UKanDo 3.7.4

logoI actually managed to miss this earlier in the week, but on Tuesday March 25th, UKanDo updated to version 3.7.4.27968.

This release brings UKanDo up to parity with the LL 3.7.4 code base (so HTTP et al included), and also includes a number of additions and updates. It also updates the viewer’s RLV to version 2.8.5.11.

The following is a short overview of the release.

Viewer Skin

The last version of UKanDo (3.7.2) included the option to swap between the viewer’s own skin and the original LL viewer skin. At the time, while the option added a further degree of customisation to the viewer, I was a little critical of it because of the need to download a ZIP file, shunt files around, restart the viewer etc. I also mused on whether or not UKanDo would move in the direction of other TPVs offering skinning options, and provide a less cumbersome means to select and change skins via a Preferences option.

With the 3.7.4 release, the LL skin has been included as a part of the viewer installation, eliminating the need to download it separately, and an option has been added to the viewer to switch skins without manually moving (and renaming) files. In addition, the default skin used by UKanDo has been changed, and is now the Starlight Orb Blue skin.

The new default skin is one I hadn’t used prior to taking UKanDo 3.7.4 for a spin, and it is certainly very stylised in comparison to the likes of Firestorm’s skin options and the LL viewer skin, utilising rounded or oval buttons and drop-down list items. For those who prefer the previous look, it is also included under the title Nostalgia Blue.

Unlike other v3 TPVs offering skinning options, UKanDo doesn’t provide the mean to change skins through the viewer Preferences. Instead, the option is found at the bottom of the viewer’s log-in splash screen, alongside the log-in options. Simply click on the button drop-down and select your preferred skin and restart the viewer to log-in.

UKanDo 3.7.4 allows users to set the viewer skin from the log-in splash screen
UKanDo 3.7.4 allows users to set the viewer skin from the log-in splash screen

Should you choose, once you have switched to your desired skin, the skin selection option on the log-in splash screen can be hidden via Preferences > Advanced > uncheck Show Skin Selection at Log-in.

Preferences Updates

UkanDo 3.7.4 sees further updates to the Preferences floater. The most prominent changes here lay with the removal of the UKanDo tab and its replacement by the Building tab. The latter now contains all of the options which used to reside under the Preferences > UKanDo > Building sub-tab.

The new Preferences > Building Tab in UKanDo 3.7.4
The new Preferences > Building Tab in UKanDo 3.7.4

The Avatar and Chat (- IM) sub-tabs previously found under the UKanDo tab have been relocated under the General tab, together with the Camera, Inventory and RLV sub-tabs.

Film Menu

The Starlight Film menu in UKanDo 3.7.4
The Starlight Film menu in UKanDo 3.7.4

This release of UKanDo includes the Starlight Film Menu as well.

Turned off by default, this can be toggled on / off via Preferences > Advanced > Show Film Menu.

When enabled, the menu appears at the top of the viewer, between the RLV and Help menus, providing quick access to those options which may be of assistance when involved in shooting in-world video.

Scene Refresh

UKanDo 3.7.4 includes the Refresh Scene option from Kokua, which can be found under the UKanDo menu (or use CTRL-ALT-SHIFT-R). This is primarily aimed at mitigating the missing prim issue, and when selected, carries out a number of tasks in quick succession, effectively re-rednering the in-world scene:

  • Basic Shaders are deselected, increasing the viewer’s frame rate and allowing the viewer to more quickly pull-in the basics of a scene
  • A message is sent to the viewer log, allowing the viewer to run a little longer without the shaders
  • Basic Shaders are re-enabled to complete re-dressing the scene, which should now be correctly rendered.

Along with this, the UKanDo menu also includes an option to toggle wireframe on / off (also: CTRL-SHIFT-R), also to assist with missing prim issues.

Other Items

The 4.7.4 release also includes:

  • Alt-Shift-S now toggles sit/stand
  • Removal of the multi Username login box
  • Ability to temporarily derender objects, attachments, and/or avatars until a region change or log-out
  • Addition of a “Teleport Here” option to go along with the “Sit Here” in context menus
  • New status bar widgets hidden when in Mouselook mode
  • Help->About Release notes now points to the UKanDo Release Notes URL.

For a full list of updates and changes, please refer to the viewer’s release notes.

Feedback

Another small, tidy update. The addition of the skin selection option is an improvement over the 3.7.2 release, while the Scene Refresh capability from Kokua could well be welcomed by UKanDo users.

Related Links

High Fidelity: a further $2.5 million. Now on the radar?

HF-logoThe latest Drax Files Radio Hour  drew my attention to new that Philip Rosedale’s newest venture, High Fidelity, this week gained a further round of investment capital.

The news on the move appears to have been lost amidst all of the noise coming out of Facebook’s acquisition of Oculus VR, however, VentureBeat covered the news on Wednesday March 26th.

Whether the latest round represents new investors or those already involved increasing their stake or a combination of both, remains unclear. However, the amount pushes the total level of investment into High Fidelity received close to some $5 million, including the $2.4 million obtained in April 2013 from Linden Lab, Kapor Capital, Google Ventures and True Ventures. Not bad for a company often referred to as “flying under the radar”.

Since Facebook’s move on Oculus VR, there has been a lot of speculation as to what might be next for the acquisition bag – and whether it could be Second Life. I’m not that convinced on the latter. But what about High Fidelity? In terms of Facebook, there might seem to be something of a fit – of not right now, then potentially down the road a bit.

Mark Zuckerberg, in describing his future vision for VR talks grandly in terms of “social VR” – VR which promotes “real” interaction and communications and which has real-world applications. That’s pretty much the space High Fidelity seems to be aiming at. I say appears, because High Fidelity seems to have a finger in a lot of idea pies, but most of the talk is in generalities rather than specifics when it comes to product(s).

Philip Rosedale: could his High Fidelity start-up be on Facebook's radar?
Philip Rosedale: could his High Fidelity start-up be on Facebook’s radar?

But given this commonality, and given High Fidelity is building on the kind of cool, sexy hardware – including the Rift, which apparently will work “out of the box” with whatever High Fidelity is / will be – it’s likely to have more of a bleeding-edge golly gee appeal than the decade-old, over-the-hill and decidedly unhip Second Life. Indeed, where it gets reported in the media, it already has.

Philip Rosedale is also something of a known quantity to one of the key players in FB’s acquisition of Oculus VR: Cory Ondrejka. They co-founded Second Life together and worked together as CEO and CTO until a difference on opinion separated them – and I assume that difference wasn’t enough to prevent them ever working together again. High Fidelity itself has attracted some of the key technology players from LL as well, who will also be known quantities to Ondrejka.

There’s also the matter of timescales. Facebook, as I’ve mentioned previously, seem to be jumping into the VR market-to-be for the long haul, they’re content to let Oculus VR test the waters for them in the gaming arena while looking towards more distant potential markets (and better, lighter and more ergonomic headsets that a broader cross-section of consumers will find attractive). As such, the slowly, slowly approach High Fidelity appears to be taking could synchronising rather nicely with FB’s approach.

Of course, this is all predicated on a number of things: exactly what it is that High Fidelity really has, how it fits a bigger technology picture, etc., right through to matters of equity stakes and controlling interests in the company.  However, in this latter regard, were High Fidelity to demonstrate they have something FB could leverage, it’s pretty clear that Facebook has the financial clout to make a deal worth everyone’s time.

At the very least, might be interesting to see where things go with any third round of investment into High Fidelity in the future …

 

 

 

The Drax Files Radio Hour 11: on the road to VR

radio-hourThe Drax Files Radio Hour 11 heads (back) along the VR road, covering the arrival (in July) of the Oculus SDK-2, which can be pre-ordered now and features an updated headset with low-latency positional head tracking, a price-tag of $350.00 (+ tax and shipping, I presume), and comes with a suggestion from OculusVR that those just wanting to try one out should really wait for the consumer version.

VR is an interesting subject, don’t get me wrong on that score, my doubts about it having quite the impact on SL as is perhaps hoped notwithstanding. But I have to say that two back-to-back episodes of TDFRH on the same subject coming on top of all the other flag-waving on the subject going on just about everywhere, did pushed me towards VR overload. Yes, I appreciate that the main reason for this was the Game Developer’s Conference, which itself was pumped full of VR from Oculus VR, Sony and others,  but VR fatigue is starting to take its toll hereabouts.

Nevertheless, I’ll include the video from Oculus CEO Palmer Luckey, who has some interesting things to say on the Rift and the upcoming SDK 2.

As well as the Rift, there’s mention of Sony’s Morpheus headset for the PS4, and just after the podcast came further news that Microsoft is definitely looking at the VR bandwagon as well, most likely in respect of the Xbox (and the obvious link with Kinect) and which may well be connected with their Project Fortaleza.

Outside of VR, a few other items are touched upon briefly in the show, such as the recent uptick in SL region numbers. While it is far to early to say whether we’re seeing a new trend or merely the usual March uptick is too soon to say.

The SL bikini banner ad campaign (if I can call it that) is poked at as well. It’s proving controversial on a range of blogs and social media. Some have said it’s simply following in the footsteps of IMVU’s advertising, others that it is simply celebrating spring and the approach of summer, while others have called it tacky. To me, and aside from saying, “all of the above”, it again demonstrates a couple of things. The first of these being that LL is again trying to reach a very narrow audience with this style of campaign and in doing so, it is just liable to turn people away from SL as much as attract them. Kudos to Drax for his observation on the lack of diversity evident as well.

My second thought is that it again leads me to the conclusion that the Lab are still utterly failing to harness the potential of the platform to tell its own story. I’ve long argued for the Lab taking a more narrative marketing approach to promoting the platform, and seeing ads like this one just leave me wanting to pull out my soapbox and start over again on the subject. The Lab has an enormous resource at their disposal by which narrative marketing could really work for them (witness Drax’s TDF video series), yet they persist in remaining blind and deaf to the idea.

Maybe I should get the soapbox and drum out again…

This segment of TDFRH was supposed to have included an interview with Richard Goldberg, but this has been pushed back a week, much to my disappointment. I’ve been working alongside Richard since September 2013, and have found him to be insightful and balanced in his views. I was therefore looking forward to him discuss the August ToS changes from a content creator and businessman’s standpoint, particularly as I know he and I very much share the same views.

Emily Short – via UC Santa Cruz IF Storytelling Symposium, 2013

Emily Short also declined to being interviewed specifically about Versu and LL. While this was another interview I was looking forward to, I can’t blame Emily for saying no. She has very eloquently and graciously said all that needs to be said on the matter via her blog and in an interview with Gamasutra. Nevertheless, I do hope she accepts a future invitation to join the show and talk about Interactive Fiction in general; it’s a fascinating genre.

With Richard and Emily absent this episode, and in keeping with the theme of the podcast, Ben Lang from The Road to VR took centre-seat for the main interview, and it’s here that the feeling of VR fatigue really started to kick-in – which is not to say I didn’t listen. Indeed, I found the interview somewhat fascinating, but perhaps not for the reasons one might expect.

Ben makes some interesting points on VR’s potential, should something like the Rift really enter mainstream consumer consciousness, and I certainly don’t nay-say his points, and it was good to hear him precede his comments with “if” a lot of the time – too many commentators seem to think it’s a done deal where the Rift is concerned, and that may not be true, even if VR itself does go on to achieve popular consumer success, which would seem a given over time and as headsets become more ergonomic and portable.

Continue reading “The Drax Files Radio Hour 11: on the road to VR”

SL Share: photo upload to Facebook disabled

secondlifeUpdate April 3rd: As per this LL blog post, the Facebook photo upload has been re-enabled by Facebook.

SL Share is the viewer-side capability which allows Second Life users to share pictures, thoughts, etc., with their Facebook account.

Since its launch, it has proven extremely popular among SL users who have no issue in linking their SL and RL identities, and who see it as a means of telling friends about their SL activities. However, a recent spike in usage of the capability highlighted the fact it is in violation of Facebook’s policy by posting SLurls with images sent to Facebook.

As a result, the Lab has announced that the photo upload capability within SL Share has been disabled by Facebook, and the Lab are now working with Facebook to resolve the issue.

The Lab’s blog post announcing the situation reads in full:

Facebook recently contacted us to let us know that the Photo Upload feature of SL Share is not permitted to automatically include location SLURLs in posts made from the application. We’re working with them to get a hotfix out ASAP, but in the meantime the Photo Upload feature in SL Share will not work, as Facebook has temporarily disabled that part of the application. SL Share’s Status Update and Check-In features will continue to work.

When SL Share’s full functionality is restored, SLURLs will no longer be included when you share a picture using Photo Upload, but you will still be able to let your Facebook friends know where to join you in Second Life by using the Check-In feature.

We apologize for the inconvenience this may cause you and are working to get a fix out ASAP.  We’ll use this blog to keep everyone posted with any updates and will of course let you know once the issue is resolved as well. Thank you for your patience.

SL Sare: the inclusion of SLurls with uploaded images is against Facebook policy
SL Share: the inclusion of SLurls with uploaded images (2nd image from left) is against Facebook policy

The situation likely means that any TPVs what have also included the SL Share capability into their offering will need to adopt any hotfix forthcoming from the Lab once it has been made available.

The Drax Files Radio Hour 10: of headsets and hype

radio-hourEpisode 10 of The Drax Files Radio Hour focuses on the Oculus Rift.

The springboard for the show is the Lab’s call for beta testers to help check-out the Rift-enabled capabilities which are being developed within the viewer (and have been under development for some time now), which came coupled with the news that Oculus VR are now out-of-stock with Rift development kits and that components are in short supply. So if you have a headset – sign-up for the beta, and if you haven’t got a headset … oops.

Although that said, the pool of SL users with a headset is described elsewhere as “surprisingly large” …

Before getting to all things Rift, the LL Terms of Service are touched upon, with a reference to an upcoming interview with an SL content creator due for podcast #11. The ToS situation remains a bone of contention, despite reassurances from the Lab and clear-cut comments from Ebbe Altberg that the intention is not to “steal” content (as the more hysterical outcries against the August 2013 changes have claimed), together with an explanation as to why it would be suicidal for the Lab to even try to move in that direction. Being in the know as to who is slated to be interviewed for episode #11, I can say it’ll be a very balanced, informative point-of-view that is presented.

Of equal interest to me is the news that Emily short will also be participating in the next TDFRH podcast, talking about her situation vis-a-vis the Lab’s axing of Versu, which I’ve also covered here.

What I can’t help but consider to be VR hype pops up in a reference to Valve’s “VR room”, which was demonstrated at the Valve’s Steam Dev Days. This has Lee Vermeulen predicting homes having a VR room in “five years”. Whether he means a dedicated room or, as discussed in the show, a room of the house which is “VR / AR capable” with mo-cap, etc., is moot to me. Both predictions seem to be well ahead of the curve.

Gartner see VR as still being between 5-10 years away from reaching it's "plateau of porductivity" - the point at which it is in accepted, widespread use.
Gartner see VR as still being between 5-10 years away from reaching its “Plateau of Productivity” – the point at which it is in accepted, widespread use. so are people getting a little ahead of themselves in voicing expectations of what is coming in the next 3-5 years? (click to enlarge)

Call me a stick-in-the-mud for saying this, but a lot of what I’m hearing about VR right now seems to be far too close to the typical technology hype cycle for me not to look at a lot of what is being said vis-a-vis VR headsets in general with something of a jaundiced eye. Perhaps more so given that Gartner themselves see things like wearable UIs (seen as a necessary adjunct to VR headsets) as just starting on the slide into the Trough of Disillusionment within their own particular hype cycle, and VR systems themselves yet to start the climb up their own Slope of Enlightenment towards productive use – with an estimated time frame of 5-10 years before reasonable maturity and adoption may be reached.

WidelySo, what about the Rift and SL? Widely Linden is interviewed in the show. He’s overseeing integration of the Rift into the viewer. He dives into more of the technical elements of presenting the UI within “Riftlook” (to use Dave’s Rowe’s term for it), describing it as “following you” and being “fully customisable” and being fully familiar to those who have used the UI in its traditional presentation.

The idea that the UI is presented in a 3D form is intriguing – Maestro describes it as a toroidal form. Widely describes the 3D projection, and how far it appears to be from the user as customisable, and – most intriguingly – describes it as being somewhat Iron Man-ish, in that information is displayed peripherally towards the sides / top and bottom of the Rift display, ready to be looked-at when needed.

Continue reading “The Drax Files Radio Hour 10: of headsets and hype”

Lab issues call for Oculus Rift beta testers

secondlifeOn Wednesday March 12th, Linden Lab issued a call for people willing to help beta test the upcoming Oculus Rift enabled SL viewer.

The call, made via a blog post, reads in full:

The Oculus Rift offers exciting possibilities for Second Life – the stereoscopic virtual reality headset brings a new level of immersion to our 3D world, making Second Life a more compelling experience than ever before.

Though a consumer version of the headset isn’t available yet, we’ve been working with the development kit to integrate the Oculus Rift with the Second Life Viewer. We now have a Viewer ready for beta testers, and if you have an Oculus Rift headset, we’d love to get your feedback.

If you have the Oculus Rift development hardware and would like to help us with feedback on the Viewer integration, please write to sl_oculus_beta@lindenlab.com to apply for the limited beta.

Oculus Rift: the headset-enabled viewer is now ready for beta testing
Oculus Rift: the headset-enabled viewer is now ready for beta testing

As noted in the post, the headset isn’t commercially available as yet, but the pre-release version with the Oculus Software Development Kit is currently available for $300.00 directly from Oculus VR themselves. If you have a kit already, now is the time to sign-up!

As I reported in December, VoidPointer Linden had indicated that the work on making the viewer operate with the Oculus Rift headset was “feature complete”. This fuelled an expectation that a project viewer might make an appearance either before, or soon after Christmas, 2013.

However, Oz Linden shortly afterwards indicated the “soon” might be something of a relative term. Since both of those announcements, the Rift viewer has been working its way through the Lab’s QA process, and while it didn’t appear as quickly as perhaps VoidPointer had hoped. Even so, when commenting on the status of the viewer back in December, he was able to confirm a few things about it:

  • The same viewer can be used in both a “normal mode” and a “Rift mode”
  • There will be no apparent changes to the viewer / UI when in “normal mode”
  • Frame rates when in “Rift look” will be very much down to the user’s own hardware  (unsurprisingly).

Elsewhere, it had been indicated that when in “Rift Look”, UI menus may float over the user’s head, keeping them out of the field of view until such time as needed. This was certainly the case when Simon Linden tried the viewer earlier in “013, but it is unclear if this approach has been carried forward – so that’s one for the beta testers to discover.

There is no timescale for how long the beta testing will last, but this announcement brings official support for Occulus Rift (users can also use David Rowe’s CtrlAltStudio viewer, which provides preliminary support for the headset) a step closer to reality.