Chaos and Calm in Second Life – Part 1: Chaos Theory

Chaos and Calm – Chaos Theory, March 2025

Updated, March 19th: Calm is now open, and you can find my review in Chaos and Calm in Second Life – Part 2: a rich Calm, with the SLurl also at the end of this piece.

Back in May 2024 I visited The Butterfly Effect / Chaos Theory, a joint region design by Vally Lavender (The Butterfly Effect), and Megan Prumier (Chaos Theory) – see: Caught within a Butterfly Effect in Second Life.

Both were very different settings, one being largely rural in nature, the other being an urban rooftop setting, the two joined by their shared reference to the theory generally associated with mathematician and meteorologist Edward Norton Lorenz (although it predates him by a good margin!).

Chaos and Calm – Chaos Theory, March 2025

Now, Chaos Theory is back within Second Life – and once again it shares a region with another setting – one also very rural (almost wild in places!). The latter occupies the ground level of the region the two share, whilst Chaos Theory once again sits up in the sky.

The region is a Full private region leveraging the Land Capacity bonus. It is held by Izzy Moondust (iggymurphy), who kindly invited me to pay a visit to both settings within it ahead of the official opening of the ground-level location – called Calm, and which will form the second half of this two-parter – which is due around March 21st, although Chaos is currently already open to visitors. Given this, and because both regions deserve individual reviews, I’ll be focusing on Chaos Theory here.

Chaos and Calm – Chaos Theory, March 2025

It’s a setting that initially looks much as it did back in 2024 – and this is intentional, for reasons I’ll come to. It offers a wonderful rooftop sitting where buildings and attics open out onto neighbouring roofs, ladders and boardwalks link different levels and corners, and indoor spaces flow naturally into outdoor spaces and back.

The level of detail here is quite extraordinary, as was the case with the original – although I believe I’m correct in saying Megan has added more to this iteration, giving it even more of that sense of being a “lived-in” setting, rich in the kind of human clutter typical of an urban location. This makes careful exploration a must – although do keep in mind that the apartments scattered around are private residences, so do take care with interior spaces that are not clearly intended as a public space (residences are clearly numbered for easy of identification).

Chaos and Calm – Chaos Theory, March 2025

These apartments add a further depth to the setting, something I noted when writing about the original iteration, to whit:

There is a ramshackle beauty spread throughout these rooftop spaces that is admirable both in the level of detail provided and in the sense that this is a real, bohemian-leaning community of like-minded souls. It’s a setting with a real sense that music, art and creativity all flourish without ever being forced or artificially nurtured; somewhere where everyone lives more as an extended family than mere friends and acquaintances drawn together through shared interests. 

– from Caught Within a Butterfly Effect, May 2024

The music / social aspect of Chaos is event throughout; the original open-air dance  / event space remains the focal-point for activities, and at the time of my visit events were set for both the 18th March (commencing 20:00 SLT) and 19th  March (commencing 16:00 SLT).

Chaos and Calm – Chaos Theory, March 2025

One of the most remarkable aspects of Chaos and Calm is Izzy’s generosity, which alone makes both settings worth the visit, and I’ll allow Izzy to explain why in their own words:

Did you see Megan’s Chaos Theory build? I used to live on it before the sim owner closed it down. I didn’t want to see it go away so I got a region and asked Megan to resurrect it. I just want this to be a place for people to come and explore and attend events.

– Izzy Moondust on Chaos (and Calm)

This generosity extends to the fact to the private apartments mentioned earlier, as Izzy does not charge for their use. All were occupied at the time of my visit and – unsurprisingly given that sense of extended family feel I mentioned above – those occupying them have followed the setting from its original location over The Butterfly Effect to its new location with Calm.

Chaos and Calm – Chaos Theory, March 2025

There is a warmth and attraction within Chaos that is infectious, particularly when meeting Izzy, that has one wishing for the opportunity to put down roots there. As noted, at the time of my visits, all the apartments within Chaos were occupied; but if, after you’ve explored, you feel it might be somewhere you might want to live within – do IM Izzy and see what might be done.

I really enjoyed seeing Chaos Theory back in-world, and will – as noted – be offering a write-up on Calm once it is nearer completion, so as to allow Megan to work on it with Izzy in peace; expect part two of this pairing to be up a little later in the week! My grateful thanks to Izzy for the invitation!

Chaos and Calm – Chaos Theory, March 2025

SLurl Details

2025 SL viewer release summaries week #11

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

Updates from the week through to Sunday, March 16th, 2025

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

  • Default viewer: 7.1.12.13550888671, formerly the ForeverFPS, dated March 1, 2025, promoted March 5th – No Change.
    • Numerous crash and performance fixes.
    • Water exclusion surfaces.
    • Water improvements.
  • Project viewer Second Life Project Lua Editor Alpha, version 7.1.12.13858460198, March 14, 2025 – NEW.
    • Will only work on Aditi, within the following regions: [Luau Yardang], [Luau Tombolo], [Luau Mesa] and [Luau Tideland].

LL Viewer Resources

Third-party Viewers

V7-style

  • Black Dragon for Windows version 5.3.0 March 14, 2025 – release notes
  • Kirstens Viewer S24 – Build 2100 – Beta 2 – March 14 – release notes.
  • Kokua: 7.1.12.56706 (no RLV) and 7.1.12.60354 (RLV variants)  (ExtraFPS), March 15 – release notes.
  • Megaphit release: 7.1.12.53252 (Forever FPS) – March 16 – changelog.

V1-style

  • Cool VL Viewer Stable: 1.32.2.40, March 15, 2025 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Three Kultivate March Exhibitions in Second Life

Kultivate Magazine – Windlight Gallery, March 2025

It’s been a while since I’ve covered an art exhibition at Kultivate Magazine’s gallery spaces. Indeed, it’s been so long that the gallery spaces themselves have been remodelled in the intervening time; rather than occupying three separate buildings within the the half of the Kultivate region devoted to art exhibitions (the other half of the region being devoted to Kultivate events), the indoor gallery spaces – Windlight, Edge and Signature – have been combined into conjoined halls within a single building.

This change means that viewing the different exhibitions within the thee indoor gallery spaces is move fluid, with visitors far more likely to take all of them in than might have previously been the case, wherein visitors may have obtained the landmark / SLurl to one of the three galleries possibly at the expense of the other two. It also means that within this article, I get to offer information on three exhibitions rather than just one, and hopefully encourage you to visit all three.

Kultivate Magazine – Windlight Gallery, March 2025 – Milly Sharple

The first of these exhibitions is the most recent to open (March 16th, 2025) and within the Windlight hall. Simply entitled the March Exhibition, and features the work of thirteen artists, with a lean towards Second Life landscape pieces, with digital art mixed into it. the layout of the gallery space allows each artiest to have a clearly defined space in which to display their work, each with the name of the artist clearly displayed and with the ability to offer a biography included as well.

These artists are: AuraLux, Alex Riverstone (Alex44 Riverstone), Dante Helios (Dantelios), Flicker Bayn, Hadiya Draper, Harlo Jamison (HarlowJamison), Jamee (Jamee Sandalwood), John (Johannes Huntsman), Milly Sharple, Myra Wildmist, Pi (Piggs Boucher), Rosie Riverstone (YsabellaRose), and Sheba Blitz. Together, and even with the lean towards SL landscapes, they offer a rich mix of art and approaches to their work, with the digital pieces from the likes of Milly (an artist whose work I particularly appreciate!) and Hadiya (to name two in the exhibition), again showing how SL can be used to bring art created in the physical world to a much broader audience than might otherwise be the case.

Kultivate Magazine – Edge Gallery

Three of the artists featured in the Windlight March 2025 exhibition can also be found within the Edge gallery hall. The Edge gallery is specifically reserved for black-and-white art, and at the time of my visit featured an engaging mix of SL landscapes and avatar studies with a touch of physical world art.

The three artists found both within the Edge exhibition (the title of which I do not have) and the Windlight hall, are AuraLux, Alex Riverstone (Alex44 Riverstone) and John (Johannes Huntsman). They are joined by  Chic Aeon, Meycy (Meycy Bailey), Tempest Rosca, and Vee (Veruca Tammas). Again, all of the pieces are visually engaging, but I admit to having been particularly drawn to Tempest’s triptych-like series of black-and-white photographs from the physical world.

Kultivate Magazine – Edge Gallery – Tempest Rosca

Facing the Edge gallery on the other side of the Windlight Hall is a smaller Signature Gallery hall which, at the time of my visit was hosting Expressions, a collection of themed abstract paintings by John (Johannes Huntsman) – who is, along with Tempest Rosca – the owner / operator of the Kultivate Galleries.

Expressions might be seen as a series of four sets of images, each of four individual pieces each, all of which are presented in predominantly primary colours – red, blue, yellow – with some of the pieces / sets mixing into themselves elements of secondary colours and tones present in some to present further colour and visual depth. Such is the thematic use of colours within the pieces, they stand as individual pieces suitable for hanging at home, or as complete sets or even mix-and-match sets.

Kultivate Magazine, Signature Gallery, March 2025 – Johannes Huntsman

The exhibitions for the price of one teleport – and all worth the time to visit.

SLurl Details

A Cloud Garden in Second Life

The Cloud Garden, March 2025 – click any image for full size

Designed by Madam Chaos (TheAwkwardMochi) and occupying a Homestead region, The Cloud Garden is a engaging setting that is both relaxing and surreal; less a landscape and more scene from a dream, as Moochi’s introduction to the region notes:

Immerse yourself in the soothing, surreal dream of a fairy-tale world in the clouds. Explore the dreamy landscape on foot or horseback to uncover its secrets, take photos, invite someone special for a dance, or relax in one of the many quiet corners.

Madam Chaos (TheAwkwardMochi)

The Cloud Garden, March 2025

The landscape itself sounds simple enough: a ring of yellow sand enclosing a shallow lake, a long tongue of land extending out into the shallow water, as if lapping at it. The Landing Point sits at the end of this tongue, not too far from the middle of the region.

From horizon to horizon, the sky rises from a pink-tinged encircling sea, itself first pink before becoming more yellow-to-orange and eventually a deep orange overhead, a massive rainbow-stippled Moon hanging overhead. beyond the pinky haze of the horizon shadowy forms of distant hills can be seen, mixing their forms with the flow of low-lying clouds as they dance around the setting while blankets of cloud speed by overhead.

The Cloud Garden, March 2025

However, this simple description disguises a lot;  not only is there much to be discovered as one explored the setting at ground level, there is a genius in the design in how it make use of the Shared Environment: take this away, and the setting stands as a largely monochromatic place: the sands a stark white and the low-lining lumpy clouds equally so, the cold blue of the waters one of the few points of colour. Around the sands, many of the trees appear frosted and frozen, the surrounding off-region hills taking on the appearance of icebergs.

All of this is beautifully transformed into a dream-like, surreal landscape through the use of the Shared Environment, the sand and waters turning warm and inviting, the hills softening into their shadowy forms. Nor does this magical transformation end there: the ambience of the setting changes as one explores, adding to the dream-like nature of the different vignettes spread around and over the ring of sand – and out on the waters of the lake.

The Cloud Garden, March 2025

From the landing point there are three routes of exploration: giant Xylophone keys point the way to a huge greenhouse, its floor flooded by the water of the lake. It is home to a gallery featuring uploads of Moochi’s physical world art, wonderful digital pieces (not AI generated!) produced from photographs Moochi has taken of plants and flowers. They are beautifully produced, with each piece offered in two versions: Copy / Modify or Transfer / Modify, depending on your preference.

Keeping with the musical theme, a piano keyboard also reaches out to a small, rounded island where stairs rise through low clouds rising from the sand like piled-up ice-cream, to reach a carousel. A marble bath floats serenely on one of the clouds as a unicorn gallops through the air, pulling a pumpkin-like carriage, with more surprises awaiting discovery around, under and over this frozen tower of clouds.

The Cloud Garden, March 2025

The third route away from the landing point is the tongue of sand itself, presenting the way to explore the outer ring. This path passes by way of a series of options for exploring, if you don’t fancy doing so on foot – and given the presence of the horse rezzer, those with their own wearable horses can add them as well – and there are what appear to be jumps set-up around the ring of sand to add a little fun to riding as well.

As noted above, the setting perhaps shouldn’t be looked at as a contiguous environment so much as a sandy path linking a series of dream-like vignettes, each with its own attractions, be they climbing a zipline (and riding  it back down) or making balloons fall from the sky (and popping  them), or visiting the floating cloud islands and relaxing on a bed. There’s also a rowing boat on the lake offering a place to relax as it moves itself from point-to-point around the lapping waters, whilst those looking for something quiet and restful can take to one of the floating seats or swings and pass them time wrapped in their own thoughts.

The Cloud Garden, March 2025

Offered with an audio stream playing suitably relaxing music featuring pan pipe, flutes, and similar, The Cloud Garden is a richly intertwined setting, mixing discovery, opportunities for reflection or photography or romance with dancing, horse riding, gently changing ambient environments and art. A genuine delight to visit and spend time within. Do read the introductory note card available at the landing point for more information on the setting and the work Moochi has put into it – and enjoy!

SLurl Details

March 2025 Community Round Table summary with video

March 2025 Community Round Table (l to r): Kyle Linden, Roxie Linden, Patch Linden, Grumpity Linden, Philip (Rosedale) Linden, Sntax Linden and Signal Linden
On Friday, March 14th, 2025, Linden Lab held a Community Round Table event entitled Enhancing Project Zero and the 2025 Roadmap. Attending the event and providing both updates and answering questions (most submitted in advance of the event) were:

  • Philip Rosedale, Linden Lab’s Chief Technology Officer.
  • Grumpity Linden, Senior Vice President, Product and Engineering.
  • Patch Linden, Senior Vice President, Product Operations.
  • Signal Linden, Engineering Director, Second Life Server & Viewer.
  • Sntax Linden, product lead, Project Zero.
  • Roxie Linden, leader developer, Project Zero and WebRTC.
  • Kylie Linden, Product Manager, Second Life Viewer
Table of Contents

The event was livestreamed, and that video is embedded below. However, this article is not intended to be a full transcript, but a summary of comments / responses. In addition:

  • Notes are not necessarily in chronological order; where it has appeared logical to do so, I have attempted to group comments under common headings.
  • So that the context of questions and answers might be fully understood, links are provided to the specific point in the video where they are made and the question can be heard.

Event Introduction – Philip Rosedale

[Video: 5:20-5:58]

So, what we’re going to do today, as Grumpity said, is we’re going to present a rough roadmap for the software development work we’re doing in 2025 … and after we give that overview, we’re going to respond to both pre-submitted and live questions and discuss it. And, of course, we’re going to change that which we’re about to say based on what we’re going to hear. We will continue to have roadmap session like this on at least a quarterly basis, so you can expect a second one in the second quarter. 

– Philip Rosedale, March 14th, 2025

Project Zero Updates and Discussion

Firestorm Zero

[Video: 6:00-10:05]

  • Firestorm Zero (FS0) is the name given to a collaboration between Linden Lab and the Firestorm team to provision the current release version of Firestorm (7.1.11) as a part of – but separate to – the Project Zero viewer-in-you-browser project.
  • Firestorm Zero is specifically aimed towards existing SL users (and those who have used SL in the past), particularly those on lower specification hardware, allowing them to have richer, ore graphically intense experience without the need for a costly CPU / GPU combination.
  • There is a nominal fee for this – L$250 for a 5-hour pass to access the service.
  • The number of available passes is limited – but the service should scale to meet the demand of passes purchased, with (hopefully) no waiting time beyond the initial log-in and streaming load times.
  • Issues with with service can be reported via the Firestorm Zero category in the Feedback Portal.
  • Related blog posts:

Project Zero Discussion

[Video: 10:06-14:22 + as noted in the bullet points]

Project Approach and Hopes
  • Making Second Life accessible through people’s web browser is a major initiative at Linden Lab.
    • It is recognised that there are many more people wanting to use SL (and see it at its fullest potential) than have the kind of high-end gaming PC set-up required to see SL at its best.
    • There is also the growth of portable devices – tablets etc., by which people prefer to access the web, and which may be seen as a preferable alternative for day-to-day use when updating from lower-specification PCs (unless there is a specific gaming interest, obviously).
  • As already noted, Project Zero now has a two-prolonged approach Zero itself, providing the Second Life Viewer (SLV), which is aimed toward incoming new users (who have an initial 4 hours on the service) and Firestorm Zero, providing streaming access to SL to existing users.
  • As a part of the work for Project Zero is being used to experiment with a number of new ideas around the UI and UI elements  [using, I believe, HTML and React] to help make SL more accessible to new users, whilst keeping the existing UI available.
    • [Video 59:04-1:00:48] The idea here is to offer new users the ability to interact with the viewer UI in new, easier ways, without limiting existing users / forcing them down the same path, as it is recognised that changing the UI and forcing users to re-learn how to use it can be as damaging as making new users learn a complex UI.
    • One such new way is that new users coming into SL via Project Zero current have [a to be expanded] Go menu, recommending around a dozen places for them to possibly visit as the browser is loading – and LL are able to monitor how well this is responded to.
  • [Video: 58:00-58:36] LL have already seen the willingness of new users to complete the sign-up workflow and then access SL through Project Zero is “many times higher” than those signing-up and then being directed to download and install the viewer – which had been expected as Project Zero was being developed.
  • Given the above, expect to see project Zero iterate and grow.
  • Overall, Zero – both the SLV and Firestorm – is aimed towards getting “more and more people” to access SL through their browser, and hopefully expanded the platform’s reach in acquiring new users.
    • Obviously, those already using high-end computers / gaming rigs at home will still be able to run SL locally and obtain all the performance benefits Zero offers to those on lower-specification machines.
  • [Video: 35:45-36:07] Currently there are options in Project Zero / Firestorm Zero which are not available (e.g. uploading textures, etc., saving snapshots to your local disk), hopefully some of these capabilities will become available within the streaming versions of the viewer as the projects are enhanced.
  • [Video: 36:21-37:32] Sntax Linden:
    • Project Zero remains in progress, and can be regarded as a separate project wo Firestorm Zero.
    • Project Zero remains free-to-use, but with limited slots to existing users and sessions limited to 1 hour.
    • The UI work is still in progress.
  • [Video: 38:06-39:09] Can Project Zero / Firestorm Zero be used on mobile devices / tablets? – Roxie Linden:
    • Yes, both will stream to mobile devices, however, given the small screen form, accessing the UI on things like smartphones is not user-friendly.
    • Both will stream to tablets [I’ve accessed Project Zero via an Android Tablet utilising a keyboard and mouse], however, there are some keyboard input issues which may limit this.
    • If there is interest in pursuing such access (allowing for SL Mobile), then then could be looked into.
  • [Video: 39:27-40:46] Requirements for streaming the viewer to a browser – Roxie Linden:
    • A connection suitable for streaming Netflix, Zoom, Google Meet, etc. (e.g. around 3Mbps down).
    • Any system with at least a dual-core CPU and 2Gb RAM, and with the likes of Chrome, Firefox, Safari or Edge installed.
    • Should even work using tethering to a smartphone [data costs allowing!].
  • [Video: 40:50-41:20] Voice support – Roxie Linden:
    • Vivox Voice is supported.
    • There are known issues with using WebRTC Voice, and these are being addressed, and should be fixed ahead of any switch-over to WebRTC.
    • Voice quality and interactions should be the same quality as on a desktop viewer.
  • [Video: 48:33-49:42] Streaming SL (both Project Zero and Firestorm Zero) is currently running out of the West Coast of the United States. However, plans are in-hand to start using other Amazon end-points, most likely staring with Éire (the Republic of Ireland).
  • [Video: 1:17:59-1:18:31] It should be possible to provide support for game controller through Project Zero / Firestorm Zero; support for the likes of the 3D Space Navigator will have to be investigated.
Cost and Fees
  • Currently, use of the official viewer through Project Zero remains free, but is focused on incoming new users over supporting existing users.
  • As I noted in Project Zero Update: Firestorm in your browser as well] Streaming the viewer from Amazon services is currently costing Linden Lab around US $1.75 per user per hour, which is still well above the L$250 for 5 hours initially being charged for Firestorm Zero.
  • This means that the Lab is running both aspects of the streaming service at a loss, and this may come to affect pricing down the road.
  • However, there is confidence that the costs involved in streaming in general can be reduced in a number of ways such that streaming can be an affordable option for those users who wish to use it in preference to their own hardware in order to gain that better experience.
    • [Video 34:45-35:26] One of the reasons streaming SL is so expensive (to LL) right now is because it is being provisioned through Amazon’s high-end GameLift service. Philip noted that other service are available, and this will help reduce pricing.
Data and Content Security

[Video: 1:12:45-1:14:59]

  • Neither Firestorm Zero nor Project Zero place user or other data on the browser which might be accessed by third parties. Both are streamed services, just like Netflix, et al, which means they are essentially a video stream with no useful data to be scraped.
  • The connection between the browser and the server supplying the viewer data is also somewhat more secure that connecting view a desktop viewer, as the connection is more akin to a VPN (e.g. the IP address associated with the viewer instance will be that of a server in Amazon’s cloud).
  • Using the viewer through a browser in this way also means that it is not possible to copybot  / rip content through the streaming viewers, as no object data is actually being downloaded and stored locally, as is the case with the desktop viewer.

SL Mobile

Notes:

  • The Mobile User Group meeting is generally held on last Thursday of every month at 12:00 noon SLT (Voice and text) at Campwich Forest.
  • I provide meeting summaries in this blog.

[Video: 15:19-17:49]

  • The interest in SL Mobile from existing users has been high. However, thee has been an organic increase in interest with SL Mobile from new users.
  • The interest from new users has been something of a surprise, as SL Mobile hasn’t been developed with new users primarily in mind – those who have followed the project know that it has been developed along the lines of being more of a companion app for existing users / returning users to use alongside the viewer as a means to access SL when away from the latter.
  • The focus remains on trying to provide existing users with as much access to Second Life as possible through the Mobile app, but at the same time, there has been a swing towards helping new news to engage with SL through the app as well [hence why the early addition of the new user workflow in January 2025?].
  • Bug fixing and feature building are being processed as quickly as possible.
  • Mention of the current (at the time of writing) Mobile Millions challenges and log-in Streaks rewards.

Server and Viewer Updates

Notes:

  • Simulator User Group meetings are generally held very Tuesday at 12:00 noon SLT (text only), and at this location. I offer summaries of these meetings (together with videos by Pantera Północy).
  • Viewer development is discussed at the Third Party Developer (TPVD) meetings  (Voice + text), the Open Source Developer meetings (text only) and at the Content Creation User Group (CCUG) meetings (Voice and text).
    • I provide summaries of the TPVD meetings and CCUG meetings together with videos by Pantera Północy.
    • Dates and times for meetings are available through the SL calendar.
    • Note that the Open Source Developer meeting and the TPVD meeting might be merging, and the venue / time / frequency of one or both change as a result.

General Discussion

[Video: 17:59-22:05]

  • The Lab is attempting to move both simulator and viewer updates to a monthly release cadence.
    • For the simulator code, this includes moving a release through the Release Candidate channels are required, through the a release on the Main channel.
    • For the viewer this includes taking each release through the familiar iterative release candidate process prior to promoting it as the de facto release viewer. However, this will generally be on a per viewer release, rather than having multiple release candidates in flight as has been the case in the past.
  • The idea is to have each release focused on a usability improvement and and “major initiative” [feature, etc.].
  • Currently the three core areas of usability issues are seen as being:
    • Avatar loading (without issues of items failing to load, meshes flapping around in the air prior to being correctly rigged, etc.).
    • The viewer start-up and world loading time overall.
    • Smoother regions crossings (particularly in vehicles).
  • Additionally, releases will also be focused on addressing issues, etc., raised through the Feedback Portal and which receive user upvoting.
    • Part of this work will involve more regular updates to the Roadmap section of the Feedback Portal.

WebRTC

Note: officially announced in March 2024, WebRTC (RTC=”real-time communication”), is the replacement for the Vivox Voice component of Second Life.

[Video: 22:19-24:42]

  • Work has been stalled in completing the roll-out for two reasons:
    • Getting a critical mass of users onto versions of the viewer supporting WebRTC functionality [essentially getting users to run a PBR-enabled version of the viewer].
    • As the lead developer on the project, Roxie Linden has been heavily involved in the Project Zero work over that last couple of months, and so has not been able to focus on WebRTC.
  • [Stats from Linden Lab and published by Firestorm, indications are that overall, given that Firestorm has the largest percentage of Second Life viewer users, that critical mass of users on WebRTC supporting viewers is fast being reached.]
Breakdown of Firestorm users by viewer version. note the 70%+ now on WebRTC-supporting versions. Credit: Linden Lab / Firestorm viewer
  • As it is, multiple regions on the Main grid (Agni) are supporting WebRTC, and support tickets can be filed by region holders wishing to have WebRTC enabled on their regions.
  • WebRTC should provide a much higher fidelity Voice service  compared to Vivox [and will end the viewer’s reliance of a third-party “black box” plug-in to run Voice].
  • As it is directly supplied by the Lab, WebRTC will also allow rapid iteration of voice-related capabilities, such as:
    • Voice captioning – see what people are saying in Voice as closed captions a-la you tube.
    • Improved translation capabilities.
    • New voice changing / morphing options.
    • Better voice moderation / control at the parcel level.
  • There is no set time frame for switching solely to WebRTC support on the back-end. However, in the March 14th, 2025 TPVD meeting, Signal Linden indicated LL hope to get to it sooner rather than later.

Viewer Updates

[Video: 26:05-27:08]

  • Recap on the promotion of the ForeverFPS viewer, with its focus on performance improvements to de facto release status, with the following noted:
    • Water Exclusion Surfaces which allow Linden Water to be “hidden”. At the time of writing, WES can only be enabled via scripted means (and support legacy invisiprim scripts insofar as “hiding” Linden Water is concerned), but but new UI elements are coming to the viewer to allow them to be created from there. See my summary on WES functionality.
A very(, very) basic example of a Water Exclusion Surface hiding Linden Water
    • Improvements to managing VRAM use in the viewer (e.g. be fixing the maximum resolution of the in-world view).
  • [Video 29:19-31:50] Signal Linden:
    • The faster release cadence is seen as important in ensuring Second life receives regular updates and to support code contributions from the open source community, rather than having them languishing for months or years. It does not mean that LL will no longer be taking on large projects, but rather will be developing them more responsively.
      • One example of this is the re-focusing of efforts within the glTF project to provide a means to upload glTF mesh model using the existing mesh upload floater in the viewer in order to counter Blender announcing the deprecation of COLLDA mesh support.  – see my summary of the Thursday, March 6th, 2025 CCUG meeting for more.
    • To further support contributions from the opensource community, there is a proposal for revamping the open source programme to make it more streamlined, accessible and responsive.
  • [Video: 53:50-56:31] Further performance improvements – Signal Linden:
    • The (at the time of writing) current viewer release – ForeverFPS – has numerous performance improvements.
    • The next release [viewer 2025.03, still in development] will have further performance improvements within it .
    • There is also an internal (to LL) version of the viewer for native support of Apple Silicon which significantly improves viewer performance on that chipset. This viewer is likely to go to Project Viewer status, but will have limited functionality initially, due to the need to rebuild many of the third-party libraries used to build the viewer, together with issues around the viewer being able to recognise navmesh.

SLua – SL Lua Scripting

[Video: 27:15-29:09]

Promoting Second Life to Creators as a Revenue Earning Platform

[Video: 1:06:30-1:09:05]

  • SL is one of the most capable platforms for revenue generation among content creators, offering much lower costs to creator in terms of fees etc., when compared to other platforms such a Fortnite and Roblox. will it be promoted as such?
  • Yes. Marketing efforts have restarted, and one aspect of this is on the subject of content creation and revenue earning.
  • In December 2024, VenturBeat published Linden Lab has spent $1.3B building Second Life and paid $1.1B to creators (which I summarised here), in which it was noted creators have a greater chance of earning more through SL than Roblox, despite the latter’s much larger user base.
  • Linden Lab is also attending the 2025 Game Developer Conference (March 17th-21st, 2025) in San Francisco to promote Second Life and the ability for content creators to earn money through the platform.

In Brief

  • [Video 4:08-5:19] The meeting was attended by those protesting the use of AI in Second Life, both in terms of AI generated / modified advert (e.g. for products listed on the MP), art, and LL’s introduction of the AI character generations project.
    • There is a document outlining objections to AI on the Feedback Portal.
    • Philip Rosedale indicated he will look to hold an open forum / debate on the use of artificial intelligence within Second Life, at which the pros and cons – and user concerns – can be discussed. He urged those with concerns to formulate their thoughts – including constructive recommendations on how AI should be handled within SL – and attend that event, when announced.
    • [42:22-44:24] Philip additionally noted that there are a range of aspects to the use of AI within second Life – such as the use of AI toolset in support of SL, such as with re-time translation – which are beneficial; but there are broader issues to address (through the proposed “AI Town Hall”) on the use of AI in-world. He also acknowledged there a multiple questions around AI that need to be address more broadly.
  • [Video: 24:56-25:40] Second Life Community Discord Server will be opened to all users, most likely during the week commencing Monday, March 17th, 2025. User will be able to use Discord Connect to link their SL accounts to the server and access all of the available channels.
  • [Video: 44:48-46:44] After the contraction of the Support and Trust & Safety teams late in 2024, these are again being expanded, with new hires coming-in. As this happens, support hours should again be increased to provide weekend support.
  • [Video: 51:23-53:30Multi-factor authentication (MFA):
    • A reminder that MFA has been implemented across all of LL’s web services (Dashboard, Marketplace, Project Zero or Firestorm Zero web pages) for those opting-in to the capability.
    • Encouragement was given to make use of MFA as an added layer of account protection for all those currently not using it.
  • [Video: 53:53-54:35] What happens to a Second Life Business if it is cleared of DMCA wrongdoing?
    • Once the legal team has completed investigations and made a determination they there is no infringement, then the business and the associated account is “cleared”, with the case closed.
  • [Video: 1:09:10-1:10:54] Chat and Message Persistence Between Viewer and App:
    • Messages received on SL mobile are not carried over to the viewer (and vice versa), which can limit usage of the Mobile app in favour of the viewer providing a single place for message receipt and recall.
    • LL are working on better Chat persistence across the various platforms, which should allow for this to happen in a number of ways (Push notification, IMs, chat history).
    • One reason for this taking time to implement is due consideration of security, encryption, and protection of chat and messages in the cloud.
  • [Video: 1:11:24-1:12:14] Linden Homes:
    • The next Linden Home theme – “Alpine” – will be for Premium subscribers and will feature options “never seen before”.
    • A reminder that a selection of 512 sq m Linden Home styles are now available to Plus subscribers (see here for more on this).

User Group Meetings

There are numerous User Group meetings held in-world each month by Linden Lab, which focus on a range of subjects – simulator development, viewer development, Marketplace and web services, land, content creation, skill gaming, etc. The meeting are open to anyone to attend, with some held in text, some in Voice and some a mix of both. Questions on the topics they cover are welcome, and further details can be found as follows:

2025 week #11: SL TPVD meeting summary

Coda Haze, January 2025 – 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, March 14th, 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

  • Default viewer: 7.1.12.13550888671, formerly the ForeverFPS, dated March 1, 2025, promoted March 5th – NEW.
    • Numerous crash and performance fixes.
    • Water exclusion surfaces.
    • Water improvements.
  • Second Life Project Lua Editor Alpha, version 7.1.12.13858460198, March 14th, 2025 – NEW.
    • Will only work on Aditi, within the following regions: [Luau Yardang], [Luau Tombolo], [Luau Mesa] and [Luau Tideland].
    • See below for more.

Viewer Releases, Cadence and Open Source Contributions

  • As previously noted in these pages, viewer releases are changing:
    • The viewer version numbering will be changed to reflect the year / month of release, so 2025.03 (March 2025) will be the next viewer in the pipe, followed by 2025.04 (April 2025).
    • The new viewer numbering may not initially be reflected in installer / viewer About floater, but it is something Signal Linden would like to see achieve – and maybe even back in the viewer’s top bar.
    • The will be a move towards a monthly release cadence, although during the TPV meeting, Signal Linden indicated it might be every other month at times.
  • Overall the viewer release cadence is intended to better match the sever updates cadence, so that simulator updates with require viewer changes will not have to wait so long for those changes to appear in the release viewer.
  • In line with all of the above, Geenz Linden has put forward a proposal for revamping the open source programme and making it more responsive, inviting input from TPV and open source developers. This will likely include a new Contribution Agreement.

SLua Alpha Testing

  • SLua (Slew-ah, or SL Lua) is the name given to the server-side implementation of Lua as a replacement for Mono as the compiled scripting language for Second Life.
  • The alpha is now available on Aditi.
  • Please refer to the official blog post and (if you prefer) my blog post for more.
  • At the TPVD meeting, Signal Linden indicated that LL is considering open-sourcing the SLua virtual machine, once it is ready.

In Brief

  • It is likely that the open Source Developer meeting and the TPVD meeting will be merged, with one (or both) changing time (and frequency?) as a result.
  • With new simulator certificates coming in, it was recommended that older viewer versions on Aditi to ensure they can still access SL on simulators running with the new certificates. These Aditi simulators are:
    • Cloud Sandbox 1-4.
    • All of the Blake Sea regions.
    • Bonifacio.
  • The viewer-side implementation of Luau (as distinct from the SLua project) is described as being in a “project branch and liable to stay that way for now”, with no short-term plans for rolling it out.
  • Still no firm date on when the Vivox Voice service will be switched off in favour of WebRTC.

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.