Lab Gab summary: Grumpity, Mojo & Patch – SL Mobile, land, bots & more

via Linden Lab
On Friday, March 10th, 2023, Linden Lab streamed a special session of Lab Gab featuring the Office of Second Life: Grumpity Linden, Mojo Linden and Patch Linden.

The session was built around announcements and updates relating to various initiatives and product developments. Note that the following is not a direct transcript of the entire session, but is intended to record the key points discussed.

For ease of reference, timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comment directly to be able to do so.

Table of Contents

A Little Background

Grumpity Linden: heads up Second Life Product team, where she has overseen a shift to growth, a stronger, more balanced economy, movement towards better community cohesion, and an overall forward-looking approach. She originally started at LL whilst working for The Product Engine, and was involved in the development of Viewer 2 (as designed by 80/20 Studio), prior to joining LL full-time in 2014. As the Vice President of Product, she is responsible for coordinating the various teams involved in bringing features and updates to Second Life, liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, and so on; work which can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Mojo Linden: joined the Lab in 2021 at the Vice President of Engineering, filling the shoes worn for so long by Oz Linden. A 20-year veteran of the gaming industry, he has been responsible for launching numerous games across multiple genres and platforms, and has a strong understanding of platforms, architectures, and product development and technical capabilities. In his role at the Lab, he has shown enormous openness and candour in seeking to increase the platform’s functionality and performance, and in pushing to expand SL’s capabilities.

Patch Linden: originally a Second Life resident and business owner who joined the platform in 2004, and became a Linden in September 2007. He worked across a number of teams within the company – notably within the support and product spheres, and is responsible for developing the Land Operations team, and more recently setting-up the company’s support office in Atlanta, Georgia. Since 2019, he has been Vice President, Product Operations.

Second Life Mobile

[Video 0:00-4:42 and 6:36-7:57]

Grumpity Linden holds up a mobile ‘phone showing Second Life running on it using the upcoming SL Mobile capability
  • Built upon Unity.
  • Core development of this product began in October 2022, with the aim of gaining as high a fidelity of experience on mobile as is possible.
  • Works on all platforms – Android, iOS, tablets, ‘phones.
  • The product is still very much in development, with the focus having been on graphics fidelity, including full avatar rendering.
  • There is some way to go before the product is ready for release – work at the moment is on smoothing out some of the rendering edge cases before moving on to adding further functionality.
  • Initial release is planned for late 2023 with limited functionality, which will then be iterated upon to add more and more functionality and capabilities.

Land Pricing and Fees

[Video: 8:59-12:06]

  • See: Infrastructure Investment Update: Buy/Sell Fee Change and Land Pricing Effective Mar 6, 2023 – official blog post.
  • Grumpity re-iterated the drive (initiated by the late Ebbe Altberg, not long after he joined LL as CEO in 2014) to lower the cost of virtual land in SL – as had long been called for by SL residents – whilst also offsetting the lower land tiers through increases in fees elsewhere within the platform.
  • The fee increases  – as noted in the official blog post – also relate to increased costs LL has faced, thanks to the general economic situation.
  • The fact that the option for paying for land using L$ (restricted to Premium Plus subscribers and limited to one region only at the time of writing) is higher than the USD fee for the same is explained as being a combination of the facts that the L$ to USD exchange rate, the fact that LL have to do the lifting of conversion from L$ to LSD through the LindeX, and as such must participate in the SL economy.
  • It was also noted that paying in L$ means subscribers avoid being charged VAT / state sales tax / similar.

Bots and Policies

[Video: 12:09-13:05]

  • Most likely raised in relation to ongoing concerns about the amount of data being gathered by the BonnieBot system (which has done much to raise the visibility of bots (aka Scripted Agents) in general), and which has also seen some heavy-handed forum moderation on the part of LL. So details can be found threads  – see Has anyone else noticed the B[xxxx] accounts? Sorry. This is not OK. B bots profile scraping and Questions for the Lindens.
  • Whilst the BonnieBot website has take steps away from publishing information which might be regarded as being within Second Life under the expectation it is private (a point that Linden Lab seemingly missed in their initial responses to forum thread postings), the Lab has recognised the need for clearer / better policies and has promised to provide them.
  • These new policies have gone through the necessary compliance and legal reviews within Linden Lab, and will hopefully be published in week #11 (commencing Monday, March 13th, 2023).
  • In addition, a new set of estate / region controls are being developed to enable estate / region holders to better control the use of Scripted Agents within their land. These will be deployed “soon” – hopefully within weeks of this session being aired.

PBR – Physically Based Rendering and Graphics

[Video: 13:10-18:00]

  • (Note: this topic is also covered within my Content Creation User Group meeting summaries.)
  • In brief: PBR essentially models the flow of light within computer graphics in a manner which mimics light reflections on surfaces in the physical world.
  • It represents a significant technical step forward in graphical rendering for SL (in the order of 10 years).
  • The core of this work is to support a new approach to material maps / surfaces either directly on products development for SL by content creators or which can be used on suitable objects within Second Life, which give they sense of physical world lighting and reflection.
  • In particular, it draws on the Khronos glTF 2.0 specification, and allows creators to more readily use a range of tools supporting that standard (including Blender) and also contents libraries, etc., in support of their work.
An Intel-developed scene imported by Nagachief Darkstone and WindowsCE to demonstrate reflection probes (note the reflections on the knight’s armour – these are not generated by attached environment lights but by a reflection probe within the building structure. Image courtesy of Rye Cogtail
  • Also included in the PBR work is reflection probes – which in simple terms enable light sources to generate reflections of an in-world scene on suitable surfaces (i.e. those using the materials system).
  • None of this work does not necessarily mean users need higher specification computers in order to view it; however, reflection probes can impact system performance, so the viewer will include an option to enable / disable these if they prove to be a performance hit for people.
  • Demos of the PBR work, including an imported Sponza scene, can be found on the following regions on Aditi (the Beta grid):  Materials1; Materials Adult and Rumpus Room 1 through 4.
  • The PBR viewer itself – required to see the content on Aditi, is (at the time of writing) still in the Project Viewer stage (so not ready for use as a primary viewer!) and is available through the Alternate Viewers page.
  • The next stage of the project is to provide support on Agni (the main grid) and promote the viewer to Release Candidate status, both for more widespread testing, but there is no set time frame for this to happen.
  • This work does not mean LL are investing in a new graphics engine – this work, and the recent performance improvements work has been on updating and enhancing the existing graphics engine to better support users and what might be regarded as recognised graphics standards.

Mirrors in SL

[Video: 16:23-17:26]

  • The PBR work takes SL some way towards provisioning real-time planar (that is, flat) mirrors.
  • Once the initial PBR work has been deployed, LL plans to start work on offering planar mirrors in some capacity.
  • Further details on this can be found in my 2023 week 7: SL CCUG and TPVD meeting summaries: Mirrors! article.

Graphics API

[Video: 17:27-18:00]

  • While the graphics rendering engine is not being changed, per the above notes, the graphics API will be changing.
  • As OpenGL is going increasingly old (and has been deprecated by Apple), plans are in hand to move the Graphics API to Vulkan (and MoltenVK for Mac).
  • This switch will further enhance SL’s graphics capabilities, and work on the switch-over should commence later in 2023.

Viewer Updates

[Video: 18:00-19:50]

Inventory Updates

  • (Note: Updates on the progress of the Inventory work can generally be found in my TPV Developer meeting summaries.)
  • Work is in progress to provide updates to Inventory management, some of which are designed to help with avatar customisation.
  • The first part of this is to provide an “Inventory thumbnails” capability – offering a thumbnail image of items in Inventory.
  • Alongside of this will be a single folder Inventory view.
  • These are not seen as major gamer changers, but rather quality of life improvements for new and existing users.

Emojis

  • LL is still working on integration the Catznip Emoji code contribution to all emojis in chat and IMs.
  • A project viewer for this should be available in “weeks”.

Linux Support

[Video: 20:48-21:30]

  • The current stop-gap for Linux is running the Windows viewer through Wine or Proton.
  • The need to provide direct Linux support is recognised, but updating the tools to make this possible is not on the roadmap for 2023.

SL and VR

[Video 19:56-20:47]

  • VR still requires a consistent 60 fps left eye / right eye), and for many; the feeling at LL is that  SL is not there yet even with all the recent performance improvements.
  • Various initiatives – adoption of Vulkan, the Puppetry Project – should help improve things further,  and LL might reconsider VR headset support in 2024.

Marketplace Updates

[Video: 21:33-24:52]

  • Marketplace Search was updated with significant changes to ElasticSearch (the underpinning Second Life and Marketplace Search) – see: We’re Improving Marketplace Search
  • This was a large update (lifting the search engine from version 2.3 to 8.4, and did involve some issues on deployment, which are being addressed – see: Updates to Marketplace Search.
  • Further fixes and improvements to the update will be deployed in due course, the first of which will be Boolean searches.
  • A fix for Featured Lists not updating correctly is also due to be deployed “soon”.

New User Experience (NUX) Mesh Avatar

[Video: 25:49-27:46]

A preview version of the new, single mesh (head-to-toe) avatar, which will use by mesh clothing and Bakes on Mesh, and be open for creators to design clothing and accessories
  • That said, the project has taken longer to develop than had been anticipated.
  • There will be a dev kit for creators wishing to support the NUX Avatars. This will be launched ahead of the release of the new avatars.
  • The entire system is intended to be “PBR ready” in that PBR materials may not be included in the clothing and accessories released by the Lab, but the items will be capable of supporting the use of PBR materials on them.

Linden Homes Update

[Video: 27:30-28:09]

  • A full update will be coming soon.
  • The first range of Premium Plus Linden Homes is nearing completion.
  • Updates and expansions to the current Premium Linden Homes – like the Victorian – are being prepared.

Second Life User Group Meetings

[Video: 24:54-25:47]

Closing Comments

[Video 28:10-End]

Everyone is pretty much having fun with the SL Mobile project, and hopes were expressed that a “blooper” reel could be made available. It was also indicated that news on the theme for the 20th Second Life Anniversary event (SL20B) will be made available in due course.

LL announce fee changes for Second Life land and Lindex

via Linden Lab

On Monday, March 6th, Linden Lab announced a series of fee changes / payment changes to Second Life which have sparked some debate.

The announcement leads with the reduction in “standard” Full private region (i.e. a region with the standard 20,000 Land Capacity) monthly tier being reduced by US $20 a month, from  $229 / month to US $209 / month – the reduction being to mark 2023 being SL’s 20th anniversary.

Note that the monthly Homestead tier and the US $30 / month for the Full Private region land capacity bonus remain unchanged.

It also introduces an option that has been requested numerous times over the years: the ability to pay tier on regions obtained directly from the Lab using Linden Dollars. However this option comes with some caveats:

  • It is limited to only one region per Premium Plus subscriber.
  • It is only available for Premium Plus subscribers.
  • It is currently a “beta” programme, currently set to end on September 6th, 2023 – although this date may change / be extended.
Land tier rates for regions in Linden Dollars – available for Premium Plus subscribers with land holdings, per the notes above. Table via Linden Lab.

Payments are made on the basis of a stable conversion rate of L$250 to the US dollar, and to facilitate payments, Linden Lab has created a Land Payments region, although at the time this blog post was written, it did not appear to be available. For further details on it, and the all information on using Linden Dollar to pay tier to Linden Lab, please refer to L$ Payments for Land.

Fee Changes

In what is likely to be a less popular move, the blog post notes the following Lindex fee changes, which come into immediate effect from Monday, March 6th, 2023:

  • The buy fee is increased to 10%, with the minimum and maximum fees charged remaining unchanged at US $1.49 and US $14.99 per transaction respectively.
  • The sell fee is increased to 5%, regardless of the size of the transaction.

The blog post notes that these increases are to offset the above land price reductions (and thus a continuation of LL’s policy of redistributing their means of revenue generation to be less reliant on a single product (land)), and also as a result of rising operational costs.

A brief FAQ on these changes is provided in the official blog post, and specific questions on them can be made through the forum thread associated with the blog post, or possibly submitted as a question which might be asked of the SL management team as a part of the Lab Gab session to be broadcast on Friday, March 10th (in which case the question must be submitted by 09:00 SLT on Thursday, March 9th, 2023.

Related Links

Lab Gab with Grumpity, Mojo and Patch Linden streams on March 10th

via Linden Lab

At 09:00 SLT on Friday, March 10th, 2023, there will be pre-recorded Lab Gab session, featuring three of the Lab’s Second Life leadership team: Grumpity Linden, Mojo Linden and Patch Linden. They will be discussing all things SL-related and responding to questions submitted in advance of the event.

Grumpity Linden: heads up Second Life Product team, where she has overseen a shift to growth, a stronger, more balanced economy, movement towards better community cohesion, and an overall forward-looking approach. She originally started at LL whilst working for The Product Engine, and was involved in the development of Viewer 2 (as designed by 80/20 Studio), prior to joining LL full-time in 2014. As the Vice President of Product, she is responsible for coordinating the various teams involved in bringing features and updates to Second Life, liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, and so on; work which can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Mojo Linden: joined the Lab in 2021 at the Vice President of Engineering, filling the shoes worn for so long by Oz Linden. A 20-year veteran of the gaming industry, he has been responsible for launching numerous games across multiple genres and platforms, and has a strong understanding of platforms, architectures, product development and technical capabilities. In his role at the Lab, he has shown enormous openness and candour in seeking to increase the platform’s functionality and performance, and in pushing to expand SL’s capabilities.

Patch Linden: originally a Second Life resident and business owner who joined the platform in 2004, and became a Linden in September 2007. He worked across a number of teams within the company – notably within the support and product spheres, and is responsible for developing the Land Operations team, and more recently setting-up the company’s support office in Atlanta, Georgia. Since 2019, he has been Vice President, Product Operations.

If you have a question you’d like Grumpity, Moho or Patch (or all three!) to answer, be sure to submit it via Lab Gab Google Form, and to do so before 09:00 SLT, on Thursday March 9th. The session will be shown of the Second Life You Tube channel, I hope to have a summary of the session available some time after it has streamed; in the meantime, the salient details are summarised below.

Viewing Details

A wander through Gothbrooke Forest in Second Life

Gothbrooke Forest, January 2023 – click any image for full size

Sitting within one-eighth of a Full region (which utilises the Full Private region land capacity bonus) is Gothbrooke Forest, a public setting designed by Myka Winchester (Dremonawolfe) as, to quote the setting’s About Land description:

A gorgeous rustic themed forest complete with a serene pond and plenty of places to cuddle with your partner or simply take photos.

– Gothbrooke Forest

This is a gently relaxing setting, comprising a house – Cory Edo’s excellent Noa Ranch Cottage, which I’ve had my eyes on as a possible purchase for personal use (so get ready for a blog post on modding and using it that might be forthcoming) -, woodlands in autumnal colours, and a large body of water around which the trees have gathered.

Gothbrooke Forest, January 2023

The landing point sits close to the house at the eastern extreme of the parcel, alongside sign board offering group membership and / or a teleport up to the Mysteria store. At the time of my visit, I was not sure if the house was open to the public or not – while there were no signs to indicate it was not, I erred a little on the side of caution. However, Myka has since contacted me to let me know that it is indeed open for people to explore.

Running parallel to the front of the house is a gravel path leading to the first of the setting’s cuddle-spots: a small pergola among the trees. Here blessing can be had from the small figure of Buddha and which, under the shroud of Midnight, can be romantically lit by a parade of candles.

Gothbrooke Forest, January 2023

Before reaching it, a junction in the path leads west to the parcel’s waters (or back to the house if you prefer!). The waters are fed by tall waterfalls to the north, and as the path leaves the shade of the trees a wooden boardwalk stretches over them to what at first appears to be an island, but which is in fact a small headland jutting from the western extreme of the parcel. Steps can be found along the boardwalk allowing a descent into the waters, and rubber rings are available for floating around for those who wish to take a dip.

On the far side of the water, a mix of decks, gravel and log-supported paths climb up to a ring of trees and and an outdoor seating area beyond which sits a small café.

Gothbrooke Forest, January 2023

Prior to reaching the clearing, stone steps climb over the rocky headland and descend into a gravel-floored depression and another secluded spot for couples, this one furnished with a pallet table on which wine, cheese and crackers has been provided. It’s a cosy spot, but slightly spoiled by the fact that while the shrubs and logs ranged around the outer side of the depression give it a greater sense of privacy, they also block the view out over the water.

The latter extends two wet fingers into the land either side of the headland, both of them reach almost as far as where the café sits above them. Each is home to a water floater complete with its own sun shade. The café is a cosy place, two floors within a wood-framed building, and carrying with it hints of both Halloween and Christmas. As well as the outdoor seating, it offers comfortable armchairs downstairs and more traditional table-and-chairs seating upstairs.

Gothbrooke Forest, January 2023

The ribbons of land running along the north and south of the parcel to connect the eastern end with the house and the western end and the café offer no footpaths – which is not any loss to the setting. Instead they are rich in trees and rough ground, giving the entire setting a sense of being deep within a forest, as the parcel’s name suggests.

Small, rich in places to sit and pass the time, Gothbrooke Forest offers itself for a range of EEP settings (as well as its own – I actually used one of my custom settings in the images here), and multiple places to sit and relax. All of which makes for a pleasant and engaging visit for Second Life explorers.

Gothbrooke Forest, January 2023

SLurl Details

Slink et al: Siddean shutters her brands in Second Life

Siddean Munro has been a long-term content creator in Second Life, having joined in 2007 (and as a point of trivia, is one of the few Second Life residents to have to also have an entry in IMDb!). She has perhaps been best known for the Slink mesh bodies, which have been popular among many Second Life users, myself included for that least few years.

As a brand, Slink has always been at the forefront of innovation in Second Life – notably with regards to mesh: in 2011/2 she released her mesh hands and feet – the latter of which, replacing the system feet, did much to ignite the mesh shoe market in Second Life – and the release of the first of her mesh body types, Physique Original, in 2014.

As such, the sudden announcement made on January 1st, 2023 that, with immediate effect, her Slink brand, together with her more recent Cinnamon & Chai body and her One Bad Pixel brand, have been shuttered, and Siddean herself has withdrawn from Second Life.

As a Slink Hourglass user myself – I moved to Slink from Maitreya on account of Slink being somewhat kinder on the viewer when it comes to rendering the body (and allowing for the complexities and quality of attachments and rigged meshes also worn, of course) – I admit to being shaken by the announcement. For those who made the move to Cinnamon and Chai, launched just 12 months ago, the news is likely to be even more of a gut-wrenching lurch.

However, before, anyone starts stamping feet or getting upset at the apparent forewarning (although I could be wrong about the latter), as Siddean offers good reason for why she has made her choice, and there are also a couple of points to bear in mind.

Following two stressful years of pandemic which I am sure we have all been affected by in one way or the other, I suddenly lost my mother in September of 2021, my grandmother in January of 2022 and my cat Cleo in June. I have been unwell and enduring a lot of chronic pain. I have to be very honest, my spark has dimmed a little and I no longer have the energy to pour into this business like I once did.
I’ve done a lot of soul searching over the last 18 months and have come to the very difficult decision that for my own physical and mental wellbeing, I need to move on from Second Life.

– Siddean Monro

In coming to this decision, Siddean also notes that the break is needed as she wants to focus on a new endeavour – as is her right, and we shouldn’t begrudge her this change in direction.

This latter point is doubly true in that while her decision is somewhat sudden in its implementation, it does not mean that it is the end of the road for the Slink ecosystem as a whole; the bodies still work, and there is a wealth of mesh and applier-based clothing still available on the Marketplace and in-world, the bodies still work with Bakes On Mesh, and so on. This isn’t all just going to vanish – so there’s no need for panic.

Of course, there is a risk that a major change with the avatar skeleton will “break” Slink avatars somewhere down the road on the basis that the avatars are no longer maintained – but there is as yet nothing on the horizon that threatens to do this – and it may never happen; as such, things are not going to vanish overnight. There is also a risk that creators entering the mesh clothing arena may opt not to support the brand and focus on Maitreya and Kupra, etc. However, the entire mesh clothing ecosystem has been skewed towards Maitreya, so this will unlikely make things any worse for Slink users. That said, things may be somewhat different for Cinnamon and Chai users, simply because of the newness of that brand; however, I’m simply not familiar enough with that body to know the potential repercussions, so will not speculate here.

As it stands, I don’t plan to move away from my Slink Hourglass any time soon – although I’m fortunate in that I have a Maitreya body “in reserve”, so to speak, so swapping away from Slink isn’t hard for me were I to decide to do so.

But what I will do here is pass on my thanks Siddean for all her work over some fifteen years in supporting Second Life users. I hope her new endeavour brings her as much success and – despite the rigours of the last 2+ years – all the enjoyment most of her Second Life has brought her.

With thanks to Soft Linden for the pointer. 

Sixteen years in Second Life

Om my Water Horse Anipet

So I’m sweet sixteen! Or at least my avatar is – would that it applied to me once more…

When I reached 15 continuous years in SL I really had little to say (although I managed to say it in around 900 words!), as not that much had changed with me personally over the course of 2021 – and SL itself had remained fairly well balanced.

2022 has been slightly different – there have been new features and capabilities deployed to Second Life, with LL working to try to increase the platform’s appeal and engaging with users in the development of new features. True, some of the planned work hasn’t quite come to fruition and so won’t be popping up until 2023 – but one project in particular should over time very much change how SL looks for the better. 

On the “personal” SL front, things have changed a little. While blogging takes up a lot of my time – thank you to everyone who follows and supports and helps me along that journey – the second half of the year has allowed me to spend a lot more time enjoying the company of those closest to me (notably Imp, who has given me endless reasons to smile and laugh – there’s a reason I’ve given her that nickname!). That said, things in the physical world have been turned upside down on a number of occasions through the year, resulting in blogging efforts taking a back seat here and there. 

But that said, I’m still nicely settled within Second Norway (and still recommend it to anyone looking for land they’ve like to rent and establish a home within), although I’ve not actually done as much sailing, boating or flying as I’d like. Regulars may have noticed (and been breathing a sigh of relief at the fact) that I’ve not been boring people with write-ups of the latest changes in house and / or island design. Not that I’ve stopped; I’ve simply reverted to building things from scratch, rather than using any rebuilds as an opportunity to review a particular commercially available house designs – although admittedly, the current house was heavily inspired by Cory Edo’s Jura Waterfront Cottage, a genuinely stunning design which (unfortunately) didn’t quite marry up to my kitbashing needs, so I opted to build from scratch whilst keeping the look of that design in mind.  

One thing I had considered doing this year was to take time out to look at some of the other worlds I’ve visited in the past. However, the truth of the matter is, there is nothing out there (outside of OpenSim) which offers the broad creative richness and freedoms as Second Life; not just in terms of content creation, but in how we expression our personalities, how we interact, how we have fun, what we can do to encourage and support others (in-world and out-world), and so on. Thus, I just haven’t felt the incentive to do so. As I said on occasion of my 15th rezday, I really don’t see anything like Second Life emerging from the haze of verbiage people call “the metaverse” any time soon. 

In this regard, I am far more excited – even as a comparative lay person – by the new features and capabilities Linden Lab is working on to further enhance SL. I’ve particularly appreciated the performance boosts we’ve seen in the viewer thanks to the Performance improvements work, and have appreciated the efforts to bring users directly into the fold in developing things like support for glTF 2.0-compliant PBR materials / reflections probes (which lays the foundations for even greater glTF compliance in the future, making content creation for Second Life a lot more predictable when using external tools and workflows), and the Puppetry Project work, both for the capabilities it can bring to a range of SL activities and for the foundations it lays for potential future enhancements to the platform.  

Other than that, I really don’t have too much to say on the occasion of my rezday – other than maybe one day I’ll get a card / cake from Linden Lab like others do on their rezday *sigh* – but for now  I’ll shut up and return this blog to its usual schedule! 🙂 .