The following notes are taken from the TPV Developer meeting held on February 21st, 2020. No video this time around, as Pantera was unable to attend, so the notes are taken from my audio recording of the meeting.
SL Viewer News
The Yorsh Maintenance RC viewer, version 126.96.36.1995996 and dated February 7th, was updated to de facto release status on Thursday, February 20th.
The remainder of the current SL viewer pipelines are as follows:
Project Muscadine (Animesh follow-on) project viewer, version 188.8.131.522999, November 22, 2019.
Legacy Profiles viewer, version 184.108.40.2060836, September 17, 2019. Covers the re-integration of Viewer Profiles.
360 Snapshot project viewer, version 220.127.116.119111, July 16, 2019.
General Viewer Notes
The next potential view promotion to release status is seen as being EEP, with Vir indicating that LL do not plan to promote any other viewer prior to EEP, unless there is a significant blocker.
After EEP, the next likely candidate for promotion is currently the Lover Me Render viewer.
The new Premium Plus subscription viewer-side code updates will soon be appearing in an RC. This is a set of log-in code changes required for easier management of values, etc., set for different Premium levels. At this point, the code will not interfere with anything.
The Camera Presets RC viewer is having some additional UI work done as a result of it experiencing a higher than average crash rate.
EEP Status and Deployment
As per Ebbe Altberg’s comments during the Lab Gab session of February 21st (see: for the video and a bullet-point summary), and the notes above, EEP will be moving to official release status very soon. With it comes notice from the Lab – with apologies – that:
It is no longer a goal with EEP to make all environments across Second Life appear *exactly* as they do under Windlight.
Because of this, some content may look different under EEP lighting than it does under Windlight.
This means some region designers and some content creators may have to make adjustments to their region environments / their content for optimal viewing with EEP.
There will be some known issues with EEP when it is released, but the belief is that these will be minor.
There will be fixes for rendering issues following EEP, mostly likely through the Love Me Render project.
If there are what LL consider to be “significant” breakages, then effort will be made to address these.
Ebbe’s comment on EEP can by heard between 44:10 and 46:45 in the official video of the Lab Gab session.
BUG-228227: “Avatar face darkens when sitting on an object” – this is a lighting-related issue that appears to have been introduced with viewer release 18.104.22.1685003 (formerly the Xanté RC viewer). It is a known issue and a fix should be appearing in the next maintenance viewer which should hopefully resolve the majority of these issues.
BUG-227179 – “All offline inventory offers from scripted objects are STILL lost” – remains an issue, but an internal request has been made to raise the priority so that investigation and resolution might move forward sooner rather than later.
It is hoped that the viewer caching work will reach project viewer status fairly soon.
There is a known issue of the viewer release pages and index not updating correctly to reflect the current status of viewers (e.g. at the time of writing, 22.214.171.1245003 is still listed as the default release viewer, when in fact it is 126.96.36.1995996).
The 14th edition of Lab Gab was live streamed on Friday, February 21st and featured as guests, Ebbe Linden (aka Linden Lab CEO Ebbe Altberg) and Grumpity Linden, Vice President of Product, who between them discussed the Second Life roadmap for 2020.
As might be expected, a call to Second Life users to submit questions that might be asked of Ebbe and / or Grumpity generated a lot of feedback, so little time was lost in getting down to hearing their responses. Note that this summary may not reflect the chronological order in which questions were asked; however, time stamps are provided for those wishing to jump to a specific point in the video, and a complete video is embedded at the end of this article.
At the top of the programme, Ebbe confirmed Linden Lab is no longer “sponsoring”, as he put it, Sansar, and are actively seeking a new home for the platform.
So as you might have heard, sadly we have decided that we, as Linden Lab, couldn’t continue to sponsor the project financially, so we’re looking for a plan B for Sansar to continue. I can’t say much, but we’re having very interesting conversations with several parties to help that project move forward, which I’m really excited about. But no deal is done yet, so people will just have to be patient and see what happens with it, but yes it is true that Linden Lab going forward will focus entirely on Second Life and Tilia. I’m still busy making sure that Sansar finds a great home and that the great work that that team has started can continue.
– Ebbe Altberg
He went on to note that the company is continuing to work with those they have laid off to help their secure their futures, and that overall, Linden Lab remains in a strong financial position with strong confidence in the future, vis Second Life and Tilia Inc.
Cloud uplift is the term now being employed by the Lab to describe the project to transition all of Second Life to cloud-based provisioning.
This has been a long-term project, with considerable planning and preparation work having thus far been completed, and 2020 marking the time when the actual transitioning of services takes place (“lifting them to the cloud”).
The work is long-term not just because of the number of services that must be transitioned, but also the amount of operational / engineering requirements required to ensure that services that are linked by physical proximity and connectivity in a single hosting environment continue to function and communicate with one another when moves to an environment where they no longer share that proximity or direct line of communication.
There are a lot of perceived benefits from the move, most noticeably that hardware / infrastructure renewal will no longer be a significant factor for the Lab, while longer-term the grater spread of geographical options, hardware options, etc., may mean the Lab will be able to offer broader simulator products or reduce latency between physical groups of users and the servers they most regularly access, etc.
The downside of this is that for the time being, the focus for engineers and developers at the Lab is very much on the cloud uplift, and not on developing new features.
The hope is that his work will be completed by the end of 2020, otherwise the Lab starts incurring costs (e.g. Cap Ex costs) they’d prefer to avoid.
Once the transition has been completed, a further benefit could be with LL being able to experiment with different (and more recent) server types to help with simulator-side performance, and perhaps even offer different product offering based on different servers, with suitable price points (e.g. those running venue that have high numbers on attending avatars can opt to pay to have their regions hosted on very high-end servers capable of managing the script, etc., load.
Currently, there are no plans to make private regions an on-demand service in the cloud (that is, only spinning up a region when there is one or more avatars in it).
This is primarily because of the persistence model around which Second Life has been built, and the expectations of some of the operations services have around this.
However, at some point after the cloud migration, it might be possible for LL to offer a kind of on-demand private region product with a suitable price-point.
It is currently in internal alpha, and does *not* have 3D rendering but does provide chat, group chat, IM, and other core communications capabilities, although additional functionality may be added over time.
Development will be iterative, and there will be opportunities for users to help test the app when it is ready to be public-facing. The exact mechanism on how this will work is still TBD.
There is no formal ETA for the app, but the hope is some form of (closed?) alpha testing period may be made available in the next few months (or sooner).
[54:28-55:15] The focus is on iOS, with the hope that once done, it will not be a major effort to port the app to Android.
Premium Plus is the upcoming new Premium subscription offering that will sit “above” the current Premium, and jokingly referred to as Premium Plös (“ploos” with a French sounding accent).
No formal release date as yet – as LL prefer not to commit to specifying dates so as not to disappoint should things get delayed.
It has, however, been stated at the monthly Web User Group meetings, that Premium Plus will not be released until some time after Name Changes has been implemented – so it is in the Soon™ category .
When introduced, it will have a pro rata option, so existing Premium users will have any remaining balance on their subscription at the time they upgrade credited to Premium Plus.
Premium Plus will have a range of additional benefits – most of which are still TBA. However, it will mean Name Changes will be “around” US $20 cheaper for Premium Plus members (so if the Name Changes fee in US $39.99 for Premium, Premium Plus many only have to pay US $19.99).
Focus at present is on putting in place the coding and updates required to support multiple Premium account levels.
Lab will continue to add value to both Premium Plus and Premium.
A lot of work has been put into the Marketplace in responding to a lot of long-standing feature requests, etc, from users and in dealing with some of the low-hanging fruit of MP fixes, etc.
More work is planned, but again, the cloud uplift project – which includes the MP and all of the other Second Life web properties – is the primary focus at the moment.
In terms of questionable content on the MP (e.g. the mis-selling of No Copy items), this isn’t an issue that can be solved via any automated means, and is thus resource intensive and does require the support of users in flagging items, etc.
However there are plans to replace / update some of the existing processes around these issues, so that issues can be more readily reviewed and dealt with.
LL are conscious of being vague on matters like this, but feel they need to be, as saying too much publicly could open the door to those less-than-earnest actors trying to circumvent actions that might otherwise impact them.
A major cause of performance issues is sub-optimal content that the viewer has to deal with when rendering (e.g. poorly-designed mesh, heavily tortured prims, sculpties, flexies, etc.), and which impact performance.
There’s not a lot that LL can do about this, other than appeal to content creators to consider performance when designing their models, and to region creators to do likewise when designing their regions and the impact overly complex content or the over-use of unique high-resolution textures has on the viewer.
In time, the more powerful server options that will be available for running simulators once they have been transitioned to the cloud may help improve server-side performance (e.g. thing like script processing, etc.).
In the future, more work may be put into providing better tools to help creators ensuring their content is more performant.
As an aside, and as reported in my CCUG summaries, work is already in progress to provide creators and user with better means of understanding the impact various content is having on their system’s performance – remembering that it is the *viewer*, not the simulator , that does most of the heavy lifting.
Elsewhere there have been subtle performance improvements:
A move of Marketplace infrastructure to a new environment means page loading times are measuring an 11% improvement; changes made to the asset services have improved inventory stability.
There are currently simulator updates that are being / about to be deployed across the grid sever channels that should see improvements in region crossings (updates on server deployments can be found in my weekly SUG summaries).
Last Names competition has seen EIGHT names (rather than the originally stated five) selected to go into the first list of last names that will be available when the service is deployed: Conundrum, Dismantled, Huntsman, Littlepaws, Nova, Ravenhurst, Wumpkins, Yeatley.
These are the only names that will be in that first list, and the winners will be informed via e-mail.
The time taken for the project to be implemented is due to it touching every aspect of SL, and thus requires careful implementation and testing.
Rather than using a credit card or similar to pay for a Name Change, Premium members can opt to use a USD dollar balance in the Tilia Wallet, including by converting L$ to USD via the LindeX. Note that anyone who has not previously held a US dollar balance associated with their account will have to accept the Tilia Terms of Serivce, but no identification documents need be submitted, unless any remaining US dollar balance is to be cashed out.
As per my CCUG summaries, the are around a dozen remaining rendering bugs to be resolved, but the hope is the deployment is now weeks rather than months away.
There will still be changes in how some region environments are seen in an EEP viewer compared to a non-EEP viewer, but the decision has been made to deploy rather than constantly trying to strive for a like-for-like look in all cases.
There is a pending rendering / graphics project that is held-up by EEP, partially prompting the desire to get what is available deployed.
Will be covered more in-depth in a future Lab Gab segment with the Lab’s marketing team.
The best way for users to help with new user retention is a) bringing friends into SL and spending time with them, getting them engaged and making friends; b) offering support and friendship to newcomers.
There has been some success with recent attempts to re-introduce new user mentoring.
LL has also invested a lot of time in bettering understanding the traffic coming to SL, allowing for more refined approaches to user acquisition.
There is a firm belief within LL that SL’s user base can be grown.
[53:54-54:25] There are roughly 5,000 new accounts logging-in to Second Life every day.
[8:30-10:30] Will LL resume issuing economic stats for SL?
The reports were stopped many years ago. Currently the focus is on the cloud uplift, and this together with the work on projects the Lab does have in-hand or planned, means there are no plans for the present or foreseeable future to re-implement reporting economic stats.
However, it might be possible to implement some form of “spot” economic reporting via one of the official blogs.
[20:00-23:00] Does Linden Lab manipulate the LindeX L$ exchange rate?
Short answer: no, they do not.
The most LL do is sell into the market if there is a genuine need for L$, but even then, this is kept to a minimum both in terms of frequency and amount.
[52:02-53:52] There will be a blog post (/ series?) on how the LindeX works, etc., appearing in the near future.
[35:55-] Account security and two-factor authentication (2FA)