Courtesy of Sansar on YouTube
The following notes were taken from my audio recording of the August 29th (week #35) Sansar Product Meeting, which took the form of a general Q&A / feedback session. As always, key points are summaries, but please also refer to the official video.
The Nexus Release
The Nexus Release had been anticipated as being deployed this week, but bug fixing derailed the plans for this. This is to now hopefully make an appearance in week #36 (commencing Monday, September 2nd).
Fees / Commission Rates
In October 2018, Linden Lab announced that Sansar’s availability would be extending to the Steam platform at the end of the year, being made available under that platform’s Early Access programme (and which duly occurred in December). As a part the October 2018 announcement, it was indicated that credit processing fees for Sansar Dollars would increase to S$250 to the dollar, with early access creators receiving a legacy conversion rate of S$143 to $1 until December 31st, 2019.
On Wednesday, August 28th, 2019, Linden Lab announced the conversion rate for all early access creators who process credit from Sansar will remain at the S$143 to $1 through until December 31st, 2020 – so a further year’s extension.
Q&A
Nexus, Prime Portal and Codex
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People will still be able to access their Home Space once the Nexus Release has been deployed Will people always have to log-in to the Nexus, once deployed? What about issues of trolling / harassment? Won’t this increase load times – a scene plus all the avatars?
- Yes, all users (including Lindens) will by default be logged-in to the Nexus (or an instance thereof).
- The comfort zone controls, muting / blocking abilities will all be available to users.
- People will still be able to access their Home Space if they wish / need to, and will be able to cancel the Nexus load to go directly to the Home Space at log-in, if they wish.
- Avatars are also cached, so allowing for cache limits, if there are avatars previously encountered at the Nexus, this could help mitigate additional load time at log-in / a return visit.
- Load times and interactions within the Nexus will be monitored closely as well, in case adjustments have to be made.
- Is there a risk that by making people go to the Nexus whenever they want to discover potential destinations they have not yet visited, people will be less inclined to explore?
- The hope is that no, it won’t, but it will be closely monitored when first deployed.
- As avatars can impact an experience when first loading in, could the Nexus suffer with lots of avatars constantly logging-in to it?
- This is a concern and again will be monitored.
- It is likely that the Nexus will initially have a lower avatar limit prior to spawning a further instance to try to mitigate this (although it is acknowledged this could cause issues with meeting friends in the same instance of the Nexus).
- Avatar loading has also been moved to a separate thread to try to minimise performance impacts.
- Do creators have to go through the Nexus to get to their scenes and work on them? If logging-in the Sansar, yes.
- However, once logged-in to Sansar, all other routes to edit a scene are available and no further visit to the Nexus is required.
- Will the Codex make visited experiences visible as a single list, or will it have categories, or will something like the top 10 popular experiences out of those visited be listed first?
- The Codex will just be a searchable list of places a user has visited.
- The Prime Portal at the Nexus, however, will be more Atlas-like as it will contain all public experiences (aka “worlds”) and have categories, etc., as well as being searchable.
- In respect of both, the Lab recognises that they will have to look at ways to improve the discoverability of both existing and new content.
- Will people be able to set their own home location – such as one of their own experiences, rather than having to go to the Nexus or their Home Space? This idea has been noted.
Avatar 2.0 and Avatar Related
- The reference files for the male avatar are the same as the avatar base shape, so yes, the male avatar does look skinny; the explanation for this that LL are trying to make both female and male avatars similar in shape to allow easy sharing of clothing and accessories between the two (so a shirt for a male avatar should fit a female avatar, for example).
- The similarity is also to help with body deformation (when that becomes available) – so that the base shape for both avatars has a “common ground” for deformation.
- The base shape is, apparently, intentionally more stylised than realistic. It has particularly been noted by many, including blogger Ryan Schultz that the female avatar’s proportions are off, which has prompted discussion on the Sansar Discord channel.
- However, it should be noted that this has long been the case with SL avatars, but deformation, etc., means it is possible for those who want a more realistic shape can have it, while those who want more out-of-proportion shapes (e.g. for an alien or something) can also do so.
- The avatar 2.0 head / face will have (as previously reported) a series of presets to help users define a particular / preferred look.
- In addition accessories (e.g. earrings, nose rings, etc.) should move as facial deformation / different presets are used.
- There will also be a translation / rotation tools to allow accessories to be moved around and positioned.
- Auto-skinning will be applied to that accessories should automatically follow a part of the face that’s in motion (so a lip ring should follow the lip movements, for example).
- Will the bounding box for the avatar be increased in size? This is something the Lab is looking at, but no firm commitment to change as yet.
- Will avatar 2.0 be scalable at release?
- Uniform scaling, as with avatar 1.0, yes.
- Non-uniform scaling, no, not until full body deformation is released.
- Head scaling will be possible separately to the body.
- Avatar texture caching: there is an ongoing project to improve how avatar textures are handled and cached / logged. The work should be surfacing in one or two near-future releases.
- An initial element of this will be a cap on per-avatar textures within an experience. Avatars entering the experience with their texture load below the cap will be seen as intended, those over the cap will have textures downsampled to bring them under the limit.
- This might be extended to be handled on a client basis – so those with more powerful systems can crank the limit up, for example.
- Will avatar 2.0 have a user-adjustable height offset to prevent feet / shoes appearing to sink into the ground? Not currently planned. If there are significant issues, test cases should be forwarded to the Lab to see if adjustments to the IK system are required.
General Q&A
- The usual five:
- High heels for avatars: not on the roadmap at present.
- 3D mouse support: not on the roadmap, will more likely be a general project to support game pads, joysticks, etc., if done.
- Valve Index support: something the Lab wants, but no time frame, other than when the Lab get to work on it, it is estimated to be around 2-3 weeks of work.
- Wiki: the more user-submitted guides that are made to the forum public documentation area, the more weight is given to the case for the Lab creating and offering / managing a wiki.
- Persistence: the Sansar devs would love documented requirements on where and how persistence might be needed / used, particularly as persistence is under consideration at the moment.
- Collaborative building in Sansar plus the ability to build experiences for others:
- Collaborative building within a single space still very much on the cards. Is still a question of when the Lab can get to it, and also how to manage the permissions (who can do what within the scene).
- Building for others is seen as something the Lab also want to make possible – with creators able to build scenes or entire experiences and making them available through the Sansar Store to others – but again, no time frame on when this will happen.
- Moderation within an experience (e.g. giving the ability to provide others with the ability to ban people from a scene, to administer / manage it on behalf of the owner, etc). Also on the roadmap, but no overall time-frame.
- Vehicles:
- Something the Lab would like to do, but there are complexities: how is control of a vehicle subscribed? How to provide a good level of responsiveness to vehicle handling through the scripting system, etc.
- Initially, what is being proposed is more “remote control” style vehicles, operating at lower speeds – presumably rideable, rather than just mini RC cars and things.
- Event related:
- Will the ticketing system be exposed to creators, and will creators be able to use it to charge for entry to events?
- No plans to expose the ticketing system or allow creators to change for events (both of which appear to be a change from past statements).
- Major reason cited is complexity of transactional management and tracking between users.
- Suggestions for potential ticketed events (paid or unpaid) should be proposed to Linden Lab.
- Can event creators have access to the number of people who register interest in an event (e.g. to help determine it date / times need to be revised in future similar events if 50 register interest and only 6 show up)? Yes, this has been considered by the Lab, along with other events improvements; it’s just a case of when and how things will be tweaked.
- Can there be special LL-derived physical world prizes (e.g. “Sansar Early Access” t-shirts, etc.), people can win, so helping encourage engagement and involvement in events within Sansar – and help promote the platform? Will be taken into consideration.
- Will the ticketing system be exposed to creators, and will creators be able to use it to charge for entry to events?
- Why is there an option to set a re-sale price for clothing when we cannot actually allow others to re-sell it? Because the capability hasn’t been released, and requires the on-going work in integrating the permissions system with the avatar system – but the ability to allow re-sale is coming.