Second Pride: celebrating diversity in Second Life

Second Pride

Currently taking place through until Sunday, July 2nd, 2017 is the 12th edition of Second Pride, celebrating diversity in Second Life, and the LGBTQ, gay and straight communities – and “In Between or anything you want to be”, in the words of the organisers. This year’s event has the theme Resist, Rise Up, Be Proud.

Taking place on the Second Pride region, the event has plenty to offer: shopping, music, dancing, amusement rides, lounges and cafés, an oriental themed garden, and more, all in support of a number of charities and non-profits (donation kiosks can be found through the region, and there are two special non-profits donations stores in the south-west corner of the shopping area).

The shopping event includes home and garden decor designers Apple Fall, N4RS,  T L C Home Decor, Sources, RJD, Consignment, The Artist Shed, DJ/SF ( Shutterfield), InZane Design and Unkindness; fashion designers S’wear by Lapointe & Bastchild, GABRIEL, MIND, PowerDesign, RNR, RGDW, Jackhammer Gear for Men, DMG, [SM], RedAngel, and DnL. Many of the designers are offering discounted items to attendees, and there are also opportunities to pick-up various free items during the event.

Second Pride Gardens

You can catch-up with the schedule of entertainment any time of day, and find out more about the event through the following links:

With apologies for Kahvy Smith for my tardiness in getting this out.

Be a part of Spoonful of Sugar in Second Life and Help MSF

The 2016 Spoonful of Sugar event hub

The third Spoonful of Sugar festival, aimed at raising money for Médecins Sans Frontières (MSF), will in 2017 take place between Saturday, September 16th and Sunday October 1st. right now, the organisers are seeking applications from fashion, home and garden and breedable designers and creators who would be interested in sponsoring and participating in the event.

Also known as Doctors Without Borders, MSF is an international, independent, medical humanitarian organisation delivering emergency aid to people affected by armed conflict, epidemics, natural disasters and exclusion from healthcare, providing assistance to people based on need, irrespective of race, religion, gender or political affiliation.

MSF was founded in Paris, France in 1971. Its principles are described in the organisation’s founding charter. It is a non-profit, self-governed organization. Today, MSF is a worldwide movement of 24 associations, bound together as MSF International, based in Switzerland. Thousands of health professionals, logistical and administrative staff – most of whom are hired locally – work on programmes in some 70 countries worldwide

Established by Ever Courtois and Angelique Wickentower, Spoonful of Sugar (SOS) aims to raise money for MSF as a part of the organisation’s Vital Pact Campaign.

Those wishing so sponsor the event are invited to visit the Spoonful of Sugar Fall Event sponsorship page, and then sign-up via either the fashion registration or the home and garden / breedables registration.

Additional Links

SL14B Meet the Lindens: Oz and Grumpity Linden

Grumpity (l) and Oz Linden

Meet the Lindens is a series of conversations / Q&A sessions with staff from Linden Lab, held as a part of the SL Birthday celebrations in-world. They provide opportunities for Second Life users to get to know something about the staff at the Lab: who they are, what they do, what drew them to Second Life and the company, what they find interesting / inspirational about the platform, and so on.

Tuesday, June 20th saw Landon Linden sit down with Saffia Widdershins, and this article hopefully presents some “selected highlights” of the chat, complete with audio extracts from my recording of the event. The official video of the event is embedded at the end of this article.

About Oz and Grumpity Linden

Oz Linden is the Technical Director for Second Life. He joined the company in 2010 specifically to take on the role of managing the open-source aspects of the Second Life viewer and managing the relationship with third-party viewers – in his previous role, he had been responsible for leading the company his was working for in taking their product from closed-source to open-source and then managing the technical side of the product as a open-source project for a number of years.

Over the first two years of his time at the Lab, he was primarily focused on the open-source viewer work and in refining the overall viewer maintenance process, before his role started expanding to encompass more and more of the engineering side of Second Life. When Work on Sansar started in earnest, he pro-actively campaigned within the Lab for the role he has now, with responsibility for managing all of the engineering side of the platform.

He came to Linden Lab out of a desire to do something “fun” after working in the telecommunication arena, notably with voice over IP systems (VOIP), which he defines as being “really interesting technology with some really fascinating challenge”, but in terms of it being fun, it really didn’t do what I wanted it to do.”

He classifies the attraction to working with Second Life as perhaps falling into three core areas: through the open-source nature of the viewer, he is directly involved with how SL users are using the viewer and what they do with it – which can often times take the Lab entirely by surprise; through the fact that the Second Life offers the challenge of trying to implement new technologies alongside of (rather than simply replacing) older technologies; and working with the operations team and others to ensure SL constantly evolves without (as far as is possible) breaking anything – a process he refers to and rebuilding the railway from a moving train.

Grumpity Linden is the Director of Product for Second Life, enjoying what she and Oz jokingly refer to as a “symbiotic relationship”. She actually started at Linden Lab in 2009 as a contractor working for The Product Engine, a company providing end-to-end consulting and software development services, and which support the SL viewer development. She became a “full-time Linden” almost three years ago.

As Director of Product she manages the product team, which oversees a wide range of SL-related activities alongside of Oz’s team. This can involve coordinating the various teams involved in bringing features and updates to Second Life (e.g. coordinating the engineering teams and the QA teams, liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, etc.). This work can also involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Grumpity has a background in psychology and computer science, but has worked in the oil and gas industry. On moving to the San Francisco area, she crossed over into working within the tech industry, eventually settling at Linden Lab as a contractor, working on the Viewer 2.0 project. She enjoyed working at the Lab so much, she resisted all attempts by her employers to move her elsewhere, finally joining the Lab full-time in 2015.

Like Oz, Grumpity is passionately committed to seeing Second Life continue.

Q&A Session

How much control and input do you have over the direction of second life?

Grumpity: I will let Oz speak more to that, but Bento was conceived and reared and launched all through the efforts of Oz’s team and of Engineering. Certainly, Product took a part in defining that, but this is a great an example of one of the long-time Lindens [Vir Linden]  suggesting this as a possibility and then this feature getting worked on.

There was a tonne of time spent defining that work with residents, which I’m also very proud of, I think we absolutely took the right path there, but as to the development of that project – Oz, do you want to speak to it?

Oz: Just to comment to that one point about Bento. The general direction of the project we started out with changed very significantly, once we got residence involved. The essential concept of extending the avatar skeleton and adding capabilities, that was the concept we began with, [but] the specific additions we made to the skeleton  changed very dramatically after we got resident designers involved.

Oz Linden

We were planning on doing a quite simplified hand, for example, and the designers came back to us and said, “look, we really need every joint in every finger”, and ultimately they convinced us that was the right thing to do, and in retrospect, it’s obviously worked out really well.

The broad question of who or how we set that direction; it’s one of the things that’s really great about working at the Lab … We have an incredibly collaborative process. Pretty much everyone involved, up to and including the residents – emphatically including the residents, I should say – is empowered to put forward ideas. And so our job isn’t so much thinking up what’s going to happen to Second Life, as it is from just picking from among a myriad of possibilities. We could have a staff of 500, and we wouldn’t have enough to do all of the really cool things that we might in theory be able to do.

So it’s picking and choosing, and we try to shift who we’re making happy at any given time, so we’re spreading it around a little bit … My job is to think about what the technology impact of anything is going to be, how difficult it’s going to be to do, and how long it’s going to take to do it; although even more so that most engineering groups, I think we’re really challenged in figuring out how long it’s going to take for things to happen.

And the Product team, headed by Grumpity, thinks about what the implications are for the way that affects the business, affects the activities people are already doing in Second Life – to the extent that we know! And we work together to pick from the things that are possible and can be done in a time frame that’s good. We try to make sure that we’re doing something new fairly regularly; so we can’t pile on everybody to a project that’s going to take two years, because then for two years, nothing would happen.  Well, the company did that once, and we all know how that went…

But yeah, between us, we have a lot to say about it. There are aspects of the way that Second Life evolves that are not really our space. For example, we’re not heavily involved in Governance issues; we’re not heavily involved in thinking how much things may cost. That’s mostly other people. But how it works and what it can do – that’s what we spend our time on!

Grumpity: And to mention, we’re not necessarily heavily involved in compliance issues … but we do spend a lot of time trying to figure out how to minimise the impact of compliance while actually adhering to the needs.

As inventory in the viewer is just pointers to assets on the Lab’s servers, could Linden Lab provide a means for redelivering lost inventory items?

Oz:  We have recently put out some changes that are intended to reduce some of the ways we think people were unintentionally deleting things, and we’ve fixed some bugs that may have been responsible for things going astray that shouldn’t [updates reviewed here & now in the release viewer] … She’s right, your inventory is a set of pointers to assets; we have the assets, we don’t have a record of what those pointers were. The pointers are ephemeral; they change dynamically, and we don’t today have a journal of what all the changes were that went through.

That’s an area of concern;  unfortunately, solving that problem very likely falls into that project that would take at least two years category that I talked about before, that’s difficult to tackle on the whole. So we’re trying to find aspects of it that we can attack and improve … So we’re trying to find ways to do incremental steps that make inventory more and more robust. If I were to go to Grumpity and say, “this is what it would take to completely solve the inventory problem,” she would end-up saying we can’t commit that large a fraction of our resources for that long to that problem. So we have to find ways to break it down into small pieces, and that’s what we’re doing.

Unfortunately, that means we can’t say all the inventory problems will be solved by the middle of next week or even next year, necessarily.

Grumpity: We spent a lot of time investigating this recent uptick in reports of inventory going to Trash accidentally and getting deleted, and we’ve put  in a bunch of viewer-side changes to prevent that, and Firestorm has merged those in. so please make sure your viewer is updated. The new Firestorm release [reviewed here] has all of them, and even some that we haven’t released but are in the latest Maintenance RC viewer [version 5.0.7.327250 at the time of writing this transcript].

I would also like to use this platform to say that we absolutely need viewer logs from the session where the deletion or the disappearance of inventory happened, to continue to diagnose this problem. So if you’re in a position to provide those logs from the session where the inventory  loss happened, please, please do. There are multiple JIRA already open – file a new one, reply on the forum, we’ll see all of them, and I will be thrilled to take up the cause and find out what has been going on.

Oz: That’s a point worth emphasising. We don’t keep all the logs for a long time; we couldn’t, they’re just too big.  Id you report that three weeks ago, you lost 100,000 things, there is no hope whatsoever that we’re going to learn anything from that report. Those those logs are long gone; we cannot tell what you did or what happened to what you lost.

If you report it the day that you lose something, and we see that report – and we’re watching those reports, we have people who watch those reports all the time –  and you attach a viewer log, and there’s a page on the wiki about how to find the logs. And you tell us “I was in this region, at this time, and the following stuff disappeared”, or even: “I was in this region at this time, and I knew that I had it then, but two hours later I noticed that it was all gone.” That gives a window where there’s some hope of us finding  information about it. And we can use that information to figure out what happened.

We often will not be able to recover your lost items; occasionally it happens, but unfortunately it’s not the normal.  But it would be an enormous help to us to get reports that have that kind of information on them promptly, so we can dig out and try to learn what happened and what went wrong, and then those cases at least, we can fix.

Grumpity: So, for the record. In all of the reported cases where we were able to get logs from the server-side for this inventory loss and actually find the log records for when the deletions happened; from our end it looks like it was a regular  case of the user deleting inventory. So in order to figure out what’s going on, we absolutely need viewer logs so that we know what the viewer was doing and why those messages were sent to delete inventory, if you did not intentionally do it.

… Again, I’m going to use this soapbox to say we triage incoming bugs pretty much every [working] day, sometimes we skip a day when there are other things that get in the way. We triage incoming feature requests on a regular basis as well, not quite as frequently, and we pay attention to what’s going on. It is our hand on the pulse, and it is also your best bet for getting bugs addressed. If you write about a bug on the forum, maybe somebody else will file it, but may not, and maybe it will never get to us. If you are sure it’s a but – write a JIRA, and then we’ll see it.

Continue reading “SL14B Meet the Lindens: Oz and Grumpity Linden”

Seanchai Library Comes to Holly Kai Park

Seanchai Library, Holly Kai Park

It’s time to kick-off 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 new home at Holly Kai Park, unless otherwise indicated.

I’m absolutely delighted to see Seanchai at the Park, becoming part of our family and helping to expand our support of the arts in second Life. The familiar programme of weekly storytelling from Seanchai will continue via their new headquarters at the park, while they’ll also be able to run special events using the park’s grounds and our sky platforms.

So, without further ado, here’s the first week of events from Seanchai Library.

Sunday, June 25th, 13:30: Tales of Ships, the Sea and Other Wetness

Join Library staff and guests in a celebratory 90-minute event to launch their new season at their new home at Holly Kai Park .

Monday, June 26th 19:00: The Book of Skulls

Gyro Muggins reads Robert Silverberg’s novel.

Four friends, college room-mates, go on a spring break trip to Arizona: Eli, the scholar, who found and translated the book; Timothy, scion of an American dynasty, born and bred to lead; Ned, poet and cynic; and Oliver, the brilliant farm boy obsessed with death.

Somewhere in the desert lies the House of Skulls, where a mystic brotherhood guards the secret of eternal life. There, the four aspirants will present themselves–and a horrific price will be demanded.

For immortality requires sacrifice. Two victims to balance two survivors. One by suicide, one by murder.

Now, beneath the gaze of grinning skulls, the terror begins. . . .

Tuesday, June 27th 19:00: The Ordinary Princess

Faerie Maven-Pralou reads MM Kaye’s 2002 novel.

In true fairytale style, the seventh princess is blessed with gifts by a host of fairies, but as her father fears, it goes wrong and one slightly bitter fairy ‘blesses’ her with ordinariness.

So no golden curls, stunning beauty and sublime grace for Princess Amethyst Alexandra Augusta Araminta Adelaide Aurelia Anne. Her dark hair and freckles make Amy (no ordinary princess can be called anything else) stop every suitor from pursuing her. She decides to run away and make her own life, away from boring princes and a confined life.

A life in the forest is bliss, but eventually Amy realises she will need some money, and must find work. So it is that she becomes the fourteenth assistant kitchen maid at a neighbouring palace. And there  – much to everyone’s surprise – she meets a prince just as ordinary (and special) as she is!

Wednesday, June 28th 19:00: The Girl Who Drank the Moon

Caledonia Skytower reads Kelly Barnhill’s 2017 Newbery Medal winner.

Every year, the people of the Protectorate leave a baby as an offering to the witch who lives in the forest. They hope this sacrifice will keep her from terrorizing their town. But the witch in the forest, Xan, is kind and gentle. She shares her home with a wise Swamp Monster named Glerk and a Perfectly Tiny Dragon, Fyrian.

Xan rescues the abandoned children and deliver them to welcoming families on the other side of the forest, nourishing the babies with starlight on the journey.

One year, Xan accidentally feeds a baby moonlight instead of starlight, filling the ordinary child with extraordinary magic. Xan decides she must raise this enmagicked girl, whom she calls Luna, as her own.

To keep young Luna safe from her own unwieldy power, Xan locks her magic deep inside her. When Luna approaches her thirteenth birthday, her magic begins to emerge on schedule–but Xan is far away. Meanwhile, a young man from the Protectorate is determined to free his people by killing the witch. Soon, it is up to Luna to protect those who have protected her–even if it means the end of the loving, safe world she’s always known.

Thursday, June 29th

19:00: Moby-Dick Part 1

“Call me Ishmael.” So begins one of the greatest works of imagination in literary history, Herman Melville’s magnificent Moby-Dick or, The Whale.

As Ishmael is drawn into Captain Ahab’s obsessive quest to slay the white whale Moby-Dick, he finds himself engaged in a metaphysical struggle between good and evil. More than just a novel of adventure, more than a paean to whaling lore and legend, this is a haunting social commentary populated by some of the most enduring characters in literature.

The crew of the Pequod, from stern, Quaker First Mate Starbuck, to the tattooed Polynesian harpooner Queequeg, are a vision of the world in microcosm, the pinnacle of Melville’s lifelong meditation on America.

Written with wonderfully redemptive humour, Moby-Dick is a profound, poetic inquiry into character, faith, and the nature of perception. Join Shandon Loring as he commences a reading of this magnificent tale.

 

21:00: Seanchai Late Night

Contemporary science fiction with Finn Zeddmore.

 


Please check with the Seanchai Library’s blog for updates and for additions or changes to the week’s schedule.

The featured charity for May through July is Alex’s Lemonade Stand Foundation, raising awareness of childhood cancer causes and funds for research into new treatments and cures.

Caravanserai: a Silk Road Celebration of the Arts in Second Life

Caravanserai 1: a Silk Road Celebration of the Arts

The desert sands lead on, but look ahead –
a palace of bright tents and green date palms
where camel backs can crumple knee bones down.
An oasis waits beneath the desert moon.

East meets west in a special celebration on Saturday, June 24th, 2017. Commencing at 07:00 SLT, Caravanserai 1 sees Dr Chris Mooney Singh (Singh Albatros) of The Writers Centre, Singapore and Scott Grant (Kaylee West) of Monash University in Melbourne Australia come together to create an event celebrating the connective cultural thread that is the legendary Silk Road.

In a desert oasis setting, they have brought together artists from around the grid for storytelling, drama, song, and machinima, to be followed by a panel discussion on the value of virtual arts in education.

Caravanserai’s intent is to celebrate the sharing of different cultures by transporting guests to an earlier time when the Silk Road contributed hugely to artistic and cultural understanding and world culture. Travellers going both directions would seek shelter in oasis’ or a caravanserai: an inn with a central courtyard for wayfarers in the desert regions of Asia or North Africa. These places of rest supported the flow of commerce, information, and people across the network of trade routes covering Asia, North Africa, and South-east Europe, especially along the Silk Road. In that pre-television, pre-internet time, it is easy to imagine people from many different traditions gathered around a fire with refreshments, sharing songs and tales of their lands and travels.

Caravanserai 1: a Silk Road Celebration of the Arts

 

This free performance is open to all Second Life Residents and is both part of this year’s SL MOOC, and benefits Feed A Smile.

For the event, much of which is presented in Voice, Singh narrates the programme, featuring his own adaptation of The Elephant and the Six Blind Men, original songs, special musical guest – gypsy violinist Navtali Torok, and James Elroy Flecker’s 1913 verse drama The Golden Road to Samarkand, he is also joined by actors Pip Albatros, Corwyn Allen, and Mavromichali Szondi.

There will be a screening of a machinima based on the Edwin Thumboo poem Ulysses by the Merlion and  there will be time for Questions and Answers as part of the panel discussion portion of the programme. The event will close out with a final song before the caravan comes full circle, and guests disembark for their native lands once more.

About SL MOOC

SL MOOC is a month-long cavalcade of education which focuses on active learning, reflection, sharing, and collaboration. The aim of the courses and workshops offered is for the participants to learn through meaningful connections and social interactions, building on the strength of virtual worlds as learning tools.

About Feed A Smile

Feed A Smile is a programme run by Live and Learn Kenya (LLK) to provide nutritious warm lunches for over 400 children every day, paid for entirely from donations to the project. It is part of a broader programme managed by LLK, which includes finding sponsors to finance the education of children in Kenya and helping to provide them with everything they need: uniforms, shoes, text books, school supplies, etc., and the building of the Nakuru school, Kenya.

In addition, the organisation also provides medical and dental care for children, including check-ups and vaccinations. 100% of the donations received by LLK are transferred directly to Kenya to care for children, provide education, medicine, food, shelter and foster care. Nothing is lost to salaries, fees or administrative costs at LLK.

SLurl Details

  • Caranvanserai 1: A Silk Road Celebration of the Arts (Monash University, rated: General)

SL14B Meet the Lindens: Landon Linden

Landon Linden with Saffia Widdershins

Meet the Lindens is a series of conversations / Q&A sessions with staff from Linden Lab, held as a part of the SL Birthday celebrations in-world. They provide opportunities for Second Life users to get to know something about the staff at the Lab: who they are, what they do, what drew them to Second Life and the company, what they find interesting / inspirational about the platform, and so on.

Tuesday, June 20th saw Landon Linden sit down with Saffia Widdershins, and this article hopefully presents some “selected highlights” of the chat, complete with audio extracts from my recording of the event. The official video of the event is embedded at the end of this article.

About Landon Linden

Landon Linden joined Linden Lab in August 2008, and is currently VP of Operations and Platform Engineering, based in the Lab’s Virginia offices. He has led the transition of live operations and the production platform to support the company’s new products. With a BSc in chemistry. he worked as a research chemist before moving into the IT sector. Since then, he has worked in telecommunications, launching numerous products.

For SL users, he’s possibly most recognised as the man responsible for re-opening the technology blogs the Lab publishes after major issues / outages occur. These had dried up after FJ Linden departed the Lab in 2011, and Landon revived them in 2014. April Linden has since taken over core responsibility for these posts since then.

Landon loves building large-scale systems, and says his passion for virtual worlds is fuelled by his interests in sociology and economics. As he notes, the nature of the work his teams undertake  – running the services, architecting them, improving them, migrating them where appropriate, etc., – is such that most of it goes sight unseen by users, unless there is a problem.

The Discussion

the initial part of the discussion looks at Landon’s background, his interest in sociology and economics – he notes that by working with the Linden Dollar and the Lab’s transactional services he’s learned a lot about economics – and touches on the Lab’s own studies with users.

In this latter point, Landon makes it clear that the Lab does not conduct direct social experiments on users, but obvious does monitor the use of services and capabilities such as the user on-boarding process, games like PaleoQuest, etc., to see how they are being used, where points of weakness lie which might be improved, what kind of metrics are being generated, and so on.

In terms of general SL trends, he makes the point of noting that – and contrary to claims otherwise – the Lab has seen a “considerable strengthening” of the Second Life economy over the last six months, probably sponsored in part by the arrival of Bento, which the Lab is obviously pleased to see.

This moves into a broader chat about the evolution of things like mesh and breedables, and how that helped grow Second Life, the way in which the Lab cannot always anticipate how new features will be used – but do try adapt to how users take them on and start using them.

Using Amazon  Services

One of Landon’s responsibilities has been to oversee and drive the evolution and enhancement of these supporting services and the infrastructure which supports them and Second Life. Most recently, this has included moving various services in to Amazon cloud.

The Lab has been a long-time user of Amazon services, and this current work not only involves moving services to Amazon, but also moving them to a container model, making them easier to test and deploy, whilst leveraging the flexibility offered by cloud-based services. These include reducing the complexity of having to manage a dedicated data centre environment to run the services, the complexities of having to manage capacity, plan ahead for growth and the purchase, delivery, installation and testing of new hardware, etc., in order to meet specific demands (as the cloud provider can “simply” turn on additional servers and facilities as they are required, and add them to the current billing.

Right now, the intention is not to reduce costs per se  in making the move – Landon rather describes the Lab and trying to break even – but is rather geared to leveraging AWS (and ECS?) and thus doing more, infrastructure-wise with the money the Lab has coming in.

Lab Working Environment

While he is based in Virginia, Landon spends a good deal of time at the Lab’s head office in San Francisco, and notes that while the Lab operates a number of office – Virginia, Boston, Seattle, San Francisco – a lot of people actually work from home, and the Lab has a relaxed approach to office-based work requirements – if it is possible to work from home and be more productive in doing so, there is no problem with doing this.

From his personal perspective, Landon views the Lab as the best place he has ever worked, describing his colleagues as “an amazing group of intelligent, passionate people”. Like others at the Lab have said, it is also a place where he tends to learn something every day, whether about technology, how SL is being used by the residents or about people.

This topic touches on the Lab’s history, going back to the late 1990s and attempts to build a VR / haptics system (aka “The Rig“).

General Q&A

What is being done to improve platform stability and performance?

Landon: We’re always working on these problems. One of the things that is frustrating for residents  – and it’s frustrating for me too – is that lag and crashing out seems to be like a perennial problem. And it is, but the reason it’s a problem is that it’s never, ever just one thing. It’s a near-infinite number of issues and problems, and we’re always working on trying to smooth those things out and reduce them, but it’s always ongoing work. And we’re always trying to balance being able to do new features versus performance improvements and stabilisation work, and I think we strike a pretty good balance there …

… This is going to come dangerously close to sounding like I’m blaming the residents for some of this stuff – and I’m not. But I think … it’s a very creative and expressive place, Second Life, and we really like people to be able to express themselves  in whatever way possible  – and within the confines of the law, at least! But that also means that the complexity of whatever it is that you’re doing, whether it’s in your region or in your parcel or on your avatar, can impact the people around you.  And so we’re trying to strike this balance of how can you express yourself without negatively impacting the people around you. And I think [Jelly Dolls] were a pretty good solution. And it also had the added benefit of feedback to the users, “Hey! Your avatar looks great, but maybe you should tone it down a bit.

Why can we have an unlimited inventory but only 60 groups?

Landon: Inventory is relatively cheap, you’re talking about a very small amount of storage when you have something sitting in inventory, and probably more importantly in the context of this question is the inventory doesn’t necessarily have to interact with other pieces of inventory. So you can pretty much just add anything in your inventory without bound, and UI problems notwithstanding, it doesn’t really have any negative impact on your experience and it certainly doesn’t impact anyone else.

When you’re talking about groups, you have this exponential impact on performance with the number of people who you’re adding into the group [particularly all the Group data which needs to follow you around SL so you can receive group notices, remain part of a group chat, etc.] … I think that’s the kind-of short and long of it. [Groups] have an impact on you and the people around you.

What is the number one cause of lag, and will improved server hardware improve SL?

Landon:  We’re always beefing up the hardware we’re using, and I can tell you the hardware is not a big factor at all in terms of lag. And this is going to be a really unsatisfying answer, but I can tell you that in my experience the single greatest contributor to lag is the network between you and wherever the server is.  So if you are physically far away from the server, you’re going to have a much more laggy experience. Most of our equipment – I dare say all of our equipment is in North America, and the west coast of North America at that. So if you’re in South America, you’re going to have more lag than some that’s sitting in Seattle, Washington. Likewise people who are in Europe and Africa are going to have a more laggy experience than people in North America.

… This is where I’m really going to get into trouble, because I don’t want to come out here and make a bunch of promises, because the things that I’m talking about are going to take probably years to do. But one of the things I absolutely have in the back of my mind is that once we get Second Life fully functioning on cloud services there is the possibility – and I will stress “possibility” – but there is the possibility we can co-locate regions more easily in other parts of the world, in south America or in Europe or in East Asia or Australia. And that would make the experiences for the people who are in those regions a lot better. The flip side to that is, if I’m moving the simulation closer to you and further away from somebody else, you’re making the lag worse for someone else.

… We did some analysis several years ago, regarding this. And what we saw was not a lot of geographic affinity for regions. One of the amazing things about Second Life is that people from all over the world come together and talk and get to know one another and chat and experience Second life together, and there’s not a lot of geographic affinity. There are a few notable exceptions to that, and I think language is one of those things; I think one of the exceptions is people who speak Portuguese, and then tend to almost exclusively come from Brazil. So we can say that if you have a region that caters to, or is attracted to Portuguese speakers, we would probably want to co-locate that region in Brazil.

This is just really stuff that we’re thinking about, there’s no hard plan to do any of this; I think we’ve got a lot of work to do before we can even considering doing something like that, but I’ve absolutely got that in the back of my mind.

Would LL ever consider adding any of the reliable language translation tools back into the viewer?

Landon: For what it’s worth, I’ve actually looked into some of that. I mean … there’s just some amazing tools that are becoming available now using AI machine learning, and I’m really interested in doing some things along those lines. That said, no promises, no commitments; I don’t control the product direction, so I’m looking at it just out of more-or-less professional curiosity and not something I’m actually planning on implementing.

But I think, to try to answer your question as best I can, I think it’s getting easier and easier to put translation and text-to-speech and speech-to-text services into your products, and I would hope that we get back to doing some of that – but no promises and no commitments, and I don’t control it anyway … I don’t make that call.