Lab announces improvements to the financial and billing systems used by Second Life

via Linden Lab

On Friday January 17th, 2025, Linden Lab announced improvements to the financial and billing systems used by Second Life as provided by Tilia, the Lab’s trusted billing partner.

The full details of the changes being made can be found in the official blog post Enhancing the Financial Experience in Second Life.

In the interests of clarity and first-hand reading, I’m not going to list everything in here; better than people read the Lab’s own post. However, the following points are worth highlighting:

  • The changes and updates are being deployed over the rest of January 2025, and on a rolling basis. Therefore, users will see them come into effect as they are applied.
  • The will result in a series of updates in how information is displayed within various web properties (e.g. the Cashier page, the Add Payment Method page, etc.).
  • There will be no changes to fees for existing services. However, new pay-out types and speeds that will be coming soon may have different fees based on the underlying costs involved with those pay-out methods.
  • From January 30th, 2025, Skrill will no longer be available to add as a new payment or pay-out method.
    • Those already using Skrill as a payment or pay-out method, you may continue to do so as long as it remains active in your account.
    • However, if anyone using Skrill removes it as as their payment / pay-out methods after January 30th, 2025, they will not be able to re-add it.
  • Once these changes are active, the following countries will no longer be supported with new pay-out connections: Azerbaijan, Belarus, Bosnia-Herzegovina, Kazakhstan and Russia.
Through our partnership with Tilia, these updates create a more modern and sustainable foundation for managing Second Life’s economy. The system now automatically reconciles transactions nightly, allowing for accurate and efficient handling of payments and balances. Users will continue to have the flexibility to manage their balances and payment methods while benefiting from improved security and reliability.

– From the Lab’s blog post

Again, please refer to the official blog post for full details.

2025 week #3: SL TPVD meeting summary

Simurg + Winter Valley, November 2024 – blog post

The following notes were taken from my audio recording + the video recording by Pantera (embedded at the end of this summary) of the Third-Party Developer meeting (TPVD) held on Friday, January 17th, 2025. My thanks to Pantera as always for providing it.

Meeting Purpose

  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
  • Dates and times are recorded in the SL Public Calendar, and they re conducted in a mix of Voice and text chat.
  • The notes herein are a summary of topics discussed and are not intended to be a full transcript of the meeting.

Official Viewers Status

[Video: 1:13-2:17 and [4:07-4:45]

  • Release viewer: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, promoted December 20 – No Change.
  • Release Candidate: Forever FPS, version 7.1.12.12793544240, January 17, 2025.
    • Numerous crash and performance fixes.

Upcoming Viewers

  • ForeverFPS surfaced somewhat faster as an RC viewer than had been anticipated at the CCUG meeting.
  • Other plans for viewer updates are under review; there a numerous code commits in the Develop branch awaiting a viewer, but collectively, they are regarded as to many to all go into a single viewer update, so the order of release over several viewer updates needs to be determined.

WebRTC / Updating to Viewers with WebRTC Support / Rendering Holdbacks

[Video: 5:22-24:14]

  • Further re-iteration of the desire to see as many users as possible to move from viewers which lack WebRTC support (e.g. Firestorm 6.6.17) to those (predominantly PBR-based) viewers with the WebRTC support, so that the Vivox service can be turned off across the grid.
  • A further request was made as to why people are resistant.
    • Once again, the response was largely around the quality of the reflections / general look of the Linden Water plane on PBR viewers, lack of exclusion volumes for water; darker ambient tones to natural lighting.
    • Ambient issues, particularly with legacy EEP skies should have been largely corrected in ExtraFPS.
    • It was also pointed out that there are cohorts of users who are happy with what works for them, even if half their in-world view seems to be “broken” in some manner, and simply will not update as long as the viewer they use can still access SL.
  • A particular issue here with regards to WebRTC, is that while a high percentage of users are not updating to viewers with PBR + WebRTC support, it is not clear how many would be adversely affected by the loss of Vivox voice, given that many in SL rarely, if ever use Voice.  If the number is small, turning off Vivox might not be an issue; if the number is large, it could cause people to abandon SL.
  • It was also suggested that wider communications from LL (and TPVs) on the nature of upcoming changes like WebRTC might help to make users more aware of what is going on.
  • In response to exclusion volumes and water quality  / reflections, Geenz Linden noted:
    • There might be a way to provide exclusion volumes for water (e.g. to prevent water rendering inside boat hulls, etc.), but the issue is complicated.
    •  There has been a regression in the way water appears and generates reflections; part of this was the result of the “pre-PBR” means of rendering water required multiple passes, which became a performance issue. However, improving water is on his list of things to do, and he hopes that some of the ideas he has will also help improve screen space reflections (SSR) .
    • However, he also indicated that bring back “full real-time reflections” on water  is a not insignificant ask, and will likely only be possible after the moiré system has been further optimised, as  reflection generation will likely piggyback off of that. As such, the work to recover water reflections will take time and will be iterative in nature, and there may be impacts on the general appearance of water.
  • Commenting on SSR, Geenz also noted that while improvements can be made, it will be “really hard” to return SSR quality to pre-PBR – but then, pre-PBR SSR had its own performance issues. As such, work in this area requires careful consideration on how to make improvements without impacting performance.

In Brief

  • [Video: 2:17-4:07] A further announcement on the departure of Runitai Linden (see: Runitai Linden departs LL for public service).
  • [Video: 24:14-29:30] General discussion / opinions on how and where to present assorted graphical settings and options within the Preferences / debugs, and how users understand / learn about the viewer’s internals.
  • [Video 30:16-32:25] Discussion on graphics and lighting – improving HDRi rendering, ambient like, introducing punctual lighting, using physical units for lighting.
  • [Video: 37:14-43:40] EventQueueGet is a simulator Capability that delivers messages from a simulator to viewers over HTTP using a long-poll scheme. It is core functionality without which viewer/simulator coordination is impossible. However, a number of defects in the design and maintenance of this capability have been found (see here for both defects and proposals to resolve).
    • Monty Linden  has implemented a “phase 1” project to address some of these issues, and has set-up a channel of several regions on Aditi (the Beta grid) for public testing of the changes to validate that they do not in fact break anything. He has also published information on how users can help with the test and what is involved in the “phase 1” work.
    • During the meeting, he requested that people take the time to visit the test regions, carry out TPs and physical crossing between regions, leaving suitably scripted objects running on the regions, etc., per the testing information forum topic and report back via the topic or via the Feedback Portal.
    • This work may become part of the Banana Bread simulator release (still in the process of being defined), and further references to the work will most likely be via the Simulator User Group meetings.
  • User groups for discussing Project Zero / SL Mobile:
    • The Project Zero viewer-in-a-browser project is open for discussion at the Web User Group (as Sntax Linden leads both the WUG group and Project Zero); and it has been indicated it might spin-up its own user group in time.
    • There are internal discussions going on in the Lab about starting a SL Mobile User Group. More to follow on this.

Next Meeting

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Borkum’s return to Second Life

Borkum, January 2025 – click any image for full size

I was surprised to see that it’s been over a year since I last visited Yoyo Collas’ Homestead region of Borkum (see: Borkum’s Winter in Second Life); so long, in fact that I gather the region may have vanished for a time from the grid. However, it is now back within a new location, and I’ve been keen to make a revisit.

As I noted back in November 2023:

Drawing its name from the Lower Saxony island which forms the largest and westernmost of the East Frisian Islands as it sits alongside the border with the Netherlands, and caught between the North Sea and the Wadden Sea, Yoyo’s Borkum has always been a place that is both photogenic and a reminder of how good it is to spend time away from the bustle of life and simply be.
Borkum, January 2025

This remains the case now as much as it did then; the major difference being that with this iteration of Borkum, spring has once again returned, allowing it to offer a welcome promise of what is to come for those of us in the northern hemisphere as winter moves increasingly behind us and spring draws ever closer.

One of the delights of Borkum is that whilst the island many change in its overall look and feel with each iteration, it retains many elements from past designs – such ats the Apple Fall Old Manufactory -, so as to always hold the feeling that one is returning to  familiar and comfortable place.

Borkum, January 2025

With its central upland grasslands and surrounding beaches, this iteration of Borkum is very much a haven for both wildfowl and domesticate animals – horses, sheep, cattle, chickens. The latter are all clearly ruled over by the island’s felines (just as cats hold sway over our physical lives, whatever we might think; as the saying goes – dogs have owners, cats have staff!).

The wildfowl and birds range from geese through seagulls, cormorants, egrets, cranes and even swans. Together with the animal life they offer many opportunities for photography; but so to does the natural beauty of the region. The grasslands of the hills are awash with colour thanks to the meadow flowers, poppies and other blooms which almost completely hide the grass, whilst the scrub trees, buildings and other structures all add to the picturesque nature of the setting.

Borkum, January 2025

I’m not going to describe how to explore the island – it is easy enough to work out for yourself; the paths offer hints, pointing places of interest, but really, Borkum is a place to simply wander and to sit and allow the time to pass, either on your own or in company. For those so minded, there is a sailing boat slowly circling the island visitors can sit upon, but there are more than enough places on land for people to enjoy if the boat is already occupied when you visit.

The sense of solitude present on the island is enhanced somewhat by the hints that it might be the retreat for an artist, and which also happens to offer opportunities for visits dropping by, thanks to the beaches and the little café.

Borkum, January 2025

Rather than say anything else, I’ll close with the words Yoyo has written for the region, as they are the most fitting:

Far out in the endless northern dance,
where waves weave patterns in a timeless trance, lies an island, where winds still play,
Borkum, a gem in the ocean’s sway.
The gulls sing clear, a hymn to the skies,
of horizons that promise where the future lies. The briny air speaks bold and free,
of ventures shaped by the restless sea.

Borkum, January 2025

Upon the shore where stories remain,
where amber gleams in a golden chain,
an eternal symphony calling us all.
When the night lays out its starry veil,
and the breeze unfolds its ocean tale,
you’ll dream of Borkum, the boundless strand, the island of wonder, the promised land.

So, go visit and enjoy.

Borkum, January 2025

SLurl Details

  • Borkum (Poetry, rated Moderate)

2025 week #3: SL CCUG meeting summary

Lights in White Satin, November 2024 – blog post
The following notes were taken from:

  • The livestream and my chat log of the Content Creation User Group (CCUG) meeting of Thursday, January 17th, 2025.

Please note that this is not a full transcript, but a summary of key topics. .

Table of Contents

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work. This meeting is held on alternate Thursdays at Hippotropolis.
  • Dates and times of meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.

Official Viewer Status

  • Release viewer: version 7.1.11.12363455226, formerly the ExtraFPS RC (multiple performance fixes, aesthetic improvements and UI optimisations), dated December 17, promoted December 20, 2024.
  • Release Candidate: none at present.

General Update & Runitai Linden’s Departure

[Video: 2:11-7:20]

  • Numerous bugs and issues have been reported following the ExtraFPS viewer promotion, and as a result, these seem likely to be developed into a bug-fix viewer (“ForeverFPS”), with an initial cut at an RC version potentially coming in the next week or so.
  • There are “numerous discussions” occurring at the Lab regarding possible future projects, but nothing at present to announce.

Runitai Linden Departing LL

[Video: 3:52-7:20]

  • It was announced that Runitai Linden (often referred to as DaveP) is departing Linden Lab to enter public service.
  • Runitai commented directly on his reasons for departing the Lab and his feelings about doing so, however, rather than drop them here for those who prefer to read rather than listen, I’ve provided a transcript with some additional notes: Runitai Linden hears the call of Public Service.

2K Bakes on Mesh

[Video: 12:52-14:47 and 15:10-17:03]

  • It is believed the 2K bake updates for the Bake Service are “ready to go”, having cleared QA per my notes from the SUG meeting.
  • The viewer updates required to allow 2K textures to be used with wearable layers are apparently merged into the Develop branch, but yet to surface within an RC viewer built from that branch.
  • In theory, the back-end support could be enabled pending the viewer update, because it will not interfere with current rendering, as the viewer should continue to limit wearable textures to the current maximum of 1024×1024 until it is updated to apply 2K bakes. However, discussions on how to proceed pending the viewer update will be taken-up internally by LL.

In Brief

  • [Video: 10:05-10:39] A request was made for Darcy Linden to attend at least some CCUG meetings to discuss the Lab’s AI character generation project (see: Introducing the Character Designer (Alpha) and this follow-up forum thread). Vir Linden indicated he will check with Darcy on plans to join / hold meetings.
  • [Video: 14:48-15:00] here have been multiple requests / discussions over the years about the potential of an Inventory archive to allow people to reduce (some of) their Inventory bulk / bloat by archiving items through a supported system rather than just boxing them. Currently, such a service is not on the roadmap.
  • [Video: 17:32-22:55] A request to add the type of client (viewer, browser, SL Mobile) some is using to their avatar tag “to help people help others”. Surely the easiest way to find this out, as a mentor / someone giving assistance, etc., is to ask (“Are you using SL on a Mobile or through a browser, or have you installed the client on your computer?”).

Comments from Philip Rosedale

The core CCUG meeting was shortened to 30 minutes due to LL meeting conflicts. However, Philip Rosedale dropped in to provide assorted comments and feedback.

  • [Video: 24:40-25:35] On AI and Scripted Agents, etc.: thinks the Lab’s policy on AI and bots is going to be “a complex and evolving matter”, and that as AI becomes more powerful, people will need to come together to decide how best to handle it in SL, given the variety of views.
  • [Video: 27:39-40:14] The above indirectly led to a discussion on being able to identify bots in Group chat sessions and IMs similar, where it may not be obvious that messages are being bot / AI-generated.  There are flags which should be used with scripted agents and which should force a message to indicate a messenger is a scripted agent in IMs; however, the issue appears to be that chat and IM can get flooded so quickly with text, the notification can be missed. Suggestions were made to make this text a different colour and possibly pin it to the top of the chat / IM window.
    • This resulted in a list of categories of bot bad behaviour being drawn up, including begging,  phishing, undesired group chat, traffic gaming, data collection (e.g. Bonnie Bots) even overwhelming users with NPC text & failing to account for other interactions.
    • Overall, this became an extended conversation, and following the video is recommended for full context.
  • [Video 25:45-26:48] On promoting Second Life as a place to hold work meetings: does not believe the platform has reached that point, because of the lack of nuance within avatar communications – humans really heavily on non-verbal communication cues for further subtext, etc., in exchanges, and SL currently cannot provide these.
    • [Also, as a sidenote, LL put considerable effort into trying to develop SL as a behind-the-firewall “business application” between 2008-2011 with the Second Life Enterprise (SLE) package (licenses at around US $55,000, but I cannot remember how many avatars came with that license), and that didn’t go so well at the time – potentially because of the shortfalls Philip mentions being among the reasons it didn’t really gain a lot of traction at the time.]
  • [Video: 40:14-50:10] A discussion on resource allocation through Project Zero to allow fair and balanced access to SL at minimum / no cost through the browser for people without it being abused (e.g. by people creating and running dozens / hundreds of bots through the browser access, thus running up costs to a point where others have to start paying at a higher rate.
    • As this was a brainstorming session producing multiple ideas (e.g. limiting browser access to subscription accounts  – potentially missing the people the service is really geared towards helping, as they may not have subscription accounts; controlling via some form of 2FA; utilising Payment Information on File both as a means to limit access to those who are PIOF and a means to prevent them logging-on more than one account through the streaming service at one time, etc.), please refer to the video.
  • [Video: 50:11-54:08] When will voice services switch solely to WebRTC? – still waiting for more users to move from Firestorm 6.6.17 to a PBR-enabled version of Firestorm (which will hopefully happen once Firestorm release a version based on the ExtraFPS viewer code, allowing for the issues for poor Linden Water quality – reflections, etc.).
  • [Video 55:50-1:01:05] Discussion on exclusion volumes for boats under PBR (as re-enabling the forward renderer to allow invisiprims to hide water volumes is not going to happen). Runitai indicated there are potentially alternatives to allow such exclusion volumes to work.
  • [Video: 1:01:11-1:02:55] Comments on alternative rendering engines and content support segueing into thoughts on why other VW platforms have never achieved the level of adoption by users as witnessed with Second Life (including Sansar, OpenSim and Meta).

Next Meeting

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Runitai Linden departs LL for public service

Runitai Linden in both his "Classic" (Primitar-esque) look and his more recent avatar look
Runitai Linden in both his “Classic” (Primitar-esque) look and his more recent avatar look

Update: subject to direct correction, I believe (from comments made) that Runitai is moving to work as a paramedic.

During the Content Creation User Group meeting on Thursday, January 16th, it was announced that Runitai Linden (often referred to as DaveP) is departing Linden Lab.

One of the now longest-serving employees at the Lab, Runitai joined the company in 2005, and has been a core member of the graphics / rendering team throughout most of that time, although he was moved over to work on Project Sansar, remaining with that project through to its launch as Sansar, before transferring back to Second Life when the Lab suspended work on Sansar in early 2020, prior to its eventual sale to Wookey (then Wookey Projects Inc).

Commenting on his departure, Runitai stated:

It’s been almost 20 years, and I’ll always be grateful for the time that I’ve had here, no doubt, and everything Second Life has done; and I’ll always be proud of what Linden Lab and the residents have accomplished here. But I’ve been convicted [sic] recently to pursue a career in public service, and at the same time I felt that calling things stopped coming together in my head for doing the work that needs to be done here; I really feel that I’ve done all that I can do  and it’s time for me to go on to something else.
I wouldn’t be able to do that if it wasn’t for all of you. The career I’ve chosen doesn’t exactly pay a living wage, so I’ll definitely be living off my savings! But I feel this is what I have to do. I also feel that the Second Life team has never been stronger, everybody at the Lab and the open-source community does such great work, such talented people; world-class engineers all round. I have no doubt that Second Life will thrive in my absence.
I will definitely miss all of you, I’ll miss this place – it’s been a rollercoaster, that’s for sure! 

If you wish to listen to Runitai’s comments you can do so via the CCUG meeting video [3:52-7:20].

One of the things very much marked by Runitai’s return to Second Life following his time working on Sansar, has been the drive to update the visual fidelity of the platform more it towards established graphical standards. While this initiative may not have originated entirely with him, his involvement in this work has been instrumental – particularly in looking at how best to enable key aspects of the glTF specification the Lab hopes to adopt (e.g. supporting current mesh data formats over the outdated Collada .DAE, prototyping scene upload capabilities, etc.), and in driving much of the work in getting the viewer’s performance back up to acceptable standards following the issues coming out of – but not necessarily entirely the result of – the implementation of PBR materials and rendering.

Runitai did not elaborate on the specific area of public service he is moving into (or which is perhaps now claiming his full-time attention). However, everyone in Second Life who has come to know him well or distantly (as in my case) over the years cannot fail to understand the incredible amount of work his has put into the platform, or the sheer wealth of technical knowledge he has acquired and put to use throughout his time at the Lab. This along with his openness, honesty and jovial nature, will be very much missed.

For my part, I’d like to thank Runitai for all of his work with Second Life and wish him well in his new career path. Also, for those who do know Runitai and who have not already obtained a copy, his Linden Bear is available at the Hipptropolis Campsite, home of the CCUG meetings – it is floating (at the time of writing) serenely next to the table and camp fire.

 

A stop at Ruehaven village in Second Life

Ruehaven Village, January 2025 – click any image for full size 

Occupying a Full region leveraging the Land Capacity bonus, Ruehaven Village is a rural setting mixing private residences with public spaces visitors are invited to explore and enjoy.

The best way to describe the setting is by using the description presented via the Destination Guide:

Ruehaven Village is a quaint, small family-owned village set in an English-style Victorian era. It features lots of beautiful scenery, functioning businesses, happy and friendly residents, and more. 
Ruehaven Village, January 2025

The Landing Point is located towards the south-west of corner the region, alongside the local churchyard. Before it, the paved road of road of the village runs northwards, braced to either side by village shops and houses.  The first of these is the local pub (no village in England is really complete without having at least one pub!).

A road showing signs of heavier use points eastwards from the Landing point, and has a short spur stretching to the village harbour quay sitting behind the pub and village businesses.  This is also the arrival / end point for the local railway.

Ruehaven Village, January 2025

The private residences are spread across the region, one within the village (and marked as such); the others along the remaining sides of the setting. They belong to the Second Life families who live within the region, and are clearly separated from the public spaces by fences and hedgerows.

Central to the setting is a lake – froze for winter at the time of my visit, the island rising from its waters the home of a cosy pavilion where afternoon tea and pasties might be enjoyed, together with music from the piano.

Ruehaven Village, January 2025

The dock and boat to one side of the lake suggest that trips out on the water might be encouraged when the weather is more amenable, while a carousel sits across the water to offer rides of a different kind. Meanwhile the road running east away from the village actually passes around the lake, offering a route of exploration that will lead visitors to the major points of interest.

The latter include the church mentioned above, the dance pavilion, the various stores in the village, and the local sled run (well, while the snow lasts!). Those who enjoy horse riding should also pay a visit to the local stables as there’s a rezzer there with open use, and the roads are well-suited to horse riding.

Ruehaven Village, January 2025

I assume the seasons with the region change through the year,  but the current wintery look and feel to the region give it a romantic look and feel, adding to its overall photogenic beauty. And when you’re done exploring, don’t forget to spend a little time relaxing at the local café.

All-in-all, a delightful and easy-on-the-eye setting.

Ruehaven Village, January 2025

SLurl Details