Region owners impacted by the Covid-19 pandemic encouraged to contact LL

Speaking at the Above the Book session at the 2020 Virtual Worlds Best Practices in Education (VWBPE) conference on March 26th, Patch Linden had this to say about region owners who may be facing financial issues / loss of income as a result of the SARS-CoV-2 / Covid-19 pandemic that is currently having a significant impact on people’s lives around the world. In doing so, he also  touched on the plight of the Second Norway / Sailor’s Cove East estates that formed the subject of a March 23rd report in these pages (see: Second Norway & Sailor’s Cove East: rumours & statements).

Region owners are absolutely encouraged to approach my support team, if you find yourself in a situation of difficulty because of what’s going on.

And specifically for Second Norway, we are working with Ey on that situation, and actually, I think we’re going to see a really good outcome there.

Patch’s comment can be heard at the 1:11:16 point in the session video.

As he notes, region / estate owners facing hardware as a result of the SARS-CoV-2 situation should in the first instance contact the Second Life Support team for advice / assistance.

You can read a full summary of the VWBPE session with Patch and Lab CEO Ebbe Linden here: VWBPE 2020: Above the Book with Ebbe and Patch – summary.

VWBPE 2020: Above the Book with Ebbe and Patch – summary

via vwbpe.org

The following is a summary of the VWBPE Above the Book session held on Thursday, March 26th. The session featured as guests, Ebbe Altberg, CEO of Linden Lab and Patch Linden, Vice President, Product Operations and a member of the Lab’s management team.

The video of the session is available on You Tube and is embedded at the end of this article, while the following is a summary of the discussion’s key points, with time stamps to the relevant points in the video for reference.

Notes:

  • Ebbe Altberg had a significant viewer issue that precluded his participation in the first half of the discussion, as such the majority of the summary points below are based on Patch Linden’s responses to questions etc. Where they are based on a reply or comment made by Ebbe, they are preceded by “[EA]”.
  • Time stamps commence at the 18-minute mark because there is a significant blank lead-in to the video.

Educational Discount and Work Opportunities in SL

Educational Discount

[18:48-19:45]

  • On March 13th, 2020 linden Lab introduced a limited time offer for education and non-profit organisations to to obtain full regions in Second Life / reduce their current full region tier to US $99.00 per month.
  • Once granted the fee reduction will remain applicable “as long as their [the organisation’s  / individual’s] invoicing is current.”
  • The reduction is something that had been under consideration by the Lab prior to the SARS-Cov-2 / Covid-19 situation, but it seemed that given the situation with learning centres around the globe being closed around the world, now was the time to introduce the offer in order to help organisations find a place where they can continue to offer lessons / services alongside of other options they might be exploring.

Business / Work Opportunities

[20:14-24:17]

  • Alongside of the educational / non-profit discount, Linden Lab also created a micro-website and an accompanying updated FAQ promoting Second life as a working environment.
  • This is designed to appeal / apply to to broad range of potential use-cases: educational, business, etc.
  • It is being actively used by LL to coordinate responses to the needs of those making enquiries and correspond with applicants / interested parties.
  • Connected to this work, the Lab has offered a set of seven turn-key solutions for interested parties.
    • Comprising single and multi-region facilities, which see a clever re-purposing of existing designs (e.g, the Horizons hub area, the Bellisseria Campwich lodge, the SL16B auditorium, part of the Paleoquest regions), as well as the 4-region Linden Town Hall facilities.
  • The single region facilities have been intentionally optimised such that they can comfortably and consistently handle 75 avatars apiece without becoming stressed.

This slideshow requires JavaScript.

The seven new pre-fabricated business/ meeting environments provided by Linden Lab.

  • There has also been some marketing work alongside of this to help raise awareness of SL’s continued presence as a platform (the UK’s Daily Telegraph ran a paywalled article on SL and remote working on March 26th, for example).

SL and Technology Related Questions

  • [24:24-25:33] Cloud Uplift: will sharding / instancing of regions be possible?
    • Potentially, but much further down the road.
    • The focus at the moment is on transitioning the SL infrastructure and getting it to a point where regions can be operated via the cloud.
    • Opportunities for product offerings, etc, will be considered some time after the uplift has been completed and costs, etc., better known.
  • [32:07-34:34] Despite all the talk of VR headsets and immersivity being ” the future”, the fact is virtual worlds already provide a 3D, immersive experience, even if viewed via a 2D screen. Given high frame-rate VR systems are still outside of most people’s pockets / interest, don’t you think worlds like SL are due a renaissance?
    • VR is a fully immersive experience that cannot be matched for its sense of presence.
    • SL has some significant challenges when it comes to that kind of immersive experience it will need to rise to [FPS, optimised content / content management], and / or the VR hardware requirements will need to come down to make VR is SL acceptable. They will likely draw together in time, but that’s not something for SL’s current roadmap.
  • [40:17-42:25] Has the more widespread availability of bandwidth and higher speed connectivity made it easier for people to connect to Second Life?
    • Yes. The ability for ISPs to provide faster connectivity, particularly now with fibre, has helped with SL’s global reach and accessibility.
    • 16-17 years ago, cable DSL was just coming in, and people without it, particularly if far away from the SL data centres, could experience issues with connecting. Over the last decade, the reported incidence of these kinds of issues has decreased to a point where they seem to be rarely heard.
  • [1:10:55-1:11:41] Given the current pandemic and the situation with the Second Norway / Sailors Cove East estates (see Second Norway & Sailor’s Cove East: rumours & statements), is LL considering providing region holder who are facing financial issues / lack of income due to SARS-Cov-2 some form of relief?
    • Region owners facing such issues are encouraged to approach the Second Life support team.
    • As it is, LL is working specific with Ey Ren, the estate owner for Second Norway / Sailor’s Cove East to try to resolve that situation.

Second Life and the Future

  • [1:02.07-1:07:38] As LL is again a single-product company, what is the vision, looking forward?
    • As already mentioned, the cloud uplift to AWS and Google is a major focus, and will take up most of the Lab’s time and effort throughout 2020, with the goal of completing the work in 2020.
    • It is hoped that the basic transitioning to the cloud will produce meaningful performance improvements.
    • There will not be a significant number of features coming on top of this work outside of those committed to (e.g. EEP, Name Changes, Premium Plus).
    • However, the uplift should position LL / SL for a long-term future, and should be seen as a commitment on LL’s part to the continuance of SL – the investment required in the shift would not have been made if there was a lack of confidence about the platform’s future.
    • LL itself is in a very comfortable position and profitable.
    • Further, the company’s organisational set-up means that it has not been overly impacted by the current pandemic crisis.
    • Second Life is seeing rising engagement and concurrency at present.
    • Overall the company has a very positive view of the future for SL, and very pleased with where they are in terms of the SL product offering.
    • Those interested in learning more about the technical side of SL can tune-in to the April 3rd edition of Lab Gab, which will feature Oz Linden, VP of Engineering and members of his teams.
    • Ebbe himself is now “100% devoted” to Second Life and Tilia.

Education Related Questions

  • [25:45-26:47] Will SL be able to connect to Canvas LMS? A lot of this can be supported through the in-viewer browser and via the viewer’s implementation of Chrome Embedded Framework (CEF).
    • Improvements to media  / web handling in the viewer are being made (notably media and CEF), and there should hopefully be more news on this Soon™.
  • [27:39-28:29] Can more be done to allow people to bring in their “traditional” and familiar 2D means of presentation (e.g. PowerPoint, etc), into SL beyond having to use use things like Media On A Prim (MOAP), etc?
    • The coming updates to media / web handling might have a lot to do with this, particularly in displaying 2D information formats. Essentially, if it is web-based, then you should be able to display it in-world.
    • [EA – 52:49-54:29] SL is perfect for iterative, interactive classroom activities and allowing students to contribute content to the classroom and in experiential education (field trips, learning through directed activities / simulation / training). However, more could be done to make the more traditional teaching tools – blackboards, whiteboards, video presentation, etc., – available / easier to utilise with Second Life.
  • [37:57-38:55] What about screen sharing / desktop sharing with SL?
    • Would be challenging to provide through Second Life, but obviously there are applications that will allow Second Life itself to be shared between screens / desktops.
    • It’s unclear as to what form any path to providing screen / desktop sharing within SL / the viewer might take.
  • [55:25-57:40] Can teaching environments be locked down to only allow students and staff access, and to prevent students teleporting away?
    • Regions do allow levels of privacy (access by group, access list, region / estate-level access blocking, etc.). It is also possible to bring users directly into a specific region / estate, and created accounts can be locked to a specific region / estate.
    • The siloing capability is available in Second Life, and it is made available to educators to use, and are available as a part of the educational / non-profit region fee.
    • [EA – 59:10-1:01:55]:
      • While it is not being considered by the Lab at present, it might be possible, post cloud uplift, to enable separate Second Life grids to be spun-up with completely different user name / account spaces associated with them.
      • If there are specific use cases for access control that aren’t provided by the Lab, or ways in which LL might provision specific market silo support, educators / physical world business users are encouraged to contact Patch and his team to discuss them or send ideas to business-at-lindenlab.com.
  • [1:07:53-1:10:54] Could a controlled space be provided where educators could collaborate to produce material in-world for students?
    • Can already be done.
    • A portal style space showing what is available for education in SL might be possible. One used to be provided, and LL might be interested in partnering with educationals to again provide one. Ideas can again be passed via business-at-lindenlab.com.

Sansar Related Discussion

  • [43:05-49:54] Second Life (and OpenSim) has always offered the ability for real-time content creation, which has been seen as one of the major attractions for it, and it was something lacking in Sansar that may have contributed to its lack of appeal. Do you think there is a long future for Second Life with its ease-of-creation?
    •  Yes.
    • [EA] Nowadays original content creation within SL is rare; most users are more customisers that original asset creators; they purchase items and then lay them out. Clearly, content creation & collaborative design are required in a virtual space, but do they need to be in the run-time environment?
    • [EA] Sansar took the route of separating the design process from the run-time environment to allow the latter to be a more performant environment, allowing everything placed in the design environment to be properly optimised [“baked”] to provide a good run-time experience.
    • [EA] Sadly, LL never got to the point of implementing collaborative design in the editor, or in really giving power to users to design their space without having to have a lot of expertise.
  • [49:55-51:47] On the sale of Sansar  [EA]:
    • Decision was made to sell Sansar and give the team that had been working on it to go and raise funds to try to go it alone with Sansar.
    • Was felt that it was easier for them to raise money as a separate entity from LL, given that Second Life is an established brand and Sansar was effectively a start-up brans within the environment responsible for Second Life.
    • As it is all of the staff who worked on Sansar are getting employment offers from Wookey project Corp., the new owners.
    • Linden Lab remain something of a partner to Sansar, as the platform will continue to use Tilia Inc, the Lab’s micro-payments  / virtual world tokens subsidiary to manage Sansar Dollar payments and payouts. Tilia itself will be growing its customer base with more clients lined-up to join it.

Blog navigation update, March 2020

The updated menus in this blog

As a result of Sansar’s departure from Linden Lab to pastures new (see Linden Lab confirm the sale of Sansar to Wookey Project Corp – updated), I’ve made some minor updates to the menus and navigation in this blog, as shown in the image above and explained below:

  1. A new top-level blog menu Category, Tilia, replaces the Sansar category. This will be used for information and updates relating to Linden Lab’s Tilia Inc., subsidiary, and includes sub-menu options for general news on Tilia, and articles about Tilia  / Tilia operations that are specific to Second Life.
  2. The Sansar category, with all sub-menus relating to it,  has been moved to appear under the Other Worlds and Tech menu category.
  3. Sansar is kept distinct from those worlds I’ve covered in the past (Blue Mars, Cloud Party, High Fidelity, OpenSim grids, etc.), to distinguish it as a platform I’m still currently reporting on. Other worlds / platforms are listed under the Other Virtual Worlds Archive sub-menu (not shown above).

The menus will hopefully remain in this format for the foreseeable future (allowing for the resumption of work on Sansar and my ability to report on it), and I’ll leave this post up as a sticky for the next few days just so people are aware of the changes.

 

2020 Content Creation User Group week #13 summary

Lakeside, February 2020 – blog post

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, March 26th 2020 at 13:00 SLT. These meetings are chaired by Vir Linden, and agenda notes, meeting SLurl, etc, are available on the Content Creation User Group wiki page.

SL Viewers

Following the promotion of the Premium RC viewer in week #12, the following viewers were merged up to that code base on March 25th:

At the time this report was written, the rest of the SL viewer pipelines remain as:

  • Current Release version  version 6.3.8.538264, dated March 12, promoted March 18th. Formerly the Premium RC viewer.
  • Release channel cohorts):
    • EEP RC viewer updated to version 6.4.0.538823, March 20.
    • Zirbenz Maintenance RC viewer, version 6.3.9.538719, issued March 19.
  • Project viewers:
    • Copy / Paste viewer, version 6.3.5.533365, December 9, 2019.
    • Project Muscadine (Animesh follow-on) project viewer, version 6.4.0.532999, November 22, 2019.
    • Legacy Profiles viewer, version 6.3.2.530836, September 17, 2019. Covers the re-integration of Viewer Profiles.
    • 360 Snapshot project viewer, version 6.2.4.529111, July 16, 2019.

Environment Enhancement Project

Project Summary

A set of environmental enhancements (e.g. the sky, sun, moon, clouds, and water settings) to be set region or parcel level, with support for up to 7 days per cycle and sky environments set by altitude. It uses a new set of inventory assets (Sky, Water, Day), and includes the ability to use custom Sun, Moon and cloud textures. The assets can be stored in inventory and traded through the Marketplace / exchanged with others, and can additionally be used in experiences.

Resources

Current Status

  • Is now “really close” to be ready for release, with all of the graphic team working hard to eliminate the last of the issues that have been seen as blocker to moving the project to formal release status.
  • There  may only be two remaining blockers that need to be cleared.

ARCTan

Project Summary

An attempt to re-evaluate object and avatar rendering costs to make them more reflective of the actual impact of rendering both. The overall aim is to try to correct some inherent negative incentives for creating optimised content (e.g. with regards to generating LOD models with mesh), and to update the calculations to reflect current resource constraints, rather than basing them on outdated constraints (e.g. graphics systems, network capabilities, etc).

As of January 2020 ARCTan has effectively been split:

  • Immediate viewer-side changes, primarily focused on revising the Avatar Rendering Cost (ARC) calculations and providing additional viewer UI so that people can better visibility and control to seeing complexity. This work can essentially be broken down as:
    • Collect data.
    • Update ARC function.
    • Design and provide tool within the viewer UI (i.e. not a pop-up) that presents ARC information in a usable manner and lets users make decisions about rendering / performance.
  • Work on providing in-world object rendering costs (LOD models, etc.) which might affect Land Impact will be handled as a later tranche of project work, after the avatar work.
  • The belief is that “good” avatar ARC values can likely be used as a computational base for these rendering calculations.

Current Status

  • Vir is still trying to resolve the appearance  / Bake Service issue he thought he might have a fix for.that has been causing problems with ARCTan testing. This has yet to be QA tested. Should it pass, then it will mean internal testing can resume.

Project Muscadine

Project Summary

Currently: offering the means to change an Animesh size parameters via LSL.

Current Status

  • Still technically on hold, but Vir has been looking at what will be required to get what had been worked up back up-to-date This work, when it can be tackled will include:
    • Merging the project viewer up to the current release viewer / EEP.
    • Updating the server code with all of the updates made to the simulator code, which is described as a “fairly major” piece of work.

General Discussion

  • LL is continuing to see a rise in Second life use as a result of SARS-Cov-2, and the majority of the services are handling things well.
  • There is a report that larger Animesh objects do not LOD (level of distance) swap gracefully if the viewer cache has been heavily used (e.g. as a result of going to an even), even if the Animesh has been previously cached. The only ways to clear the issue appear to be re-logging or clearing cache.
    • This is not a known issue or something LL have seen, and a Jira has been requested on the problem.
  • There is an issue with the LL viewer getting confused between RC viewers when updating to a more recent RC update. This is a known issue and is being investigated.
  • There was a discussion over animation priorities and expanding the current range of priorities (with one suggestion they should go as high as 15!).
    • An advantage with a greater range is that in theory allow for more granular control of animation types (e.g. 0-1 for default system animations; 2 for general AO animations (standing, walking, running, flying); 3-4 for common AO animations (e.g sitting); 5 for “speciality / custom” AOs; 6 for “must run in all cases”.
    • The flip side to this is the issue of creators just opting for the higher-end settings “because they are there”.
  • The ability to dynamically set animations via LSL was also re-mentioned and discussed.
  • Vir noted that were LL to look at implemented the dynamic application of animations, they might also look at priorities and priority ranges.
  • A further request was made for a “standalone”alpha channel for materials (separate to the one pre-baked into the diffuse texture channel. This is something that has been requested in the past (e.g. see: BUG-224928), and something not under current consideration.

Ostoja: a woodland retreat in Second Life

Ostoja, March 2020 – click any image for full size

Designed by ViktoriaRaven and Janeen Arliss, Ostoja is a quarter of a Full region that is offered to public visits and photography. Bounded on two sides by curtains of cliffs on two sides, it is open to the sea on the other two – both watched over by a tall lighthouse, the rest of the parcel forming a high, mesa-like island linked to the cliffs by a pair of rock bridges.

Seen from the water, it is both an an intimidating and intriguing sight: its sheer sides seem to be foreboding, but the coastline offers a landing point with wooden steps climbing up to the top of the island and – if one looks – and the hint of a cave entrance promising secrets to be discovered.

Ostoja, March 2020

The landing point is located on a curved shelf of rock sitting just below the island’s peak, a place where an aged terrace sits and a small garden guards the wooden steps that rise from the beach. The greenhouse offers a place to lounge or bathe, whilst on the far side of the terrace from it a footpath of stepping stones points the way to a cliff-side glade on the far side of the island.

Here sits a tree-shaded conservatory, it’s high dome overlooking he ruins of a wall suggestive of an ancient structure, now all but gone. Beyond the wall is a private residence, the boundary marked by ban lines should you get too close. These spoil the setting a little, but as they’ve likely been raised as a result of people ignoring the signs requesting privacy, their presence is understandable.

Ostoja, March 2020

Behind the conservatory and sitting slightly above it, is the ruin, of an ancient chapel, a quiet retreat complete with its own pool of water, the brick surrounds of which speak to it clearly having been added a long time after the chapel had fallen past its prime. Around it, the plants, sofa and lights make the old chapel a cosy retreat.

Take the steps down to islands coastline, and the ribbon of beach that is home to flamingoes, places to sit, the aforementioned landing point and – that hidden cave entrance.

Ostoja, March 2020

Tunnels and and caverns sit within the very heart of the island, winding their way to a point where a hidden place for trysts awaits, and a further opening offers a way out to the inland side of the island, a place with a cinder beach, lit by floating lanterns and overlooked by the house on its rocky perch. An imposing figure carved from stone rises from rocky footings between island and the waterfalls of the cliff walls, a further guardian for the the setting and the house.

Compact but with a lot to discover, photogenic and detailed, Ostoja is a delight to visit, and a destination not to be missed. Caitlyn and I both enjoyed our ramblings there, and would (again!) like to thank Shawn for tip.

Ostoja, March 2020

SLurl Details

  • Ostoja (Nadril, rated Moderate)

ArtCare Gallery: new space and new exhibits in Second Life

ArtCare Gallery: Thus Yootz

After something of a hiatus, Carelyna re-opened her ArtCare Gallery in mid-March to offer an expanded environment for displaying art in Second Life, complete with a featured ensemble exhibition of art that runs through until April 12th, 2020.

The featured exhibition is located on the upper floor of the gallery space, reached by a teleport disk towards the middle of the lower floor. The latter is home to the gallery’s foyer area and landing point, together with a series of exhibition spaces Carelyna has entitled the ArtCare Legacy Collection, celebrating past exhibitions hosted at the gallery.

ArtCare Gallery: MTH63

This lower level presents a marvellously rich variety of art from within and without Second Life. Within the halls can be found 2D and 3D pieces by the likes of Suzie Anderton, Bamboo Barnes, Zia, Branner, CybeleMoon, Lam Erin, Pol Jarvinen, Kimeu Korg, Silas Merlin, Moya Patrick, Agleo Runningbear, and more.

It’s a richly diverse collection featuring landscapes captured from within Second Life, avatar studies, digital mixed-media, pastels and paintings from the physical world, all laid out through the halls in a manner that naturally draws the visit through them, with each artist presented by just enough of their works that the visitor isn’t overwhelmed by the art of display.

ArtCare Gallery: Strimon

On the upper level of the gallery, the featured artists exhibition comprises collections by Devanahousha, Jessamine2108, MTH63, Strimon, Mareea Farasco, Mentat Immelmann, Viktor Savior and Thus Yootz. Here, each artist has an individual hall in which to display their art, allowing them to offer a much broader selection than found for the artists on the lower level.

Like those of the lower lower floor, these displays offer a rich mix of art: digital, Second Life landscapes, image and avatar studies, and physical world paintings and landscapes, the styles of each artist offering a further layer to the distinctiveness of the art to be found within each hall. All deserve equal appreciation, but I confess that I found myself particularly drawn to Thus Yootz’s corner with its impressive selection of 2D pieces that are marvellously processed and finished and displayed with a trio of sculpture trees that are also intensely individual.

ArtCare Gallery: Devanahousha

As noted, the featured artists’ exhibition will run through until April 12th, and both it and the Legacy Collection make for eye-catching visits.

SLurl Details