Oculus CEO Brendan Iribe hints at a 1 billion MMO in the future

In a wide-ranging discussion at the TechCrunch Disrupt New York event (May 5th-7th),  Oculus VR CEO Brendan Iribe has spoken about why the company the Facebook acquisition was a good thing, and has described a desire expressed without both companies to make VR a social experience for a billion users, perhaps in the form of a MMO.

The discussion – described as a “fireside chat” with TechCrunch co-editor Matthew Panzarino – is available as a video in a Techcrunch article. It was followed by a backstage interview with TechCrunch’s Josh Constine.

Brendan Iribe, Oculus VR CEO, talks to Matthew Panzarino at Techcrunch Disrupt NY (image via Techcrunch)
Brendan Iribe, Oculus VR CEO, talks to Matthew Panzarino at TechCrunch Disrupt NY (image via TechCrunch)

in discussing the attractiveness of the deal for Oculus VR, Iribe indicates that one major consideration was the fact that the company was offered the opportunity to more-or-less continue to operate fairly independently of Facebook, a-la Instagram. Another was that Facebook were prepared to provide Oculus with access to their enormous technical capabilities and services, while offering Oculus the ability to practically cherry-pick which of them they’d like to leverage.

The majority of the conversation, however, focuses on the development of an immersive, VR-focused “MMO” (a term used interchangeably with “virtual worlds” and “metaverse”) with a billion users world-wide. “Metaverse” is a term which has been used by the Oculus team in the past, indicating that they’ve held aspirations in that direction and beyond the gaming market, and Iribe frankly admits that having Facebook behind them immediately means that Oculus VR has a huge network behind them – not only in terms of infrastructure and tech, but in terms of users (1.2 billion of them), which could very much help speed up adoption and acceptance of VR. Commenting at around the 4:35 mark, Iribe states:

We know with Oculus, with a virtual world, if you’re putting on this pair of glasses and you’re going to be face-to-face communicating with people, you’re gonna be jumping in and out of this new set of virtual worlds, this is gonna be the largest MMO ever made. This is going to be an MMO where we want to put a billion people in VR. And a billion person virtual world MMO is going to require a bigger network than exists today. Why not start with Facebook and their infrastructure, and their team and their talent that they’ve built up?

While this is not a short-term goal – the figure of around ten to twenty years is mentioned when discussing how this will all come about. Iribe also notes that there has to be something of a further upscaling of computing power in order to make it all happen, as well as the technology needing to become less cumbersome and intrusive and more readily acceptable and wearable. He suggests it should look more like a set of sunglasses – a direction several VR companies are already heading in.

Th Vuzix Wrap 1200 "VR in a pair of sunglasses"
The Vuzix Wrap 1200DX-VR “VR in a pair of sunglasses”

Exactly how this billion-user environment will come about and what form it will take is unclear. Towards the end of the video, Iribe wisely points-out that VR is still in its infancy, and that it’s hard to predict precisely where it will lead or the impact it will have. However, it seems from his comments that the “MMO / Metaverse” Oculus VR are considering isn’t a single platform (although they see Facebook’s users and network as a good starting-point, as mentioned), but potentially a range of interconnected worlds / environments.

An interesting aspect of the discussion around the MMO / Metaverse concept is that Iribe in some respects echoes much of the work that is going on at High Fidelity. He mentions that one of the attractions Facebook held for Oculus was that it already operates a complex payment system (worth around $3 billion in revenue), which negates the need for Oculus to have to develop one – a problem High Fidelity is still mulling over. More particularly, at some 12 minutes into the video, he describes the working going on at Valve in terms of development avatars and projects this work into the future where he sees avatars have head tracking capabilities, can mimic facial expressions and carry people into the Uncanny Valley – a path High Fidelity are already walking, and would appear to be a good deal further along.

In the backstage interview with Josh Constine (embedded below), Iribe also talks about issues of trust and identity security, and having the confidence that as you move between apps and environments, you maintain control of what aspects of your identity are exposed. This is another issue which has very much been at the forefront of High Fidelity’s thinking with regards to a metaverse of virtual worlds.

Towards the end of the discussion, Iribe mentions the fact that Oculus VR are now starting to work more closely with the education sector in a drive to expand the whole VR ecosystem.

Continue reading “Oculus CEO Brendan Iribe hints at a 1 billion MMO in the future” →

Help bring the secrets of UNIA to life

madpeaThere are probably very few people in SL who have not heard of MadPea; they’ve been responsible for some of the most engaging and interactive games, hunts and gachas in Second Life. I’ve covered some of their work in these pages, notably their magnificent Room 326, (which continued through their Mad City installation on Da Vinci Isle), and their fiendishly fun Carneval. The team have also been featured in an edition of The Drax Files.

For most of the past year, the team has been focused on their next major undertaking, an immersive, interactive HUD-based game called UNIA, which is spread across two regions and is – I can say with some authority, having been taken on a guided tour of the installation by MadPea’s leader, Kiana “Queen Pea” Writer and development team member (and good friend) RAG Randt – utterly stunning and completely involving.

I don’t want to give too much away as to the plot, but suffice it to say, it is part horror story (or nightmare story, given its origins), part puzzle solving, part mystery, and more. Players will be able to engage in the game either individual or work in co-operation with others (or even both, depending upon how events unfold), and will interact with creatures, NPCs and things not normally of this world as they attempt to resolve what is going on and discover the truth.

From the moment someone arrives in the little town of Molimo, they are in for one hell of a time (literally and figuratively!), in a game which features settings designed by the likes of Bryn Oh, Rebeca Bashly, BlueSean Yiyuan and Silex Zapedzki, and Jaimy Hancroft, as well as the MadPea team themselves, with huge amounts of dedicated scripting by the team and purpose-built animations from Abranimations.

The reason the game has taken so long to develop is that it really pushing the envelope within Second Life in terms of capabilities and gaming mechanism, and even now, Kiana and the team estimate there is still around two or three months work required in order to bring UNIA to life. However, a major spanner was thrown into the works fairly early on in the scheme of things.

The Farm, one of the settings for UNIA
The Farm, one of the settings for UNIA

As the game was being developed, so MadPea lost their sponsor. Developing something as immersive and involving as UNIA doesn’t come cheap: the cost of the two regions on which it is set runs to $731.60 a month (incl. VAT at 24%, levied as a result of Kiana’s real-life location in Finland). The team have been able to offset some of the costs through other ventures and activities – including running additional hunts and gacha fairs, and well as via donations through Mad City. The problem here is, of course that time spent on developing hunts, etc., is time taken away from UNIA, slowing down its completion. Also, Mad City is set to close at the end of May 2014.

In order to try to keep things going, MadPea launched a fundraiser at the start of May, hoping to encourage SL users and their patrons to help contribute to bringing UNIA to life.

“I have been struggling with this for a while in my mind.. Should I do a fundraiser for UNIA or not?” Kiana says. “After several players contacted me asking where they could donate, I thought that ok, let’s go ahead with this, there’s nothing I have to lose.”

Visiting Grandma ...
Visiting Grandma …

The funding effort is being run via GoFundMe, and aims to raise $4,389.00 for the development and upkeep of the game, with some $1,500 of that target having been achieved at the time of writing. People are free to donate whatever they are comfortable with giving, but pay $50.00 and you’ll receive an exclusive UNIA outfit for your avatar; pay $500, and you’ll receive an exclusive tour of UNIA by Kiana, early access to the game, a free HUD, weapons and outfits.

If the fundraiser is successful, and UNIA does open to the public, then there is the potential for even more, “This is only part ONE,” Kiana said during my tour, “Part two is [going to be] taking place all over the grid.”

The huse on the hill (by Kiana Writer)
The house on the hill (by Kiana Writer)

Having spent two hours in UNIA with Kiana and RAG, I can say that this is something that could be very unique in SL, and offer an astonishing level of immersion and engagement. If you’ve experienced past MadPea activities and events, you’ll know just how inventive and imaginative they can be. So why not hop over to the funding page and offer a payment? In doing so, you’ll be helping to open the door to even more fun you can enjoy.

The Drax Files Radio Hour: a Linden-eye view

radio-hourThe 17th edition of The Drax Files Radio Hour more-or-less carries on where episode 16 left off, with more interviews and comments from Linden Lab staffers, gathered when Drax dropped-in on a group of them as they camped-out in Santa Cruz one Friday afternoon.

Prior to this, there’s another Leap Motion giveaway, and mention of forthcoming updates to OnLive’s provisioning of SL Go. there’s also usual chin-wagging about HMDs, and details of an offer for those who can attend it to get $100 off registration for the Silicon Valley Virtual Reality Conference and Expo, which takes place at the Computer History Museum, Mountain View, California on May 19th / 20th. Simply use the code “drax2014” (or indeed, “nwn2014” if you are an NWN reader) when registering, and get to hear the likes of Palmer Luckey (Oculus VR), Philip Rosedale, Ebbe Altberg, David Holtz (Leap Motion), Ben Lang (Road to VR) and others.

As well as being on the blog post and Stitcher, the show can also be found on YouTube, and I’m using that recording in the timestamps below. The recording itself is towards the end of this piece.

For those who want to cut to the quick, the core interviews commence at 20:25 into the podcast. This is an absolute “must listen” portion, although the sound quality isn’t brilliant in places, for which Drax apologies up-front (one of the pains of recording in an outdoor, windy environment). Nevertheless, sound issues shouldn’t necessarily be an issue for skipping over this part of the show, in which the likes of Baker Linden, and Hoz Linden from the development side of things (Hoz is a development team manager), and members of the finance team discuss the complexity and intricacy involved in running and maintaining an environment as complex as Second Life.

Baker Linden is well-known among those familiar with the dev side of Second Life and who attend the Simulator User Group and the Server Beta User Group, both for the work he carries out. His current major project being Group Ban lists, providing the means by which troublemakers can be banned from re-joining groups with open enrollment (think estate bans, and you’ll get the picture). He’s a popular figure among users, and known for his mischievous sense of humour. A server-side trouble-shooter, he’s also undertaken major fixes for large group loading issues.

Both Baker and Hoz note that as SL is community driven, it’s important to give those managing communities the tools with which they can manage things more efficiently. The group ban and  group load work are considered major elements in this, with the former being voluntarily picked-up by Baker in 2013 after reading JIRA VWR-29337.

Goup bans: the option to ban people from a group is available from the Members tab (l), and allws individual or multiple bans to be applied. Those banned are listed in Banned Agents tab (r), which include a button to unban names and a button to pre-actively add names to the ban list using the people picker
Group bans: provides the option to ban troublemakers from a group. It involves some significant changes to the server-side of SL, as well as updates to the viewer itself. Key among the latter is an additional sub-tab (currently called “Banned Agents”) in the Members tab of the Group floater. This displays a list of those banned from a group, and provides a means of applying individual bans (which can also be applied via other means) or multiple bans, and to unban a person.

The discussion covers some of the difficulties the Lab faces with maintaining Second Life (server and viewer – with Drax drawing an analogy through plumbing: when something major goes wrong with the plumbing in a house, it’s not exactly feasible to rip it all out and start over, so the plumber has to work through how things work, where things go and what needs to be done to fix things with minimal disruption (or additional breakage to the house) – which is pretty much how LL’s devs have to work.

This is in some ways illustrated by the comments made about fixing group chat [26:29]. There is currently a project that Simon Linden is working on to better optimise elements of group chat, which has been getting some regularly testing on the Aditi (Beta) grid by both the Lab and users. The code for this looks likely to be fully deployed to the back-end  chat servers in week 19 (commencing Monday May 5th). It won’t resolve all of the issues associated with group chat, but it should see some overall improvements.

Both Baker and Hoz note that any significant overhaul of the chat system would require significant investments in time, manpower and money – and that even then, while they may end up fixing an obvious problem, the nature of the SL services are so intertwined, that it is not always possible to simply remove a block of code or a service and simply replace it with something else without running the risk of doing far more harm than good. It is this complexity, coupled to both a cost / benefit analysis of what can be achieved in a given time frame over what might be achieved, and an analysis of the potential for content breakage (itself no small concern), which generally tends to result in the Lab opting not to work on issues which users may see as being something which is an “obvious” fix, rather than any capricious refusal to do so.

Hoz passes some thoughts on perceptions about Linden staff engagement in SL, noting that he doesn’t spend much time in-world, he is nevertheless passionate about the creative processes in SL and how they’re leveraged by users. He also notes that, realistically, given the number of hours available to them, many Lab staff are focused on running the company and the grid rather than spending a lot of time in-world. Baker admits to being a Second Life user prior to joining the Lab, and quite possibly a rowdy one at that, which goes a long way to explaining his very evident enthusiasm for the platform.

The second part of this interview [31:09] sees Hoz take the opportunity to again re-iterate that while the Lab may not do everything users want, or may not appear in-world a lot of the time doesn’t mean they lack passion for, or interest in, the platform or its users. This discussion moves on through subjects such as the JIRA (and the misconceptions that surround it), and as such, is one of the richest pieces of information anyone who wants to understand what really goes on at the Lab, rather than making assumptions, should take eight minutes of their time to listen to what Hoz has to say.

From here, the conversation switches to Bacon and Saeros Linden [46:40] , both of whom work in the finance team. Bacon has the job of testing the entire transaction management / payment system by going out and purchasing SL goods, purchasing land, making tier payments, buying Linden Dollars, etc., while Saeros works on the code for this side of the platform.

Bacon Linden tests all aspects of the transaction system, whether it’s buying goods in-world or via the Marketplace, buying land, paying tier, purchasing L$, making premium membership payments, paying in L$ or via PayPal or credit card, and so on (image courtesy of Draxtor Despres)

Again, the fascinating elements of this conversation are the extent of the testing involved, which encompasses interactions with the third-party companies responsible for processing the likes of credit card payments on the Lab’s behalf, as well as all the internal mechanisms use by the Lab for user / user transactions. Again, for those with an interest in how the various aspects of SL actually work, this is another discussion where much is revealed, particularly LL’s dependence upon external service providers which may not always be understood  – or readily acknowledged at times. As Bacon points out, the Lab isn’t only subject to these services where handling certain payments are concerned, they really are also subject to any issues these services may suffer as well.

The range of the discussion here is as fascinating as that with Baker and Hoz, demonstrating again that the folk managing and running the platform actually do have a greater appreciation of the platform and how it is used than we might actually credit – although that doesn’t necessarily mean that do get everything right, as the frank discussion on recent issues relating to transaction history page updates, and the step being taken to correct matters, reveals.

The show rounds-out with Da5id Abbot discussing Fantasy Faire 2014 [55:33] – which, if you haven’t visited already, please make sure you do!

Another great show, and the interviews here are simply superb and more than worth taking the time to listen to. It’s very easy to build-up preconceptions and make assumptions about the Lab and its relationship to both Second Life and its users, particularly when we distance ourselves from the Lab as much as they have in the past appeared to distance themselves from us.

As such, and as I’ve already mentioned a couple of times, the interviews presented here should help redress the balance somewhat. For my part, and while I make a point of attending as many in-world meetings with Lab staffers as I can (up to five a week), the conversations were still an eye-opener for me in several respects, and I really cannot recommend both this segment and episode #16 of The Drax Files Radio Hour enough.

Lab updates SL system requirements

(Copyright Linden Lab)
(Copyright Linden Lab)

Update: the requirements for ervice pack installations has been revised following clarification from Tankmaster Finesmith – see comments below.

Linden Lab has updated the Second Life system requirements page to better reflect the current status of the Windows and Mac OSX operating systems.

The new requirements list Windows Vista, Windows 7 or Windows 8 as the minimum OS requirements for Windows systems and Mac OS X 10.7 or better for Mac systems.

While there are no moves to actually block older operating systems from accessing Second Life, the Lab notes that assistance will no longer be given to users accessing Second Life on unsupported operating system version. Additionally, the Lab is updating the Windows installer so that it will verify whether the latest Service Packs for Windows XP versions have been installed, otherwise viewer installation on XP will be blocked until such time as the relevant service packs have been installed. This means that the 32-bit Windows XP will be checked for the presence of Service Pack 3, and the 64-bit Windows XP will be checked for the presence of Service Pack 2.

The blog post announcing these changes reads in full:

We have made some changes to the Second Life System Requirements to bring them more up to date, and are making some related changes to the Viewer:

  • We have removed Windows XP and Mac OSX 10.6 from the list of supported operating systems. Microsoft has announced the end of support for XP, and it has been some time since Apple has released updates for 10.6. For some time now, the Viewer has been significantly less stable on these older systems, and the lack of security updates to them make them more hazardous to use. We have no plans to actually block those systems, but problems reported on them that cannot be reproduced on supported systems will not likely be fixed.
  • The Windows installer has been modified to verify that the system has been updated with the most recent Service Packs from Microsoft. While we will not block installation on Windows 8 at this time, we strongly recommend upgrading to 8.1 for greater stability. Our data shows that the Viewer is significantly less stable on systems that have not been kept up to date, so the installer will now block installation until the updates have been applied. This change will be effective in a Viewer version to be released in the next few weeks, so it would be a good idea to get your system up to date before then. You can find information on how to install the latest updates at the Microsoft Windows Update page.

Firestorm implemented a similar policy where windows is concerned with release 4.6.1, and STORM-1966 (from Tankmaster Finesmith of the Firestorm team) has been put forward as a means of enforcing similar controls in the Lab’s Windows installer. This code is due to appear in the upcoming STORM viewer release candidate.

For details on the availability of the STORM RC, please refer to my Current Viewer Releases page, where I list it as it becomes available.

The Secret (Store) sauce of promoting a brand (and SL)

I caught a Tweet earlier on Monday April 28th, which came from Strawberry Singh and was aimed at Ebbe Altberg. It concerned a promo video for a fairly well-known (if relatively new) brand in SL.

Berry-video

I try not to do outright product promotion in this blog (with, admittedly, a few exceptions where brands I’ve come to personally enjoy are concerned), but this video is so gobsmackingly good, I am going to include it here.

It’s for Maylee Oh’s Secret Store brand, and is produced by Maylee herself. Not only does it show enormous talent and shines with a professional finish worthy of a TV ad (just count the beat and watch the moves), it showcases the amazing talent that is available in SL which could so easily be harnessed to work with the Lab to produce some really first-rate material for helping to promote SL to a wider audience.

So, how about it Ebbe? How about putting the feelers out to the talent within SL that uses the platform daily, and seeing how that talent can help you promote the platform that so captivates us? After all, your customers are your best ambassdors!

UKanDo viewer 3.7.6: nips, tucks, tweaks

logoConnor Monaron issued the latest version (3.7.6.27995) of the UKanDo viewer on Tuesday April 22nd.

The update sees the viewer maintain parity with the Lab’s 3.7.6 code base, and introduces a number of tweaks and updates, as defined in the release notes.

Most notable among the latter are some further updates to the Preferences floater, a revised camera floater, and the import of some capabilities from other TPVs, notably Firestorm.

Preferences Updates

There are a number of updates to the UKanDo Preferences tabs with this release, including:

  • General > Avatar tab: check boxes for avatar turning added / re-introduced
  • Graphics > Hardware: now has a drop-down with options for Anisotropic Filtering
  • Move & View tab: camera mouse sensitivity slider added (slider to the left = slower, more controlled camera movement; slider to the right = faster camera movement); also numeric values added to sensitivity sliders (Mouselook and Camera)
  • Advanced tab: the check boxes (Allow Multiple Viewers, etc.) are now arranged in two columns
Avatar turning options in Preferences > Move and View, UKanDo 3.7.6
Avatar turning options in Preferences > Move and View, UKanDo 3.7.6

Firestorm Pose Stand

UKanDo 3.7.6 adds the Firestorm pose stand by Cinder Roxley with updates from Ansariel Hiller. This can be found on the UKanDo menu. This enables you to fit and adjust attachments, etc., wherever you are. The option does not require a physical pose stand to be rezzed – so it  can be used anywhere, regardless as to whether object entry / rezzing is disabled.

UKanDo 3.7.6 gains the built-in pose stand developed for Firestorm
UKanDo 3.7.6 gains the built-in pose stand developed for Firestorm

The pose stand animations will override those in your AO – unless your AO animations are very high priority. So if you find that you are not being posed when the Pose Stand window is open, then turn off your AO.

Firestorm produced a brief tutorial video when they originally released the pose stand. Note that the UKanDo implementation has a warning to remind users to disable their AO when activating the pose lock feature.

Other Items

As well as the above updates, UKanDo 3.7.6 includes:

  • camera
    The revised UKanDo Camera floater

    A smaller camera floater with button fixes (which could perhaps benefit for a drag-to-resize option)

  • Ability to prevent your avatar from automatically turning to face a selected object (from Firestorm / Ansariel Hiller)
  • Optional Viewer 1.x behaviour so your avatar turns to the camera direction after hitting ESC (see FIRE-6357 / Zi Ree)
  • Hide my group title option (via Kokua / Firestorm).

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