Philip Rosedale talks Second Life and the metaverse

On Tuesday, January 25th, Philip Rosedale held a Twitter Spaces event (also relayed in-world in Second Life and to other virtual spaces) to discuss “the metaverse” and Second Life and to answer questions from SL users / interested parties. He was joined from time-to-time by various guests notably Avi Bar-Zeev¹ who added their own thoughts.

The conversation was wide-ranging, extended over some 100 minutes. What follows here is an attempt at a summary of the key areas of discussion in terms of comments from Both Philip Rosedale and Avi Bar-Zeev. Given the natural flow of the event, with subjects being raised and returned to, rather than being discussed sequentially, I have attempted to summarise the comments into bullet-point under topic headings. Where I have felt it worthwhile, I have included audio extracts of the actual comments made as well.

General Notes for This Summary

  • The full audio for the event is currently available via Twitter Spaces, where it will remain available for 30 days from the date of recording – Tuesday, January 25th, 2022.
  • For the most part, the bullet points refer to comments made by Philip Rosedale. Those by Avi Bar-Zeev are intentionally under a sub-heading for easier identification.
  • Where provided, audio extracts below have been edited to remove pauses, repetition, non-relevant asides, etc., in an attempt to assist with understanding the flow of comments. Where this has been done, I have taken care to try to ensure none of the original context / meaning of the comments has been lost or in any way altered.

On His Role at Linden Lab

  • Reiterated that he is not back at the Lab in any form of a managerial role or full-time “at this time” [which I found a potentially interesting qualifier, if intended that way].
  • He is “delightedly” providing advice and attending meetings with Lab staff.

On Second Life’s History

  • Recalled SL’s modest beginnings as LindenWorld, and interactions with the first residents – such as Stellar Sunshine.

  • Noted that a challenge Second life has had throughout its history is that in allowing user-generated content (UGC) that interacts with the native controls / capabilities (such as the physics engine), it becomes increasingly hard to make substantive changes to the behaviours of those capabilities, lest they result in content becoming “broken”.
  • Also noted that SL was very much ahead of its time with things like its particle and water system (the latter of which allowed for splashes, etc., when object cross the water plane) had to be removed, because they were simply too computationally complex for either home computers to process in a timely manner or the available network bandwidth and server communications could transmit to other users in a timely fashion – with some of these problems still existing to this day.
  • Indicated that these are issues not confined just to SL:  they are lesson that need to be understood in building any user-driven virtual spaces.

On Moderating Virtual Spaces

  • Sees moderation of virtual spaces / virtual worlds as something that still needs to be fully addressed.
  • Believes the approaches to moderation taken by social media platforms and across the Internet as a whole are insufficient for immersive spaces utilising avatars – simply put, a single standard of rules applied from above by a single company will not work.
  • In particular sees a top-down approach to moderation troublesome for a number of reasons, including:
    • Those utilising Meta’s suggested approach of recording interactions so that in the event of a dispute / reported abuse, the last 10-15 minutes can be attached to an abuse report, could use the gathered data to also help drive any advert / content-based revenue generation model they might also use.
    • Top-down approaches risk utilising a “one size fits all” approach to disputes in order to minimise the costs involved in managing moderation activities, thus removing the opportunity for for subtlety of approach or taking into consideration the uniqueness of any given situation / group, potentially alienating groups or activities.
  • Instead, believes that there should be a more fluid approach to moderation more in keeping with the physical world, and adjusted by circumstance / situation, and that:
    • Companies need to look at how spaces within their platforms are used and what is deemed as acceptable behaviour by the people operating  / using them.
    • Enable the communities / groups using spaces to be able to self-moderate through the provision of the means for them to do so (e.g. provide their own guidelines backed by the ability for them to remove troublemakers).
    •  Recognise the fact that the majority of people will adjust their behaviour to suit the environment they are within and self-moderate according to expectations of that environment.
  • Toward the end of the session, notes that there is a risk associated with some aspects of decentralisation of moderation / control. Within Second Life, for example, decentralisation of land ownership brought with it issues of anti-social behaviour and griefing – ad farms, intentionally being abusive towards neighbours through the use of large billboards, sounds, etc., whilst making the land too expensive for it to be reasonably purchased.

From Avi Bar-Zeev

  • Avi Bar-Zeev

    Also notes that there is an inherent danger in how a company could use the recording / surveillance approach to moderation to profile users and to assist their ad / targeting revenue model.

  • However, he thinks the larger issue is that given the review of recordings associated with abuse reports that may be coming in by the thousand in a large-scale system is going to be human-intensive, then the use of AI systems to manage this process and minimise costs is likely inevitable. But:
    • How do we know the AI isn’t by its very nature, pre-disposed to “find bad behaviour”, and to do so without consideration of a wider context (pre Philip Rosedale’s warning).
    • How can we be sure AI programming is sufficient for a system to correctly recognise some behaviour types as being abusive.
    • Is dealing with incidents in retrospect and with limited supporting data (e.g. just 10 minutes of audio) actually the best method of handling incidents.
  • As such, also believes it is better to design systems wherein people are innately aware that they are dealing with other people across the screen from them, and so they self-moderate their behaviour (as most of us naturally do most of the time when engaging with others), and that there are ramifications if we then chose to be directly abusive towards others. In short, virtual spaces should “re-humanise” our interactions with others.

On Preferred Business Models for Virtual Spaces

  • The common practice for social platforms – YouTube, Facebook, each is the behavioural surveillance model noted above –  collecting data on user interests and activities, etc., and using that to push  content / adverts / etc., to users whilst also gathering an overall profile on them.
  • Sees the development of AI / intuitive algorithms in this space particularly dangerous as they grow increasingly capable of recording moods / states of mind / health conditions (particularly where facial / body tracking is utilised).
  • Much prefers the model offered by the likes of Second Life, where the emphasis is not on advertising revenues, content delivery for brands, etc., but rather entirely fee-based.
  • Notes that as it is, Second Life generates more revenue dollars per user per year than You Tube through its model, and probably than Facebook. As such, and with roughly one million active users, SL has proven the fee-based revenue model works, and it is fully scalable.

From Avi Bar-Zeev

  • Notes there has been criticism of some platforms that deal in virtual “land” than is really just vapourware.
  • Wanted to underscore the point that SL and platform like it do not fall into this category, because while the land is virtual, it is nevertheless underpinned by actual servers and infrastructure and support services that incur costs that are being met by the fees charged.

On Accessibility for Virtual Spaces

  • Points out that when people in Second Life talk about “accessibility”, it is invariably from the perspective of learning to do things within the platform – getting to grips with the viewer, walking, talking, building, etc., and the “steep learning curve”. However, would argue that the issue starts much earlier than that.
  • The real issue with accessibility is not what to do / how to do it, but in getting people comfortable with the idea of using avatars and virtual spaces.
  • Has personal experience of this through building both Second Life and High Fidelity² and notes that by-and-large a typical reaction of anyone being asked to sit down and try any virtual world / space for social interaction will likely express interest in the experience, but discomfort at the idea of making it a part of there daily interactions in the manner promoted by the likes of Meta, etc.
  • Ergo, the first step in accessibility is moving things to a point where people are comfortable within idea of using avatars and a virtual presence. Only when this has been addressed, and people are comfortable with the idea, can the wider issues of moderation, world-building, economics, etc., be tackled.
  • Believes the way to do this is to make avatars more visually expressive – which is itself a tough proposition [see, for one thing, the issue of the Uncanny Valley], and towards the end of the video expresses how this could be done by using webcams on laptops, mobile devices to capture facial expressions and have the back-end software then translate these onto avatar faces [an approach LL have indicated they plan to develop in 2022].

  • Does see spatial audio of the kind High Fidelity has been developing as a factor in enabling greater depth of interaction, particularly within groups of people, but really sees the ability to mimic facial expressions, gestures, etc., to provide that underpinning level of non-verbal communications as a core part of making avatar-based interactions more acceptable to a larger audience.
  • In terms of avatars, expressiveness, etc., does point out that avatars should not be equated necessarily to “digital twins”  – that your avatar must be a digital representation of Second Life, and his opinion is that this should preferably be true in future virtual worlds / spaces.
  • However [and assuming adoption of virtual spaces into the work medium] sees a possible issues over “class distinction” between those ability interact “in real life” in person or through mediums like Zoom, etc.,  and those interacting through the purely digital, which may have to be addressed.

On the Linden Dollar and Crypto-Currencies

  • Offers a background on the Linden Dollar and why it uniquely works as a virtual currency, presenting something of a mix between crypto and regulated fiat money.
  • Highlights some of the issues with current crypto and why it is presently not a good medium for virtual economies.

On Mobile – Second Life and in General

  • Second Life (and Facebook) arrived before the first of large-screen, images / graphics capabilities arrived on the market in the form of the iPhone. As such, SL was solely geared towards desktop systems, as there was no reason to even consider the idea of compact, powerful mobile devices.
  • Admires the way the Minecraft has made in-world building so intuitive on mobile, and believed that is something virtual worlds need to achieve.
  • Personally believes it is essential for virtual worlds to offer convenient access from multiple devices, noting that perhaps the biggest world-wide platform in this regard is probably Android.
  • Thus the question is one of what features can be included with a mobile solution, and which features should be included when compared to the more immersive “hands-on” capabilities.
  • Allowing for his status as an advisor, he can say that Linden Lab is actively working on mobile. [I try to provide updates on this when there is news, using the SL Mobile tag in this blog.]
  • Suggests that LL could possibly engage in some form of “smaller” acquisition³ or building on an open-source tool.

General Comments

  • In discussing the 20th anniversary of the rezzing of the first prim in LindenWorld – see: Happy 20th rezday to Second Life’s humble Prim!, noted that a good part of the magic of early virtual worlds was that of in-world, real-time building, including doing so collaboratively, and helped build a sense of social engagement and sharing which more recently platforms (or SL through mesh) have either never had or have perhaps lost.
  • In talking about the primitive system, drew a comparison with the current hype around NFTs, noting that (with the introduction of the permissions system) every prim in SL is unique in terms of its creator, data and time of creation, UUID and what subsequent owner might do with it (modify it, copy it, pass it on / sell it to someone else), all of which are indelibly recorded in its metadata.
  • Noted that if “the metaverse” is to be as influential on live and work, etc., as the world Wide Web, then it not only needs people, but content. In particular notes that at its peak growth, the WWW was adding 300,000 new pages of content a day (2012). Clearly, in terms of virtual spaces, an exponential growth rate is liable to prove too much for a single corporate entity to manage.
  • Re-iterates the view that in terms of VR headsets, it is not the weight, the nausea or (in the case of Second Life) potential issues around frame rates, etc., that is key to increasing general adoption by consumers. Rather, it is in making the use of such headsets more inherently “safe” and less anti-social in terms of using them in physical rooms / locations where others are present.

Footnotes

  1. Avi Bar-Zeev has been a pioneer, architect and advisor in Spatial Computing (AR/VR/MR/XR) for nearly 30 years, behind the scenes in the world’s largest tech companies and at large. In early 2010, he helped found and invent the HoloLens at Microsoft, developing the first prototypes, demos, patents, plans and UX concepts, sufficient to convince his leadership. At Bing, he built first prototypes for developer-facing aspects of AR, sometimes called the “AR cloud.” At Amazon, he helped create PrimeAir as well as Echo Frames. He most recently helped Apple advance its own undisclosed projects. In 1999-2001, he co-founded Keyhole, the company behind Google Earth, and helped define Second Life’s core technology (and created the code that gives us prims). Back in the 1990s, he worked on novel VR experiences for Disney, including “Aladdin’s Magic Carpet” VR Ride, the “Virtual Jungle Cruise” and “Cyberspace Mountain.”
  2. For those who may not be familiar with it, High Fidelity Inc was originally set-up to create a VR headset-centric, decentralised virtual spaces / virtual world platform. However, the company pivoted away from this in 2019/2020 with the realisation that consumer VR systems are these not yet a comfortable proposition for the majority of people.
  3. This should probably not be conflated with any idea of buying Lumiya (which has been a constantly-stated view by some users). so far as I’m aware, there is no line of contact between Linden Lab and Lumiya’s developer.

 

Linden Lab announces Tilia partners with Unity “to power virtual economies”

Linden Lab’s Tilia services are now available for Unity developers via the Unity Asset Store

On Wednesday, January 26th, 2022, Linden Lab announced that its subsidiary company, Tilia Inc., the licensed money transmitter and end-to-end payments platform, has reached an agreement with Unity for Tilia’s API and services to be made available to Unity developers as an integrated end-to-end payment solution.

Referring to the agreement as a partnership, the announcement from Linden Lab notes that Unity has vetted the Tilia API to ensure it is suitable and optimised for the latest version of the Unity Editor, and developers building in Unity can now access Tilia’s API through the Unity Asset Store to enable in-game and in-world economies, allowing their users to make and receive payments, and even exchange in-game tokens for real money.

This is potentially the biggest partnership deal Tilia has thus far made (customers until now being reported as Second Life, Sansar and Upland – although ” NFT marketplaces” are also listed as being partners), potentially opening Tilia’s three services – TiliaDirect (in-world payment processing), TiliaWallet (capabilities for “stored value” for assets & enables user-to-user transactions) and TiliaPay (enables the redemption of tokens for fiat (real) money, allowing players to cash out) – to Unity’s entire community of developers.

Many of today’s top games and virtual worlds are built using the powerful Unity real-time 3D development platform and increasingly developers want to incorporate significant virtual economy elements that allow for in-game or in-world user transactions. We are proud to bring an end-to-end payment solution available to the Unity Asset Store, and we look forward to seeing how Unity developers will incorporate Tilia.

Brad Oberwager, Executive Chairman of Linden Research, Inc.

It is perhaps worthwhile noting that this announcement does not in any way mean that Unity is buying or otherwise investing in Linden Lab / Second Life or that they are about to do so (a question I have already been asked). This is about leveraging the power of Tilia Inc., and the services it provides to deliver them to Unity developers who wish to utilise them and, in doing so, provide further revenue streams back to Tilia / Linden Lab.

For further context, please refer to the Press Release from Linden Lab in full.

2022 SUG meetings week #4: Restart issues +Andrew Linden returns

Hanging Gardens of Babylon, January 2022 – blog post

The following summary notes were taken from the Tuesday, January 18th, 2022 Simulator User Group (SUG) meeting. The meeting was recorded by Pantera Północy, and the video is embedded at the end of this summary. Note this summary focuses on the key points of the meeting; where there is something to report, the video should be referred to should full details of the meeting need to be reviewed.

Server Deployments – Main SLS Channel Restart Issue

Despite being updated in week #3 with simulator version – 567269  – and with no RC update available for deployment, the SLS Main channel simhosts went through a restart on Tuesday, January 25th – and ran into a problem, with many regions remaining down for far longer than expected.

  • No detailed explanation for the issue has been given as yet other than, “one of our internal systems got a bit confused about what was started and what needed to be started.”
  • However, the issue was not in any way related to the simulator version itself, so no danger of the improvements it contains being rolled back.
  • Wulf Linden noted that the situation has provided LL with a lot of data that will hopefully allow them to “smooth out the pavement for the future.”

At the time of writing, any deployment to the RC channels for Wednesday, January, 26th was still TBA. Check the Second Life Server section of the forums for any possible announcement.

Available Viewers

This list reflects those official viewers available.

  • Release viewer: version version 6.5.2.567427 – Mac Voice hotfix viewer, January 13 – no change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance RC viewer, version  6.5.3.567451 issued on January 20th, combining the Jenever and Koaliang Maintenance viewers.
    • The Tracy Integration RC viewer version 6.4.23.563771 (dated Friday, November 5) issued Tuesday, November 9.
  • Project viewers:
    • Mesh Optimizer project viewer, version 6.5.2.566858, dated January 5, issued after January 10.
    • Performance Improvements project viewer version 6.5.2.566967, dated December 17.
    • Performance Floater project viewer, version 6.4.23.562625, issued September 2.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26, 2020.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

The Return of Andrew (Leviathan) Linden

The first person Philip Rosedale hired when establishing Linden Research (aka Linden Lab) was one Andrew Meadows. As Andrew Linden, he was pretty much the lead engineer for the server side of things, hosting what was the Tuesday Server and Scripting Meeting, (alongside Simon Linden) which later became the Simulator User Group Meeting. Andrew departed Linden Lab at the end of 2013 to join Rosedale at his (then) new venture, High Fidelity Inc.

Following news that High Fidelity had invested in Linden Lab (in what is increasingly looking like an informal merger) and that around seven High Fidelity staff were moving to work on Second Life, I pondered whether Andrew might be among them – and even publicly mused if indeed he would be in a later post on that subject.

Well, turns out he has, but under a new Linden name, that of Leviathan Linden. Appearing at the Simulator User Group Meeting on Tuesday, January 25th as Leviathan, Andrew has some trying to guess (good naturedly) at the reason for the name change – including having forgotten his old password! However, the explanation was simple, as he indicated whilst also noting the areas he’ll initially be working on.

Leviathan was the name I wish I had picked years ago. It seemed like a good pick for a new beginning. I’ll be working on simulator stuff. I’m getting back on my feet by fixing bugs and implementing small features.

Leviathan Linden (formerly known as Andrew Linden)

His appearance at the SUG meeting was positively received, as was the news he’ll once again be working on simulator-related projects. Which just leaves me room to say, “welcome back, Leviathan!”

In Brief

  • Following the reports of teleport disconnects / general region crossing issues, a further Jira has been filed noting recent events – BUG-231683 – in keeping with the request made at the last meeting, and this is now being investigated by members of the QA team.
    • Monty additionally noted other reports on crossings have also been filed and he is digging through them and the associated server-side logs.
  • User testing around BUG-231582 ” [Simplified Cache] Newly rezzed objects are invisible after relog under certain circumstances” suggests the issue is not cache related, but might be related to the Interest List, with it being noted the problem may have surfaced around the time back-end changes were made to the Interest List in preparation for the 360-degree viewer.
  • A question was asked on whether the tools update would impact anything with Key Frame Motion (KFM) behaviour on animations, with it being noted – anecdotally at this point in time – that the moving_end event seems to happen while the animation is still underway. None at the Lab appear to be aware as to why the updated server code should impact animation events, and a bug report has been requested if the issue is found to be reproducible.
  • The latter part of the meeting delving into a discussion involving a future implementation of HTTP/2, updates to libcurl, etc., and issues around them. Again, rather than me mangling things – please refer to the text in the video.

Happy 20th rezday to Second Life’s humble Prim!

20 years of the prim by SarahKB7 Koskinen

It All Starts with a Cube

Those six words used to be one of the tag-lines associated with Second Life. Six words that – long before mesh or even sculpties entered our consciousness – summed up the unique magic of Second Life: the ability to create almost anything you might imagine, just by taking simple geometric shapes and playing with them – shaping, sizing, bringing them together, etc., – to produce something either individually or collectively, right there within a virtual space.

Of course, things like scripts and tools were required to get things to do things or to make the shapes that were needed, but at its heart, SL’s creativity lay within the humble primitive shapes offered to users through the viewer.

I mention this because January 25th, 2022 is officially the 20th anniversary of the first prim ever being rezzed within Second Life (or rather, its precursor: LindenWorld) – something marked by SarahKB7 Koskinen, who has produced a celebratory sculpture (seen at the top of this piece) which can – for the 25th of January 2022, at least, be seen at the Ivory Tower of Primitives sandbox.

Touching the sculpture will present you with a notecard about the prim cube it contains explaining that whilst a reproduction, like the very first primitive rezzed in 2002, it has no listed creator. Why? Because the rezzing of the first primitive predated the database that would be used to record information such as object creator names!

Avi Bar-Zeev

But exactly howdid SL’s primitive originate?

Well, their creator is one Avi Bar-Zeev.

For those unfamiliar with the name, Avi has been a pioneer, architect and advisor in Spatial Computing (AR/VR/MR/XR) for nearly 30 years. He’s worked for some of the biggest corporations including Amazon, Apple and Microsoft (where he pioneered the HoloLens, whilst in the 1990s, he worked for the Disney Corporation, working on what he refers to as “novel VR experiences”, including Aladdin’s Magic Carpet, the Virtual Jungle Cruise and Cyberspace Mountain.

Speaking on the January 25th, Avi describes the arrival of primitives thus:

About 10 years into that [his early work in the eXtended Reality space] I met Philip and we worked together on some things in Second Life. And early on, [Philip] had said, “let’s figure out this prim thing; let’s figure out how to build the world”. An I just so happened to have studied computational geometry in a college, and so I said, “I know how to do that!” and wrote a couple of hundred lines of code to make all the primitives in the world, with various knobs and capabilities to stick them together. So that was my claim to fame back then! 

– Avi Bar-Zeev talking with Philip Rosedale during a Twitter Spaces event, January 25th, 2022

Whether or not Avi had any idea back when he wrote those “couple of hundred” lines of code that they would still be in use 20 years later, I’ve no idea. But it cannot be denied that his code was, throughout the early years of Second Life, one of the mainstay reasons people kept up with their engagement with the platform; the joy of shaping simple shapes and learning how to cut and shape them and then bring them together and then going on to texture and (perhaps) script them to make something you can point to and say, “I did that!”.

Even today within the world of mesh, prims building offers opportunities for in-world collaboration, for fun and / or indulgence that simply cannot be matched by the more solitary world of mesh design, and primitives continue to hold a certain magic with anyone who learns to work with them.

So, happy rezday, primitives, and thank you to Avi Bar-Zeev for enriching our world!

Science Fiction and music in Second Life

Seanchai Library

It’s time to highlight another week of storytelling in Voice by the staff and volunteers at the Seanchai Library. As always, all times SLT, and events are held at the Library’s home in Nowhereville, unless otherwise indicated. Note that the schedule below may be subject to change during the week, please refer to the Seanchai Library website for the latest information through the week.

January 24th, 19:00: A World Out of Time

After being cryogenically frozen in the 1970s to await a cure for his (then) incurable cancer, Jaybee Corbell awakes after more than 200 years – to find his own body destroyed and his mind and memories transferred into the “mindwiped” body of a criminal. And that’s is not all that has changed: the Earth is now overseen by an oppressive, totalitarian global government called “The State”, and Corbell’s existence is to be determined by a “checker”; if he is found wanting, he will be discarded.

However, Peerssa, the checker, recommends Corbell as ideal fodder in The State’s attempts to seek out exoplanets suitable for terraforming – whether he wants to join the programme or not. Disgusted by his treatment, Corbell works out a way to take control of his one-person ship on its otherwise one-way mission, and heads toward the galactic core. Entering suspended animation, he is unaware his vessel skims close enough to the super-massive black hole at the centre of the galaxy to experience time dilation.

Emerging from his suspended state, and believing only 150 years have passed, Corbell returns to the solar system to find it again vastly changed: more than three million years have passed, and the Sun has become a bloated red giant, and Earth – well, Earth appears to have been relocated to an orbit around Jupiter, whilst humanity itself had endured extensive changes; and Corbell must face an entirely new set of challenges if he is to survive.

Join Gyro Muggins as he reads the 1976 novel (and originally a short story) by Larry Niven.

Tuesday, January 25th

12:00 Noon: Russell Eponym

With music, and poetry in Ceiluradh Glen.

19:00: Klawde: Evil Alien Warlord Cat

Klawde had everything. Sharp claws. Fine fur. And, being the High Commander of the planet Lyttyrboks (think about it if you need to!), an entire world of warlike cats at his command. But then he is stripped of his feline throne and sentenced to the worst possible punishment: exile to a small green-blue planet that is, as they say, “far out in the uncharted backwaters of the unfashionable end of the western spiral arm of the galaxy”, known to its dominant bipedal race as “Earth”.

On that planet, Raj is a young man who had everything: a cool apartment in Brooklyn New York, his three best friends living in the same apartment block and comics and pizza always within easy reach. Then, courtesy of his mother taking a job on the other side of the country, he finds himself exiled to the community of Elba, Oregon.

These two lost souls, one seeking friendship (and, hopefully, pizza and comics) but forced to join a nature camp, the other a cunning, brilliant feline emperor, both exiled and seemingly lost, are destined to meet. And when they do – whether Klawde likes it or not – the emperor cat will find his plans for revenge on those who would oust him from his empire running somewhat secondary to becoming Raj’s new Best Friend as the two of them become bound by a series of new and hilarious adventures.

With Caledonia Skytower.

Wednesday, January 26th: Dark

No readings for this week.

Thursday, January 27th 19:00: Thursday Night Sci-Fi

With Finn Zeddmore.

2022 viewer release summaries week #3

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week ending Sunday, January 23rd, 2022

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer: Mac Voice hotfix viewer 6.5.2.567427, dated January 13 – no change.
  • Release channel cohorts:
    • Maintenance RC viewer, version 6.5.3.567451, issued on January 20th, combining the Jenever and Koaliang Maintenance viewers.
  • Project viewers:
    • No updates.

LL Viewer Resources

Third-party Viewers

V6-style

V1-style

  • No updates.

Mobile / Other Clients

Additional TPV Resources

Related Links