2020 SL project updates week #28: TPVD summary

A Favela, May 2020 – blog post

The following notes are taken from the TPV Developer meeting held on Friday, July 10th, 2020. These meetings are generally held every other week, unless otherwise noted in any given summary. The embedded video is provided to Pantera – my thanks to her for recording and providing it. Time stamps are included with the notes will open the video at the point(s) where a specific topic is discussed.

SL Viewer News

[0:00-3:10]

  • On Monday, July 6th, the Arrack Maintenance RC viewer, updated to version 6.4.5.544465.
  • On Tuesday, July 7th, the Tools Update RC viewer updated to version 6.4.5.544474.

The rest of the current official viewer pipelines are as follows:

  • Current Release viewer version 6.4.3.543157, dated June 11, promoted June 23, formerly the CEF RC viewer – No Change.
  • Release channel cohorts:
  • Project viewers:
    • Custom Key Mappings project viewer, version 6.4.5.544079, June 30.
    • Mesh uploader project viewer, version 6.4.4.543141, June 11.
    • 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.

General Viewer Notes

  • Love Me Render (LMR) viewer: work is continuing to try to address rendering fixes – notably those for issues with EEP. As this work is taking longer than anticipated to complete, this viewer has been pushed down the list iin terms of promotion.
  • The Tools Update viewer is apparently undergoing regression testing with Bakes on Mesh.
  • This means that week #29 (commencing Monday, July 13th) will likely see the Arrack Maintenance RC viewer promoted to de facto release status.
  • Both the Legacy Profiles Project Viewer and the Mesh Uploader Project Viewer are “close” to being promoted to release candidate (RC) status, although the latter may await the incorporation of an additional patch from Firestorm developer Beq Janus.

In Brief

  • Media issues:
    • [3:50-4:48] BUG-229036 “Parcel media cannot be played if Media auto-play is set to No” – this is said to be specific to the CEF release viewer, and a fix has cleared QA testing, and may make it into the Arrack Maintenance RC, or if not will be in the Maintenance RC viewer to follow it.
    • [8:11-8:26] BUG-22838 “Media on a prim – loops when it should not” – is still awaiting attention, but will be added to the Maintenance queue for testing repos.
  • [5:39-7:20] SL Mobile app:
    • It’s believed the current limited testing of the iOS version of app is drawing to a close, and work is moving forward on getting an updated version ready for a broader round of testing.
    • The Android version is still “some way behind” iOS development, and there is currently nothing available for initial testing.
  • [11:09-12:01] Apple OpenGL / ARM CPU announcement: LL are still investigating options for moving away from OpenGL, and awaiting further news from Apple on their plan to move to ARM CPUs for systems. However, LL is still planning on providing continued support for Mac users.

Grauland’s rugged summer looks in Second Life

Grauland, July 2020 – click any image for full size

JimGarand has re-opened his Homestead region of Grauland with a further iteration of its looks; one that brings a new face to the region whilst also offering echoes of past designs.

For this iteration, the region has been split into two islands, each with its own particular look, although both make excellent use of Alex Bader’s modular cliff sets to give them form. The smaller of the two sits roughly rectangular in shape, and is home to the Stonehenge seen in the last iteration of the region (see: Art and a fort in Second Life), with the region’s signature “Giant’s Causeway” (via Cube Republic’s Basalt columns set) on its west side.

Grauland, July 2020

Broad and flat and the home of wild flowers, this island is connected to its larger, L-shaped cousin via a truss bridge of an exceptionally sturdy build. This spans the intervening channel to arrive at the region’s landing point with its customary teleport to Jim’s sky-borne store.

Topped by woods and trees, this larger island descends in tiers from the north plateau to the south-west beach. Three  furnished houses occupy these major elevations, two of them – to the north end of the island an in the mid-elevation comprising somewhat blocky designs that help them feel a part of the block-like nature of the plateaus on which they sit. However, in terms of position, the mid-level and beach-level houses are perhaps the most striking, as they bracket the island’s most interesting aspect: what might be called a “concrete garden”.

Grauland, July 2020

Built partially over water, this is a curious and engaging feature, comprising a rich mix of elements: a maze of cube-shaped rooms, a glass-domed pavilion with sculpture within it, seating areas marked by oak and ash trees in planters, water features and stepping stones and the regimented lines of cement blocks that formed a part of the Grauland landscape when we first visited it in March 2019 (see: Art as a landscape in Second Life). There’s more here waiting to be seen, but that will suffice for a brief introduction.

This garden area both forms an artistic statement in its design and contains art. The maze of cube rooms, for example stands more as an artistic statement than a puzzle as the ways through are easy enough, but in winding one’s way through the rooms will reveal paintings and graffiti on the walls and carefully placed items of furniture. There’s also the sculpture within the pavilion, more sculpture in the open; even the position of a large angular rock (courtesy of Alex’s Bader’s Zen garden kit) is offered as a part of the art in the setting.

Grauland, July 2020

Further statues and sculptures lie at various points around the landscape – overlooking the waters, sitting with the trees, etc., that further add depth to the region. Even the rounded stones and rocks on the west beach, mixed with curved cement walls and a line of marching turtles, make a unique, artistic statement.

As well as extending out to the west, the beach also forms a separator between the higher elevations of the large island, splitting them in two with a narrow ribbon of sand spanned above by an arched bridge. This path leads to a further ribbon of beach running south-to-north along the region’s eastern side and around the island’s south side.

Grauland, July 2020

Each of the Grauland designs has always had a certain attraction about it – not just photogenically, but in the overall approach and layout. This is certainly the case here as well, whilst a sense of romance is added through the inclusion of dance systems around the landscape.

I’ve always enjoyed Grauland’s various looks, but there is is something about this design that I find particularly engaging. It has a pot-pourri of elements – Stonehenge, rugged islands concrete constructs, water features – that stand individually as focal points to be appreciated by those visiting, whilst also flowing together as a very natural whole. There is also the considered mix of the “new” and the “old” (in terms of previous designs) that is sure to appeal to those who are familiar with the region’s past iterations.

Grauland, July 2020

SLurl Details

Sansar: Lost Horizon reaches an audience of 4.3 million

Lost Horizon landing zone

Friday July 3rd and Saturday July 4th, 2020 marked the Glastonbury Shangri-La music festival in Sansar. It’s an event I’ve covered a couple of times of late in these pages (see Glastonbury in Sansar: post event observations and Sansar and VRJAM: of Lost Horizon and music festivals), which in turn offer my own thoughts as an observer of the event both in-world and out-world, and the longer-terms hopes for Sansar, VRJam and the Lost Horizons event banner.

Now we’re learning some of the official feedback on the event, courtesy of the likes of Businesswire and IQ On-line, both of whom report that the Lost Horizon Shangri-La event was witnessed by an audience of some 4.3 million world-wide.

As I’ve noted from my own (admittedly high-level and subjective) observations, average in-world attendance in the six Shangri-Li environments in Sansar appeared to be between 200 and 400 per hour, with potentially higher peaks during the sets by the more well-known names (e.g. Fatboy Slim, Pete Tong, etc.). But, even when taken in terms of cumulative numbers of avatars, these figures are unlikely to exceed a few thousand – so where did the 4.3 million come from?

The answer isn’t hard to find (it’s right their in the report headline on Businesswire: Sansar Delivers a Next-Level Festival Experience to 4.36M Fans Globally Across PC, VR & Mobile – that is, the majority of the audience came from those watching / listening to the event through the various out-world channels such as the Sansar mobile app for iOS and Android, and platforms like Twitch, Beatport and You Tube, Facebook, and so on; and audience encompassing over 1,100 cities in 100 countries.

While the fact the majority of the audience likely came via external sources, rather than through people directly attending the event through an avatar presence might cause some to dismiss it, like it or not, 4.3 million is an impressive figure (and again, to add some balance on this, the much-touted 11 million audience at the Marshmello / Fortnite event of February 2019 was likely made up of a high proportion of people catching the available live streams of that event, even with the organisers working from a larger active user base to start with).

Lost Horizon, July 3rd, 2020

As a slight aside, in my observations of Lost Horizon, I noted the DJs didn’t appear to be using avatars, but were offered in flat-form 2D projections. However, the Businesswire release indicates that custom avatars made for at least some (if not all) of the performers to allow them to have a little fun while attending. In this, Fatboy Slim noted:

Thanks to the Lost Horizon crew for popping my VR cherry. The experience had almost the same euphoric feeling as being at a real festival. For those interested or in there with me, I was the one with Halle Berry’s body and a big smiley head, dancing my t***s off, mind slightly blown by the experience of watching myself DJ. As surreal and trippy as a real late adventure in the Shangri La.

– Fatboy Slim, Businesswire, July 10th, 2020

Fatboy Slim and Chris ‘Tofu’ Macmeikan

Lost Horizon broke so many firsts we’re still counting. It is the closest you can get to being at a festival without leaving your lounge. We all worked really hard to create this next-level thing to see our friends and raise money for the Big Issue and Amnesty. I’m old and remember seeing colour TV for the first time, but this is 100 times better.

– Chris ‘Tofu’ Macmeikan MBE, Lost Horizon and Shangri-La director,
IQ on-line, July 10th, 2020

It’s clear from both of the articles – and others that have appeared quoting the Businesswire release – that all of the organisations involved in Lost Horizon – Glastonbury Shangri-La, VRJam, Wookey / Sansar, Orca Sound Project, etc. – view the event as an appreciable success.

Of course, the big question surrounding the event is its effectiveness in terms of revenue generation. While it is all very well having something to entertain people, at the end of the day, people need to be paid and Sansar itself needs to prove it can be attractive as a revenue generator, both for Wookey Technology and Sansar’s clients. The Businesswire circulated release points to this in glowing terms.

For Sansar, the event demonstrated the massive scale and monetization its platform supports – everything from in-world commerce (ticketing, tipping, merchandising for artists) to broadcasting and stunning visual fidelity. Over the two days of the show, sales in the platform rose by 10x, highlighting the alternate revenue streams Sansar can offer talent, labels and management as they look beyond traditional live events.

– Sansar Lost Horizons release, Businesswire, July 10th, 2020

On the one hand a “10x” increase in sales through the platform sounds impressive – but this again should be balanced by the consideration that on the whole, Sansar’s daily audience isn’t actually that big. Which is not to say things cannot grow, or that broader avenues of monetisation cannot be found.

Again, looking back at the Marshmello / Fortnite event of February 2019, additional monetisation was leveraged through the sale of physical world merchandise as well. Further, ticketing for this kind of event is still in its infancy; this particular Lost Horizon event was available free-of-charge, rather than via paid ticket, for example (although “premium” tickets with associated goodies were available for those wishing to support the event’s charities).

It’s going to take more events to see how all this comes together. fortunately, we may not have long to wait in this regard; more Lost Horizon branded events are promised for the summer and later in the year, and other events involving “acts across multiple genres” are apparently in the works. So those curious / interested should keep an eye on the Sansar event pages.

With thanks to Loki Eliot for the IQ On-Line link.

Resolution’s art in Second Life

Resolution Exhibition, July 10th-12th

Running from Friday, July 10th through Sunday July 12th is the Kultivate Dene Gallery’s latest exhibition, Resolution. This is a special 3-day event curated by Tempest Rosca-Huntsman, and forms Dene Gallery’s first exhibition as a part of the Kultivate family.

Some 30 artists are taking part in the event, as follows: Beuanna Banana, Brian2 Werefox, ByrneDarkly Cazalet, CalebBryant Resident, Giselle Chauveau, Inara Pey, Ivyana Szondi, Johannes Huntsman, Kacey Macbeth, Kalina Sands, Ladycharis, Lam Erin, LawrenceD, Morgaine Blackrain, Myra Wildmist, Nugget Ichibara, Paradox Mercury, PinkRayne, Reya Darkstone, Rockcail Resident, Roman Godde, serenaelia, sirspanking, Skip Staheli, Skye Fairywren, Sugarfairy88 Resident, Tempest Rosca, TrishaSrose, Whata Conundrum, & Wicca Merlin.

Resolution Exhibition: PinRrayne

The event will feature live entertainment across the three days, with the schedule lining up as follows (all times SLT):

  • Friday, July 10, 2020:
    • 15:00-16:00: Samuel James.
    • 16:00-17:00: Abby Jaidov.
    • 17:00-18:00: Mavenn.
  • Saturday, July 11, 2020:
    • 14:00-15:00: Wolfie Starfire.
    • 15:00-16:00: Jesie Janick.
  • Sunday, July 12, 2020:
    • 11:00-Noon: Max Kleene.
    • Noon-13:00: DimiVan Ludwig.
    • 13:00-14:00: Samm Qendra.
Resolution Exhibition: Giselle Chauveau

About Dene Gallery and Kultivate

Dene Gallery is located in Rosehaven. The gallery is curated by Tempest Rosca-Huntsman and highlights one artist each month. As a part of the Kultivate brand, it joins the Windlight Art Gallery, The Edge Gallery, Kultivate Loft Gallery, Kultivate Signature Gallery, & Kultivate Select Gallery. To mark Dene Gallery’s joining the Kultivate family, Resolution is being held at Kultivate’s home region of Water Haven.

Kultivate’s goal is to promote and support the cultural aspects of Second Life. Kultivate is also the official sponsor and media partner of Team Diabetes of Second Life, an official and authorized team of The American Diabetes Association. Learn more by visiting their website.

SLurl Details

Linden Lab announces it is to be acquired

© and ®Linden Lab

On Tuesday, July 9th, 2020, linden Lab announced it is to be acquired by “an investment group led by Randy Waterfield and Brad Oberwager”.

The acquisition is currently pending approval by financial regulators in the U.S., due to the Lab’s subsidiary, Tilia Inc., which forms part and parcel of the acquisition.

The full statement on the matter, which can be read on the Lab’s corporate website, includes a statement from Linden Lab CEO, Ebbe Altberg:

We’re excited for this new chapter to begin. We see this as an opportunity to continue growth and expansion for Second Life and our money services business Tilia. We’re grateful for the ongoing support from our community, business partners and investors. Now more than ever, there is increased recognition of the value and utility of virtual worlds to bring people together for safe, shared, and social on-line experiences.

Once the acquisition is finalised, both Mr. Waterfield  and Mr. Oberwager will join the Lab’s Board of directors.

Bradford Oberwager has founded and/or run five tech/CPG companies—Jyve, Bare Snacks (acquired by PepsiCo), True & Good! Snacks, Acumins/more.com (acquired by HealthCentral), and Blue Tiger/Open Webs (acquired by CarParts).

J. Randall Waterfield is Chairman of The Board & Chief Executive Officer of Waterfield Group, one of the largest private financial organisations in the United State, and occupies board positions on a number of other companies and organisations.

J. Randall Waterfield (l) and Bradford Oberwager (via Waterfield.com and LinkedIn)

Also commenting on the acquisition, Brad Oberwager states:

Both the company and its virtual world community have a unique culture and creative energy that remain important to the long-term success of Second Life. There’s a bright future for both Second Life and Tilia and we’re excited to help fuel these growth opportunities.

With the news breaking on Twitter, Altberg responded to questions on what it means for Second Life with a simple “Continued Greatness!”

I reached out to linden Lab on finding out the news, but was informed the company has no further comment on the acquisition beyond the press release.

However, given that the acquisition will see Mr. Waterfield and Mr. Oberwager joining the board, I would anticipate that – given the nature of acquisitions – it is unlikely there will be any immediate visible changes to Linden Lab, Second Life or Tilia Inc., and, and the company will likely to continue to operate in a “business as usual” mode with regards to both Second Life operations and the community for the immediate future. That said, there will likely be a lot of speculation as to the future of SL, together with concerns / fears as to what the longer-term future might be.

While it is purely speculative on my part, I would hazard a guess that the acquisition will take into consideration the increased interest Second life has witnessed over the last year(ish), and particularly as a result of the SARS-CoV-2 pandemic, and will see in inflow of cash for the company that will allow it to (hopefully) meet its immediate goals with both Second Life and Tilia Inc., and allow both platforms to continue to be developed.

This is certainly the belief held by Linden Lab’s co-founder, Philip Rosedale, who now heads-up High Fidelity Inc. Also quoted in the press release, he states:

Since its inception 17 years ago, Second Life has been a pioneer in the concepts of virtual societies, land and economies. I’ve known Brad [Oberwager] for 14 years personally and professionally, and I’m confident he will bring his passion and proven strategies to help Linden Lab achieve new heights in distribution, scale, and quality while remaining true to the original vision, creativity, and community that makes Second Life unique and special.

Source:  Linden Research, Inc. to Be Acquired, Thursday, July 9th, 2020.

With thanks to Whirly Fizzle for the pointer.

Journeying through mineral fractals in Second Life

Gem Preiz: Journey to the Centre of the Fractal Earth

Gem Preiz, the master of the fractal image, is once again back with a new exhibition of pieces that opened on July 7th.

For those familiar with his work, Journey to the Centre of a Fractal Earth sees him return to familiar territory after his trip into the world of scale city design with Skyscrapers (see: Gem’s Skyscrapers in Second Life) as he presents some 16 fractal images linked by the theme of mineralogy, whilst also touching on some broader themes common to his art.

The core of the exhibit is an exploration of mineral formations, carried out through a hypothetical journey to the centre of the Earth, that we might see them in their natural environs.

Gem Preiz: Journey to the Centre of the Fractal Earth
Our Universe, whose laws of thermodynamics teach us that its disorder is constantly increasing, nevertheless conceals in some places such extreme conditions that matter is organised in a perfectly ordered way. At the scale of our vision, the optimal arrangement of the atoms produces crystals with flawless geometry and colours entirely determined by the composition and structure of the mineral.
There are a few hundred mineral species on Earth (a few thousand if we include those that the microscope only can reveal), born of the fantastic pressures suffered by the rock in the Earth’s crust, the sudden cooling of volcanic material, or the accumulation of sediments crushed by their own weight. While tectonic movements and volcanoes lava have brought to Man many of these natural treasures (quartz, gypsum, sulphur, obsidian …), many of them were discovered in the depths of the planet only through industrial research or scientific exploration. 

– Gem Preiz, introducing Journey to the Centre of a Fractal Earth

Gem Preiz: Journey to the Centre of the Fractal Earth

This journey is carried out through the visit of sixteen large rooms, one after the previous, topped and tailed by tunnel-like walks from and to the “surface”. Within each room is displayed one of Gem’s marvellous, multi-panel, high-resolution fractal images generated in the form of a mineral, or rock laced with mineral striate. In an of themselves, they are stunning pieces, their form echoed in the walls and floors of each room, which may also utilise particle effects  an Delain Canucci.

Whilst intended to be representative of mineral deposits ” at the bottom of the most obscure caves and in the most secret veins,” some of these pieces equally have an other-worldly feel to them that brings to mind objects that might be found in deep space. for example, a gold-and-grey comet that catches the light of a star, the outgassing of volatiles forming a bright halo around it. Others suggest not so much crystalline minerals lying deep underground, but fabulous coral formations sitting on the deep ocean floor. Thus, Journey weaves into itself, intentionally or otherwise, those mentioned broader themes that captivate Gem’s thinking, and so often influence his art.

Gem Preiz: Journey to the Centre of the Fractal Earth

My only slight reservation is with Journey’s general presentation. On the one hand, I could see how travelling through the rooms is intended to reflects on the idea of the great depths and pressures at which minerals can be found / are formed (and of course gives a physical link to the title of Jules Verne’s famous novel used in the installation’s title). But on the other, in travelling through so many rooms of near identical presentation, I couldn’t help but wonder if an alternative, more compact means of delivery couldn’t achieve the same result?

That niggle aside however, for those drawn to fractal art Journey is well worth a visit simply because the framed images are genuinely captivating and elegantly beautiful.

SLurl Details