Haas. Offering to Mnemosyne by Fenris (Fenris345) is a somewhat different exhibition to previous events at the gallery in that is offering a series of images that offer a glimpse of the artist’s own introspections on life, set within a mythological framework that has a resonance for all of us.

Nitroglobus Roof Gallery: Offering to Mnemosyne

The daughter of Titans Uranus and Gaia, Mnemosyne occupies something of a unique place in Greek mythology. While the Titans were viewed as archaic, she nevertheless has a prominent role. With her nephew Zeus, she  conceived the nine Muses. As the introduction of the exhibition notes, she presided over a pool that ensured those passing into the afterlife preserved their memories, and which stood in opposition to the river Lethe, from which those passing into Hades might drink if they wished to forget.

More particularly, her role is important to the Greeks, as memory was seen as one of the essential foundations of the oral (and later written) tradition; thus Mnemosyne herself one of the essential building blocks of civilisation in within Greek mythology – hence her elevation to that of a Titan.

Nitroglobus Roof Gallery: Offering to Mnemosyne

And the truth is, memory is important to all of us; hence why this exhibition might be seen as an expression of introspection by the artist –  a fact further expressed by the inclusion of some descriptive notes on each of the pieces in the exhibition by Fenris himself. However, I would recommend that visitors view the pieces before reading his comments; personal and introspective to the artist these images may be, but they can also serve as a springboard for our own memories. Simply allow the title of each and the image it presents to talk to you a moment; it’s surprising the memories  each picture calls forward.

Evocative, personal, rich in narrative, there is a depth to this exhibition that encourages time to explore each of the images carefully; in allowing them to speak quietly to you, to tease memories to the fore. It is also the reason why a return visit is well worth the while: to appreciate each through the eyes of the artist, by viewing them in concert with his personal notes (just click the greeter board to receive them with Dido’s introduction to the exhibition.

Nitroglobus Roof Gallery: Offering to Mnemosyne

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North Providence, Second Life

Petit Lac Des Cygne; North Providence, January 2019, on Flickr
North Providence – click any image for full size

Update: Black Veil, the location for North Providence has been repurposed, and as such this build no longer exists.. 

I was drawn to North Providence, a five-region role-play estate after seeing a photo by fellow SL traveller and blogger, Wurfi. Defining itself as the year’s best choice for modern role-play, the estate is both new (the regions are all less than a month old) and an ambitious environment offering something of a reproduction of New York – both the city and the State.

The role-play is somewhat adult-oriented (the About Land description includes urban, violence, drugs, crime, gangs, sex, with all but one of the regions Adult rated), but the environment is very well thought-out and presented, openly public, but with spaces for small businesses and those wishing to experience role-play in a modern setting.

Petit Lac Des Cygne; North Providence, January 2019, on Flickr
North Providence – click any image for full size

North Providence prides itself on a one of a kind experience you cannot find at just any role-play region, from its plethora of preset locations for you to build your story in or the available rentals to explore your savvy business side, North Providence has it all, and it’s the perfect place to call home.

– From the North Providence website

The layout is well-considered, offering as the text above suggests, a series of preset locations, all of which are carefully formed into a cohesive whole. It includes elements of Manhattan, notably in the presence of both the Empire State Building and the Chrysler Building (both with apartments inside), together with Columbus Circle. There are also suggestions of outlying area of New York City, complete with elevated sections of the subway, housing and projects, and even hints of up-state New York with open spaces, woodlands and hills.

Petit Lac Des Cygne; North Providence, January 2019, on Flickr
North Providence – click any image for full size

A map of the city is provided, but this by no means reveals the full extent of the estate, particularly the up-state areas of Brooks County and the board walk seafront that could be South Beach or Atlantic Beach. So, there is a lot to explore – including underground, where a network of service tunnels can be found. These might offer the potential for the more criminal aspects of the role-play to be enhanced, although again, I didn’t fully explore them, so I’ve no idea how often they connect with the rest of the estate.

I also cannot speak to the role-play within the estate on the basis of a single visit. However, there were a fair number of people within the regions during my time there, only some of whom appeared to be casual visitors. Those wishing to keep up with news of activities and events within the estate can do so via The Hutson Street Journal, the community newspaper. There is also a calendar, but whether this is for recording local events is unclear. When examining the estate, do keep in mind this is a new community, and one that is still in the process of finding / growing its audience  – something that might also be reflected in the status of the website.

Petit Lac Des Cygne; North Providence, January 2019, on Flickr
North Providence – click any image for full size

North Providence is an interesting new role-play estate; I did encounter some issues with texture loading at times (so reducing draw distance in places might be needed). It will be interesting to see how the estate and the role-play within it develops.

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Tyche Shepherd’s 2018 SL Mainland census

Tyche Shepherd: 2018 Mainland Census

On Wednesday, January 16th, Tyche Shepherd published her 2018 Mainland Census, examining the overall state of Second Life Mainland, and it makes for interesting reading, as it offers the first “external” look at how Mainland is faring since the pricing restructure introduced in March 2018 (see Linden Lab announces SL Mainland price restructuring).

The overall view is neatly summed-up by Tyche thus:

As we’ve seen with Private Estates 2018 looks like a small revival for Mainland . Ownership is up (though Linden Home Ownership is down) and Owners are holding more land than before (Not surprising with the changes in Tier and Free Land Allowances) Larger land holders have tended to decrease their holdings but there has been a lot more active owners at the lower end. Abandoned land has significantly decreased and there has been some increase in Protected Linden land.

– Tyche Shepherd, 2018 Mainland Census

The Census covers all aspects of Mainland holdings – Linden and non-Linden. However, for this article, I’m focusing more on the Linden held elements of Mainland, specifically because of the changes made to Mainland pricing. Some of the key points of the census are:

  • Lab “ownership” of Mainland has decreased by 6.5% through 2018.
  • The total number of Mainland parcel was up on, with 132377 parcels held by 60388 unique holders (split between 49084 individual accounts and 11254 groups). This compares with 125010 parcels among 58244 holders at the end of 2017. 31056 of these parcels are directly owned by Linden Lab.
  • The mean size of parcels held by private land holders is 3366.5 Sq m, up by 82 sq m compared to January 2018.
  • Abandoned Mainland has fallen by just under 4% as a total of the available Mainland (from 22.9% of all Mainland to 19%) – the first such drop since September 2011, bringing abandoned land down to a level last seen in at the end of 2015.The cause of this is undoubtedly the Mainland pricing restructure, which lower tier rates by around 10%, doubled the amount of “free” tier to 1024 sq m and – equally importantly – substantially relaxed the rules for obtaining free land.
  • The rate at which land was abandoned also decreased in 2018, most likely again a result of the pricing restructure.
  • Total Monthly Mainland Tier, with the new tier rates applied, is estimated at US $630,786, down by 8.9% (US $61,479) on the January 2018 rate.
Abandoned Mainland fell by 4% as a percentage of the total Mainland, the first such drop since September 2011 – Tyche Shepherd’s 2018 Mainland Census

The number of occupied Linden Homes fell slightly in 2018, by 3.1, although the total number of homes remained constant. There is no direct evidence to support this being a direct result of the Mainland price restructuring; it could be part of a general sine curve of ups and downs in the popularity of Linden Homes. Unfortunately, past census reports no longer appear to be available to examine due to the SL Universe move in 2018.  However, I wouldn’t be surprised if the drop wasn’t in part fuelled by some people trading their 512 sq m Linden Homes to gain a full 1024 sq m of “free” tier.

The price restructuring does appear to have stimulated the “lower” end of the Mainland land market (i.e. among those holding smaller amounts of land), although overall holdings among larger land holders has, as Tyche notes, decreased slightly.

To be honest, given the Lab’s feedback on the popularity of the pricing restructure, I had been expecting a slightly larger reduction in the amount of abandoned land as a total of Mainland (possibly 6-8%). As it is, abandoned land still represents a significant amount of the Mainland product, which has – other than 2011 – tended to show a year-on-year growth since 2010. Ergo, any reduction is welcome.

Abandoned land as a percentage of Mainland, 2010-end of 2018 – Tyche Shepherd’s 2018 Mainland Census

In terms of looking ahead, 2019 presents an interesting year. On the one hand – and assuming no significant Mainland surprises are suddenly announced, there is no reason why the acquisition of abandoned land should not continue, even if at a slightly slower rate than may have been seen in 2018.

On the other, there are a couple of big “unknowns” that are to be unveiled in 2019: the alteration to Premium subscriptions, and the opening of the new Linden Homes continent (plus any plans to grow it). The latter in particular opens up a series of questions relating to Mainland size, abandoned land, and possible trends, as I noted in Second Life: state of the grid, 2018. Chief among these is the potential for abandoned land to increase in 2019 as a result of people both deserting their Linden homes in favour of the new offerings (which it turn raises questions as to what will be done with the existing Linden Home regions that might become sparsely populated), or even for other Mainland parcels to be abandoned in favour of the new Linden Homes.

Obviously, all of this also depends on how the new Linden Homes are offered, again as noted in Second Life: state of the grid, 2018 – and what incentives are offered through any revamped Premium subscriptions that are offered, and which might encourage more users to go Premium and possibly invest in Mainland.

For the full breakdown of the census and charts – all of which make for interesting reading, please refer to Tyche’s post.

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Gem Preiz: master of fractals in Second Life

Gem Preiz Fractal Art Gallery

I recently received an invitation from Gem Preiz to visit his new Fractal Art Gallery. As regulars to these pages will know, I am a huge admirer of Gem’s work; not only is his fractal art fabulously complex, covers everything from the natural (entire worlds!) down to the architecture of future (and past) imagined civilisations, but also because he also tends to develop his art along thematic lines. Many of his installations offer a narrative (The Anthropic Principle, No Frontiers, Heritage: Wrecks and Heritage Vestiges all being examples of this) he also uses his art to ponder a raise of questions, be they scientific, philosophical, environmental or some combination thereof (Rhapsody in Blue Fractals, Metropolis, and Sapiens all being three such examples).

In this latter regard – narrative and thought – witnessing Gem’s art in a more traditional gallery setting can mean that the subtext of said narrative and thought might be lost. However, what is always present is the sheer grace and beauty of his art, every piece of which whether previously encountered as a part of a themed installation or being seen for the first time, is a masterpiece of execution, depth, style, and composition.

Gem Preiz Fractal Art Gallery

The new gallery space Gem has created for his work is in keeping with the broader themes of much of his work, presenting a futuristic space around which stand tall silver-grey towers with black elements within resembling windows. Spread across multiple levels within the gallery are somewhere around 120 individual pieces, making this a tour de force of his work, and it is quite easy to spend a far amount of time simply admiring the pieces and getting caught within the intricacies of their design.

To help with the context mentioned above, pieces have been grouped together – there is a hall for Gem’s fractal planets, for example, a bay for images created for / used within Metropolis, a selection of pieces used within / created for Sapiens on the outer walls of another hall space – which itself contains pieces from his Myths collection, and so on. Meanwhile, each of the four  main walls of the structure is dominated by a large format version of one of Gem’s pieces, presented as they might be seen within one of his installations and which demonstrate the sheer majesty of his art.

Gem Preiz Fractal Art Gallery

All of the pieces are offered for sale, either by clicking them directly or using the vendor displays found on the lower level of the gallery. Movement between levels is easily achieved via escalator and / or teleport station – the latter being located throughout the gallery.

Gem’s art remains an outstanding presentation of the beauty of fractal art, and his new gallery is well worth a visit.

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2019 SL User Groups 3/1: Simulator User Group

R.A.H.M.E.N.L.O.S; Inara Pey, November 2018, on Flickr
R.A.H.M.E.N.L.O.S blog post

Update: The Bluesteel RC channel was updated with server maintenance package 19#19.01.09.523003, comprising logging to gather baseline information on simulator performance in various areas of interest together with additional logging. 

Server Deployments

As always, please refer to the server deployment thread for the latest information and updates.

  • There was no deployment to the SLS (Main) channel on Tuesday, January 15th, 2019.
  • There will be at least one RC channel deployment on Wednesday, January 16th, 2019. This will have extra back-end logging, but nothing visible to users.

SL Viewer

At the time of writing / publishing, there have been no updates to any of the viewers in the current pipelines at the start of the week, leaving things as follows:

  • Current Release version 6.0.1.522263, dated December 5, promoted December 13. Formerly the Spotykach Maintenance RC viewer – No Change.
  • Release channel cohorts:
    • Estate Access Management (EAM) RC viewer, version 6.1.0.522564, December 19.
    • BugSplat RC viewer, version 6.1.0.522614, December 18. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
    • Love Me Render RC viewer, version 6.0.2.522531, December 18.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7. This viewer will remain available for as long as reasonable, but will not be updated with new features or bug fixes.

Hover Height / Vertical Positioning Issue

The hover height / vertical position issue that has seen tiny and very small avatars incorrectly hovering above the ground since November 2018 – see BUG-225893should now hopefully be fixed.

The problem lay within changes made to the back-end Back Service, which manages the overall avatar appearance. The Lab had been working on trying to locate the root cause of the problem for some time, hampered by the fact a consistent reproduction of the issue when tweaking things to see what might be the cause proved difficult.

However, a fix was developed in week #2, and passed to the Lab’s QA team for testing. The fix was deployed on Monday, January 14th, 2019. As per the notes on the update, “any avatars experiencing issues with hover height will need to change outfits in order to help you stand on the ground.

Environment Enhancement Project

It is anticipated that a broader server deployment of EEP (currently on a limited deployment on the Snack channel) will occur in week #4 (commencing Monday, January  21st, 2019). This will hopefully see EEP go RC-wide on the main grid, and will be accompanied by a viewer update with further UI tweaks, bug fixes and (hopefully!) the additional render updates to enable things like crepuscular rays (“God rays”). rider will also be updating the LSL documentation on the SL wiki as it pertains to EEP.

Resources

Other Items

Puppeteering

is a topic that often comes up for discussion. While Animesh has potentially opened the door to better means of controlling NPC, creatures, etc., there are cases where on-the-fly control of your own avatar would be a help  (e.g. having more control over a  hug).

The pupeteering project was originally started to provide such a means of additional animation control. This reached the point where the results would have been confined to the user’s own world view (so not seen by others), but if followed through, it would have also included the network layering so that the result of pupeteered avatars would have been seen by all. However, this work was eventually put aside in 2011.

A more recent project, based on code contributed via the Black Dragon viewer is in progress, but (I believe, as I’ve not looked into it to any great depth) this will be more constrained in scope.

Some at the Lab have been tossing around ideas, but it should be noted these are only ideas, not a project, as Simon Linden mentioned at the meeting:

The hover height is an interesting little AV position mod … we’ve been brainstorming (warning – I think there was beer involved) with ideas like extending that, so for example you could adjust a hand position during a static pose. This is all just playing with ideas, however.

However, any in-depth work on the animation system is liable to require something of a deep dive into the system’s foundations – which probably won’t be easily countenanced at the moment.

In Brief

  • Animesh: Simon indicated there has been further internal discussions on what might be included in any Animesh follow-on project, with feature request BUG-22815 “Much needed Animesh specific constants for llGetObjectDetails()” being looked at in particular. LI for Animesh humans continues to be a concern; while it is noted a “reasonable” Animesh character can be made for around 28 LI, those using Bento can range around the 80-90 LI mark, possibly higher – which could limit their use. These discussions will likely continue through the “regular” forum for Animesh discussion: the Content Creation User Group.
  • OS Updates: work is still progressing on updating the operating system used by LL’s servers. This will not only bring them up to a more up-to-date OS version, but is also seen as foundation work for moving services to the cloud.