Previewing Lab Gab 16: meet the Marketing team

via Linden Lab

The 16th edition of Lab Gab will be live streamed on Friday, March 6th at 11:00 SLT (19:00 UK; 20:00 CET). For those who have not seen the official blog post about it, the segment will feature members of the Second Life Marketing team, which is led by Brett Linden.

The Marketing team is responsible for a range of activities related to Second Life, including, but not limited to:

  • Running advertising campaigns to attract interest in the platform, which in turn includes aspect such as:
    • The Second Life Landing Pages where people may get their first look at SL.
    • Involvement in the on-boarding process, and monitoring the flow of incoming users.
  • Producing promotional material about SL, such as the infographics that are sometimes released around SL Birthday events, videos related to Second Life, etc.
  • Producing information specifically for SL users – such as blog posts, curating the Destination Guide, etc.
  • Managing the Second Life social media presence – Twitter, Facebook, Instragram, You Tube.

Brett Linden is the Lab’s Senior Director of Marketing, and has been with Linden Lab for 10 years, making him probably the longest-serving member of the marketing department. He is based out of the Lab’s Seattle, Washington, office, and prior to joining the Lab he worked at a number of music and technical publications – including Billboard Magazine in the case of the former. It was in this capacity he got to interview Philip Rosedale (then still at Real Networks), and as a result, joined that company before joining Linden Lab.

As well as working for the Lab, Brett also teaches as a local university in Washington State, covering journalism, social media persuasion, etc., and while he has never specifically presented courses on virtual worlds, he has included Second Life in some of his teaching. He particularly enjoys the creativity surrounding Second Life, and is very sensitive to the misconception that Linden Lab “doesn’t understand” Second Life or how to promote it, or that the marketing team “doesn’t spend time in-world”, pointing out that (like many Linden staffers), he is in-world both on his official and personal accounts, the latter allowing him to be engaged within the community without being identified as a Linden.

 

Brett Linden (l) and Darcy Linden (r) will be joining fellow Marketing team member Strawberry Linden for the March 6th edition of Lab Gab

Brett will be joined by Strawberry Linden (also Strawberry Singh), one of the Lab’s newer recruits, but a long-time and high-profile SL user famous for her blog, photography and videos. Also joining them will be Senior Marketing Manager Darcy Linden, whom I’m afraid I don’t know, and cannot provide information about here, so my apologies to Darcy.

Together they will be answering questions about the 2020 Roadmap for Marketing Second Life. So, if you have a marketing-related question you’d like to put to the team, fill out the Google Form and submit your question today, and it may be selected!

The programme will be streamed via YouTube, Facebook, Mixer, or Periscope, and if all goes according to plan, I’ll have a summary of the video (and the video itself) available soon after the the broadcast, for those unable to watch live.

Lab Gab #15 summary: the Moles, Patch SL17B and more

via Linden Lab

The 15th edition of Lab Gab was live streamed on Friday, February 28th and featured as guests, Patch Linden, Vice President of Product Operations, and representatives of the Linden Department of Public Works (LDPW), aka the Moles – Notta Mole, Alotta Mole, Squeaky Mole and Mischievous Mole. Together they discussed the upcoming SL17B celebrations, the Linden Homes and Bellisseria, the work of the LDPW and more.

A call was put to Second Life users to submit questions that could be asked of the group, and the the following is a summary of the key topics raised and feedback given. Note that items may not all reflect the chronological order in which they were discussed, but have been grouped together where appropriate. Time stamps are provided for those wishing to jump to a specific point in the official video, and the complete video is embedded at the end of this article.

[0:37-3:15] Each of the guests offers a brief introduction to themselves, their time at / with Linden Lab, and some of what they do.

SL17B – The Second Life Birthday Celebration, 2020

[3:25-12:27]

  • Core dates:
    • Soft opening – for members of the free-to-join Second Life Birthday group: Thursday, June 18th, 2020.
    • Full opening: Friday, June 19th, 2020 – includes the Music Fest (see SL17B music festival auditions applications are open for more).
    • End of celebrations still TBD.
  • Theme: Vacations and Road Trips. Further details to come.
  • There will be more exhibitor parcels available this year (still the standard 32m on a side.
    • Buildings in keeping with the theme are welcome, but exhibitors are not restricted to modelling after it, but are encouraged to show their Second Life activities and what SL means to them, etc., either as individuals or groups.
    • Applications will open in approximately 2 week from this date, and it is important for exhibitors to give as much detail as possible in their submission.
  • There will be an SL17B shopping event to run in parallel with the festivities, and applications will open Soon™
    • There will be more cross-promotion between the SL17B festivities and the shopping event than last year, to encourage people to attend both.
    • The plan is to have “at least eight” regions in the shopping event.
  • Application for the various aspects of the festivities (Music Fest, exhibitors, shopping event, etc.), will likely open over at two week intervals, starting the with Music Fest application. Notifications of applications opening will be provided via official Second Life blog posts and through the Second Life Birthday group in-world.
  • Might the Cake Stage and Stage Left from the community-organised SLB events ever reappear?
    • Stage Left is still there, but has been renamed Main Stage.
    • The Cake Stage may reappear in the future, depending on how well it sits with a given SLB theme.
  • Will there be an Adult section at SL17B, so Adult content creators can participate and enjoy equal visibility? LL have considered this, and it may happen. However, there are logistics to be worked out – e.g. how best to handle different rating of content (Adult and Moderate / General) in close proximity to one another in a public environment). As such, a firm “yes” or “no” is still pending.

Linden Homes and Bellisseria

[12:30-37:44]

  • The fifth Linden Home theme was revealed / previewed on Friday, February 28th. The new theme – Log Homes (or lodge homes, if you prefer), comprises 4 styles of rural house style set within open landscapes and dirt tracks – see Previewing the Linden Home Log theme in Second Life for more details.
    • [21:48-22:48] Modifications to this theme mean that the total number of style that are available in the future may increase to as many as eight, with the mailbox rezzers updated to reflect this. A similar approach may then be taken with the other house themes.
  • How are themes chosen? Are there particular motivations, inspirations?
    • Patch believes the team responsible for Linden Homes is in tune with, and listiening to users and what user might want.
    • The new Log homes is seen as an example of this, being both something the team planned for, and something users requested.
    • Currently, the team has a “huge” list of potential themes, with the first eight either released or under construction and 2 more after those decided upon.
The new Linden Home Log / Lodge theme
  • Traditional Homes and Houseboats: Further releases of both being planned.
  • Campers and Trailers: it had been indicated that campers and trailer might be made available on 1024 sq m parcels as well as the current 512 sq m. Is this still being planned? Right now, the team hasn’t really found a way in which large 1024 sq m parcels and much smaller campers / trailers fit within the overall Bellisseria model.
  • Release schedule: while the schedule officially remains every Monday, Wednesday and Friday (holidays allowing), unofficially the team has started releasing one or more regions a day, depending on what is available.
  • Will there be more water regions around Bellisseria for sailing? There should be sufficient room for moderately-size vessels and sail boats to navigate between Joegeot and Sansara by way of Bellisseria. LL do not necessarily want to create large expanses of of water, but if there are issues, things might be revisited.
  • Is Bellisseria open for anyone to use, and are all avatar types welcome? Yes, the regions are open to everyone, only the homes require a Premium account. All avatar types are welcome, including child avatars, and subject to the normal community standards / terms of service.
  • Are there plans for a children’s playground in Bellisseria? Has not thus far been considered, but an excellent suggestion.
  • Will there be street names in Bellisseria? No. While it is a fun exercise to name the regions, all the names have to be checked for suitability, and trying to do the same for every street in Bellisseria would be too time consuming.
  • Region names come out of group meetings and idea pitching. Some of this may include names that are personal to the team.
  • Is there an opportunity for a city style of theme with apartments and commercial units?
    • This is been batted around by the team, but always tends to end up raising issues (how can you stack apartments in a parcel to ensure privacy and without having to constantly monitor LI use? What would the land layout look like with accommodation parcels vs. protected land to ensure the former have adequate LI? How can 1024×1024 parcels be arranged to allow  town houses to sit literally side-by-side?
    • However, the idea is still being considered, with no promises.
  • How will Bellisseria expand given it now links to Sansara and Jeogeot? Options are open, including working with private estates to move with elsewhere within the grid, if this becomes necessary. Where new Linden Homes regions are placed may also related to the idea of linking continents together (see below).
  • Will LL provide rolling stock for the railway? Short answer: no, not for the foreseeable future.
  • How should Bellisseria covenant violations be dealt with? A) take the good neighbour approach and talk to the violator. B) if that fails, file an AR. It should be noted that if issues are noted directly by Lindens or the Moles, then will attempt to pro-actively resolve matters.
  • [39:45-40:50] What is it with the Back to the Future references that keep popping up? In short, a region on the Bellisseria continent is a partially-completed trestle bridge in homage to the bridge seen in the climax of Back to the Future 3. So, rail travellers beware! There is more to come around this and a storyline for it.

General Items

  • [18:01-18:35] With the Sansara-Bellisseria-Jeogeot link-up, are their plans to link all of the continents together? Maybe. There are more connections coming.
  • [21:07-21:45] Will Premium Plus offer larger land parcels than the 1024 sq m available to Premium members? There are plans to present a Linden Homes offering to Premium Plus members. This is not open for detailed discussion as yet.
  • [28:50-29:53] What is the 5-year plan for the LDPW? For the next three years: Linden Homes. Alongside of this are projects related to the new user process, Premium benefits, cyclical work such as the SL Birthday, a lot of marketing support work etc.
  • [31:27-32:19] When will the Second Life Rail Road (SLRR) get an overhaul? Maintenance of the Mainland SLRR system is constantly in progress. However, any larger-scale project depends on time being available & what is meant by “overhaul” – e.g. going through and updating the entire track layout would be a multi-year project, and so not currently on the cards. There are also some core differences in design with the Bellisseria system (e.g. tightness of the bends) that mean it is not 100% compatible with the SLRR.
  • [36:20-37:04] Will the old 512 sq m Linden Homes be refreshed? No. The intent remains that once a critical mass with the new Home take-up has been reached, the old Linden Homes mini-continents will start to be retired and removed.
  • [38:00-39:43] A discussion on what each of the moles would build if their had free reign to do so: pooled ideas were:
    • An amusement park – Moley World.
    • A water world / park.
  • [42:53-43:55] Are there plans to update the Mainland in general, e.g. high resolution terrain textures, improved landscaping, etc? Has been talked about; could be something that’s undertaken beyond the 3-year plan for Linden Homes.

Previewing Lab Gab 15: Patch, the Moles and the New Linden Homes theme

via Linden Lab

The 15th edition of Lab Gab will be live streamed on Friday, February 28th at 11:00 SLT (19:00 UK; 20:00 CET). For those who have not seen the official blog post about it, the segment will feature Patch Linden and members of the Linden Department of Public Works (LDPW) – the famous Moles, resident builders who undertake Mainland infrastructure and other projects on behalf of Linden Lab, and who have been spending a lot of time over the last 12 months building-out the Linden Homes continent of Bellisseria, and who also provide the regions and infrastrucutre / core builds for SLB event, including this year’s SL17B.

Part of Patch’s responsibilities at the Lab covers the work of the LPDW, although his remit is far wider than that.

Patch Linden. Credit: Linden Lab

Originally a Second Life resident and business owner who joined the platform in 2004, Patch joined the Lab in 2007, initially working as a support agent and then as a support liaison. From there he moved to the Concierge team, eventually becoming that team’s manager.

Following this, Patch shifted focus to the role of Operations Support Manager for a year prior to pivoting away from support entirely to join the Product group, the team responsible for defining the features, etc., found within Second Life, where he developed the Land Operations team, which includes the Linden Department of Public Works (LDPW).

In 2019 he was promoted to Vice President, Product Operations and joined the Lab’s management team. The role continues to see him managing all of the Lab’s user support operations (some 5 teams), including the LPDW. He also forms one-third of the “troika” (as Grumpity Linden has called it) overseeing Second Life’s continued development, working closely with Grumpity and Oz Linden, both of whom also joined the Lab’s management team alongside of Patch.

Patch and the Moles will be responding to questions put forward to them by users – and there is still time (just!) to submit yours.

So, if you would like to know about Patch’s role, how support works, what might be coming to SL as a part of the Product Operations team’s work, how you might become a Mole, or have questions concerning Linden Homes and future plans – including the 5th Bellisseria Linden Homes theme – or what might be coming with SL17B this June, then drop them via the  Lab Gab Episode 15 Questions form!

The programmed will be streamed via YouTube, Facebook, Mixer, or Periscope, and if all goes according to plan, I’ll have a summary of the video (and the video itself) available soon after the the broadcast, for those unable to watch live.

Some of the LPDW moles and Patch, as they appeared at the SL16B Meet the Moles event.

What’s That? “New Linden Homes Theme”?

Yes, one hour before Lab Gab airs, Patch and the LPDW, in conjunction with Relay for Life of Second Life and the American Cancer Society, will be revealing the next new Linden Homes Theme, as announced by ACS:

What might the new Linden Homes theme be? Find out when LPDW and RFL of SL / ACS reveal all on February 28th, 2020

The American Cancer Society is excited to host the 5th Linden Home Reveal as part of the 2020 SL Home & Garden Expo. Residents are welcome to take a tour of the new Linden Home theme that will become available at 10am SLT on Friday, February 28, 2020. Residents can land on the American Cancer Society Island and walk to the Reveal region following the directional signs from there.

“We are always grateful for our relationship with Linden Lab and are honoured to host the Themed Home Reveals,” says Stingray9798 Raymaker, American Cancer Society staff Director in Second Life. “We hope to use this opportunity as a way to educate the residents of Second Life that the American Cancer Society is here to help cancer patients and caregivers from around the world, and to give our Second Life community a means to fight back against a disease that has taken too much.”

This marks the 5th Linden Home theme that will be added to the Bellisseria community, alongside the previous 4 themes: traditional, trailers, houseboats, and Victorian.

– from the official ACS announcement about the new Linden Homes reveal

I’ll also have more on the new Linden Homes theme following the reveal.

Lab Gab: Second Life in 2020 with Ebbe and Grumpity (and Keira!)

via Linden Lab

The 14th edition of Lab Gab was live streamed on Friday, February 21st and featured as guests, Ebbe Linden (aka Linden Lab CEO Ebbe Altberg) and Grumpity Linden, Vice President of Product, who between them discussed the Second Life roadmap for 2020.

As might be expected, a call to Second Life users to submit questions that might be asked of Ebbe and / or Grumpity generated a lot of feedback, so little time was lost in getting down to hearing their responses. Note that this summary may not reflect the chronological order in which questions were asked; however, time stamps are provided for those wishing to jump to a specific point in the video, and a complete video is embedded at the end of this article.

But first – Sansar and Linden Lab

[1:09-5:06]

At the top of the programme, Ebbe confirmed Linden Lab is no longer “sponsoring”, as he put it, Sansar, and are actively seeking a new home for the platform.

So as you might have heard, sadly we have decided that we, as Linden Lab, couldn’t continue to sponsor the project financially, so we’re looking for a plan B for Sansar to continue. I can’t say much, but we’re having very interesting conversations with several parties to help that project move forward, which I’m really excited about. But no deal is done yet, so people will just have to be patient and see what happens with it, but yes  it is true that Linden Lab going forward will focus entirely on Second Life and Tilia. I’m still busy making sure that Sansar finds a great home and that the great work that that team has started can continue.

– Ebbe Altberg

He went on to note that the company is continuing to work with those they have laid off to help their secure their futures, and that overall, Linden Lab remains in a strong financial position with strong confidence in the future, vis Second Life and Tilia Inc.

You can read more on this in Lab seeking a “plan B” to secure Sansar’s future.

Current Technical Projects

Cloud Uplift

[5:51-8:28 and 10:30-11:03 and 27:13-28:41 and 49:47-51:51]

  • Cloud uplift is the term now being employed by the Lab to describe the project to transition all of Second Life to cloud-based provisioning.
  • This has been a long-term project, with considerable planning and preparation work having thus far been completed, and 2020 marking the time when the actual transitioning of services takes place (“lifting them to the cloud”).
  • The work is long-term not just because of the number of services that must be transitioned, but also the amount of operational  / engineering requirements required to ensure that services that are linked by physical proximity and connectivity in a single hosting environment continue to function  and communicate with one another when moves to an environment where they no longer share that proximity or direct line of communication.
  • There are a lot of perceived benefits from the move, most noticeably that hardware / infrastructure renewal will no longer be a significant factor for the Lab, while longer-term the grater spread of geographical options, hardware options, etc., may mean the Lab will be able to offer broader simulator products or reduce latency between physical groups of users and  the servers they most regularly access, etc.
  • The downside of this is that for the time being, the focus for engineers and developers at the Lab is very much on the cloud uplift, and not on developing new features.
  • The hope is that his work will be completed by the end of 2020, otherwise the Lab starts incurring costs (e.g. Cap Ex costs) they’d prefer to avoid.
  • Once the transition has been completed, a further benefit could be with LL being able to experiment with different (and more recent) server types to help with simulator-side performance, and perhaps even offer different product offering based on different servers, with suitable price points (e.g. those running venue that have high numbers on attending avatars can opt to pay to have their regions hosted on very high-end servers capable of managing the script, etc., load.
  • Currently, there are no plans to make private regions an on-demand service in the cloud (that is, only spinning up a region when there is one or more avatars in it).
    • This is primarily because of the persistence model around which Second Life has been built, and the expectations of some of the operations services have around this.
    • However, at some point after the cloud migration, it might be possible for LL to offer a kind of on-demand private region product with a suitable price-point.

Mobile Access for Second Life

[11:13-14:03]

  • Lab is developing a “companion” app for Second Life, that will initially be for iOS devices (see: Lab working on a Second Life iOS client?, Linden Lab confirm Second Life iOS client in the making (both January 2019) and Second Life iOS companion app – mini update (March 2019).
  • It is currently in internal alpha, and does *not* have 3D rendering but does provide chat, group chat, IM, and other core communications capabilities, although additional functionality may be added over time.
  • Development will be iterative, and there will be opportunities for users to help test the app when it is ready to be public-facing. The exact mechanism on how this will work is still TBD.
  • There is no formal ETA for the app, but the hope is some form of (closed?) alpha testing period may be made available in the next few months (or sooner).
  • [54:28-55:15] The focus is on iOS, with the hope that once done, it will not be a major effort to port the app to Android.

Premium Plus

[14:05-17:35]

  • Premium Plus is the upcoming new Premium subscription offering that will sit “above” the current Premium, and jokingly referred to as Premium Plös (“ploos” with a French sounding accent).
  • No formal release date as yet – as LL prefer not to commit to specifying dates so as not to disappoint should things get delayed.
    • It has, however, been stated at the monthly Web User Group meetings, that Premium Plus will not be released until some time after Name Changes has been implemented – so it is in the Soon™ category .
  • When introduced, it will have a pro rata option, so existing Premium users will have any remaining balance on their subscription at the time they upgrade credited to Premium Plus.
  • Premium Plus will have a range of additional benefits – most of which are still TBA. However, it will mean Name Changes will be “around” US $20 cheaper for Premium Plus members (so if the Name Changes fee in US $39.99 for Premium, Premium Plus many only have to pay US $19.99).
  • Focus at present is on putting in place the coding and updates required to support multiple Premium account levels.
  • Lab will continue to add value to both Premium Plus and Premium.

The Marketplace

[23:05-25:53]

  • A lot of work has been put into the Marketplace in responding to a lot of long-standing feature requests, etc, from users and in dealing with some of the low-hanging fruit of MP fixes, etc.
  • More work is planned, but again, the cloud uplift project  – which includes the MP and all of the other Second Life web properties – is the primary focus at the moment.
  • In terms of questionable content on the MP (e.g. the mis-selling of No Copy items), this isn’t an issue that can be solved via any automated means, and is thus resource intensive and does require the support of users in flagging items, etc.
    • However there are plans to replace / update some of the existing processes around these issues, so that issues can be more readily reviewed and dealt with.
  • LL are conscious of being vague on matters like this, but feel they need to be, as saying too much publicly could open the door to those less-than-earnest actors trying to circumvent actions that might otherwise impact them.
Ebbe, Strawberry and Grumpity (+cats!) in Lab Gab episode 14

Performance Improvements

[25:53-31:55]

  • A major cause of performance issues is sub-optimal content  that the viewer has to deal with when rendering (e.g. poorly-designed mesh, heavily tortured prims, sculpties, flexies, etc.), and which impact performance.
  • There’s not a lot that LL can do about this, other than appeal to content creators to consider performance when designing their models, and to region creators to do likewise when designing their regions and the impact overly complex content or the over-use of unique high-resolution textures has on the viewer.
  • In time, the more powerful server options that will be available for running simulators once they have been transitioned to the cloud may help improve server-side performance (e.g. thing like script processing, etc.).
  • In the future, more work may be put into providing better tools to help creators ensuring their content is more performant.
    • As an aside, and as reported in my CCUG summaries, work is already in progress to provide creators and user with better means of understanding the impact various content is having on their system’s performance – remembering that it is the *viewer*, not the simulator , that does most of the heavy lifting.
  • Elsewhere there have been subtle performance improvements:
    • A move of Marketplace infrastructure to a new environment means page loading times are measuring an 11% improvement; changes made to the asset services have improved inventory stability.
    • There are currently simulator updates that are being / about to be deployed across the grid sever channels that should see improvements in region crossings (updates on server deployments can be found in my weekly SUG summaries).

Name Changes

[38:08-]

  • No confirmed date for deployment.
  • Last Names competition has seen EIGHT names (rather than the originally stated five) selected to go into the first list of last names that will be available when the service is deployed: Conundrum, Dismantled, Huntsman, Littlepaws, Nova, Ravenhurst, Wumpkins, Yeatley.
  • These are the only names that will be in that first list, and the winners will be informed via e-mail.
  • The time taken for the project to be implemented is due to it touching every aspect of SL, and thus requires careful implementation and testing.
  • Rather than using a credit card or similar to pay for a Name Change, Premium members can opt to use a USD dollar balance in the Tilia Wallet, including by converting L$ to USD via the LindeX. Note that anyone who has not previously held a US dollar balance associated with their account will have to accept the Tilia Terms of  Serivce, but no identification documents need be submitted, unless any remaining US dollar balance is to be cashed out.

Environment Enhancement Project (EEP)

[44:10-46:45]

  • Again, no confirmed release date.
  • As per my CCUG summaries, the are around a dozen remaining rendering bugs to be resolved, but the hope is the deployment is now weeks rather than months away.
  • There will still be changes in how some region environments are seen in an EEP viewer compared to a non-EEP viewer, but the decision has been made to deploy rather than constantly trying to strive for a like-for-like look in all cases.
  • There is a pending rendering / graphics project that is held-up by EEP, partially prompting the desire to get what is available deployed.

Land

[17:36-19:58]

  • Transfer costs for buy-down / grandfathered regions is to be reduced from US $600 to US $300.
  • No plans for other land price reductions at this time.
  • The aim is[18:00 to continue to balance revenue generation between land and other sources.
  • Overall, the Lab feel that the reductions in land pricing introduced since 2017 (see: Linden Lab announces SL Mainland price restructuring (March 2018), and Linden Lab announces major SL private region pricing restructure (June 2018) for example) have been positive in helping move the land market forward.
  • The Lab also remains conscious of the fact that too many changes in too short a time period can disrupt the economy.

User Retention

[32:07-35:50]

  • Will be covered more in-depth in a future Lab Gab segment with the Lab’s marketing team.
  • The best way for users to help with new user retention is a) bringing friends into SL and spending time with them, getting them engaged and making friends; b) offering support and friendship to newcomers.
  • There has been some success with recent attempts to re-introduce new user mentoring.
  • LL has also invested a lot of time in bettering understanding the traffic coming to SL, allowing for more refined approaches to user acquisition.
  • There is a firm belief within LL that SL’s user base can be grown.
  • [53:54-54:25] There are roughly 5,000 new accounts logging-in to Second Life every day.

Other Items

  • [8:30-10:30] Will LL resume issuing economic stats for SL?
    • The reports were stopped many years ago. Currently the focus is on the cloud uplift, and this together with the work on projects the Lab does have in-hand or planned, means there are no plans for the present or foreseeable future to re-implement reporting economic stats.
    • However, it might be possible to implement some form of “spot” economic reporting via one of the official blogs.
  • [20:00-23:00] Does Linden Lab manipulate the LindeX L$ exchange rate?
    • Short answer: no, they do not.
    • The most LL do is sell into the market if there is a genuine need for L$, but even then, this is kept to a minimum both in terms of frequency and amount.
    • [52:02-53:52] There will be a blog post (/ series?) on how the LindeX works, etc., appearing in the near future.
  • [35:55-] Account security and two-factor authentication (2FA)
    • Yes, there are plans to introduce 2FA.
    • The first step is providing notifications of possible attempts to wrongfully access your account. This is to be rolled out in the near future. However, notifications will only be sent to verified e-mail addresses (see: Important: verifying your e-mail address with Second Life).
    • The next step will be to disallow unverified log-ins from unfamiliar locations until verification is given.
    • There are some complexities in implementing 2FA as a result of SL’s age and design, but these are being worked on.
  • [47:32-48:18] VR and Second Life:
    • There are no near-time plans to revive the work on supporting VR headsets in SL.
    • The requirement for 90-ish fps throughout for a really smooth experience is considered as mostly beyond SL’s reach due to the nature of the content.
    • However, once the cloud uplift has been completed, and after the major rendering / graphics overhaul has been delivered (e.g. 18-24 months hence), the question of VR support in SL may be re-evaluated.

Lab Gab 14: SL in 2020 – don’t forget to submit your questions!

via Linden Lab

The 14th edition of Lab Gab will be live streamed on Friday, February 21st at 11:00 SLT (19:00 UK; 20:00 CET). For those who have not seen the official blog post about it, the segment will feature Ebbe Linden (aka Linden Lab CEO Ebbe Altberg) and Grumpity Linden. They will be discussing the Second Life roadmap for 2020.

As Linden Lab’s high-profile CEO, Ebbe really needs no introduction; however, as Grumpity may not be familiar to everyone, here’s a thumbnail bio.

Grumpity originally came to Linden Lab as part of the team provided by consulting and software development company, The Product Engine, which supports viewer development at the Lab. She was initially involved in the development (but not the design) of viewer 2.0, and joined the Lab full time in 2014, rising to the position of Director of Product for Second Life, a role in which she became one-third of the “troika” (as she has called it) responsible for SL’s technical and operational directions, alongside Oz Linden and Patch Linden.

In October 2019, Grumpity, Oz and Patch joined the Linden Lab management team, all three being promoted to Vice President in their respective roles.

Ebbe and Grumpity Linden

As per the official blog post, Second Life users can submit questions for the show concerning Second Life’s development roadmap and future.

So if you are curious about Name Changes, the Environment Enhancement Project (EEP), future development of the viewer, the work in transitioning to the cloud, Second Life web services such as the Marketplace, back-end services such as Group chat, concerns about fees or land tier – or anything else that is specific to Second Life, why not submit them through the Lab Gab Episode 14 Questions form? Not all the questions may be asked / answered, but if you don’t try, there’s a greater chance your question may not be asked anyway!

The programmed will be streamed via YouTube, Facebook, Mixer, or Periscope, and if all goes according to plan, I’ll have a summary of the video (and the video itself) available soon after the the broadcast, for those unable to watch live.

First looks: Camera Presets Second Life RC viewer

On Friday, January 24th, Linden Lab issued the Camera Presets release candidate viewer – links at the end of this article.

Developed as a result of the code contributions and work of Jonathan Yap, who was responsible for bringing graphics presets to the viewer (which allows users to create and store custom graphics settings for their viewer – see: Early looks: Avatar Complexity and Graphics Presets (2015)). This idea with this viewer is to provide an easy and intuitive means for users to be able to create avatar camera positions they find comfortable to use, and which can be saved and used as needed.

Many people have developed custom camera placement options that range from instructions on editing the camera debug settings through to the use of scripted HUDs. Some third-party viewer developers also provide adjusted defaults within their viewer offerings. There are many reasons for doing this – from things like improved game play (combat games, etc.), through to being able to better build to scale without fear of cameras ending up stuck the wrong side of ceilings, etc. For my part, and as an example, I’ve long used Penny Patton’s camera offsets, which she first allowed me to reproduce in these pages far back in 2011 (see: SL Camera Offsets), and which I still use today, saved as a part of my personal settings for Firestorm.

However, manually setting up a camera preset involves a dive into using the viewer’s Debug settings – something many users do not find comfortable and which is not particularly easy unless you know exactly which debug options to play with. The Camera Presets Viewer eliminates this by providing access to the required options through the viewer UI and by using the camera controls. What’s more, it makes it possible to create and save multiple camera presets that cane be used as requires with a simple click or two of the mouse.

To achieve this, the Camera Presets RC viewer presents five new or updated UI elements::

  • The Camera Presets icon and drop-down – presenting the means to quickly access and use created camera offsets.
  • An updated camera floater, which is used to both control your camera and create any camera presets you may need. It in turn provides access to three new options:
    • A new Camera Position floater – allows you to create a camera preset using the Camera Offset and Focus Offset debug settings.
    • A My Camera Presets floater – allows you manage your camera presets:
      • Delete any custom ones you have created or
      • Reset a “standard” Front, Rear or Side camera preset you may have replace with your own values to its default position.
    • A Save option – directly save a camera offset you have created under a unique name (adding it to the Presets drop-down) or using it to replace one of the default camera positions of Front, Side or Rear.
The Camera Presets options and floaters (includes the updated Camera Controls floater, centre)

A Quick-Fire Guide to Creating and Using a Camera Preset with the Viewer

Note that you can create multiple camera presets, depending on your SL needs.

Creating a Custom Preset Using the Camera Controls

  1. Open the Camera Control floater by:
    • Either clicking the Custom Preset icon at the top right of the viewer window to open the drop-down and then clicking the Open Camera Floater option.
    • Or clicking on the Camera Controls (Eye) button in your viewer’s tool bar.
  2. With the Camera Control floater open, clicked the required view button (Front, Side, Rear) if required.
  3. Use the camera orbit, slide and zoom controls on the left of the camera floater to position your camera as you would like it to be relative to your avatar.
  4. When you are satisfied with the camera position and angle, click Save As Preset button in the floater, and:
    • Either make sure the Save As New Preset radio button is selected and type a name for the preset in the text box.
    • Or click the radio button for Replace a Preset, then click the button to display a list of current presets and highlight the one you wish to replace (including one of the three default positions, shown in italics).
  5. When you have entered a name or made your choice, click Save.
The revised Camera Controls floater and using it to create camera presets

Creating a Custom Preset Using the Precise Controls

If you have a numeric set of camera and focus offsets you use (e.g. such as those provided by Penny Patton):

  1. Follow steps (1.) and (2.) above to display the Camera Controls floater.
  2. In the Camera Controls floater, click Use Precise Controls to display the Camera Position floater.
  3. Enter your X, Y and Z figures for the Camera and Focus offset positions. Use the spinners to fine-tune your positioning, if required.
  4. As there is no field for entering a CameraOffsetScale adjustment, zoom must be used as an arbitrary means of setting camera distance from the avatar, should this require adjusting.
  5. When you are satisfied with the camera position, follow steps (4.) and (5.) above to save your camera preset.

Using Your Presets

  • From the Presets icon:
    • Click the Custom Preset icon at the top right of the viewer window to open the drop-down.
    • Click on the required preset name to select it.
  • From the Camera Controls floater:
    • Either click on the required view button (Front, Side Rear).
    • Or click on the Use Preset button (only available if custom presets have been created) and select the required custom preset.
  • Note that with either approach, the currently-selected custom preset will be indicated in both the presets drop down (by a tick appearing next to it) and in the Camera Controls (the Use Preset button will update to display the name of the preset being used).

Deleting or Resetting Default Presets

Note you can only delete custom presets and reset default presets. Note that no confirmation is requested: actions will be immediately implemented.

  1. Display the Camera Controls floater.
  2. Click the gear icon.
  3. The My Camera Presets panel opens (may default to the top left of your screen).
  4. Hover the mouse over the preset you wish to delete or reset.
    • Custom presets will display a trash can. Click it to delete the preset.
    • Default presets will display a reset icon. Click it to return the preset to its original values.

Feedback

This capability has been in development by Jonathan for a while, and it is good to see it finally surface. As a long-time user of custom camera presets I’ve been looking forward to Jonathan’s work seeing the light of day in the hope it will provide an easier means for people to adjust their camera without the fear / concern of having to dive into debug settings.

In this, I was somewhat disappointed to see there is no option to quickly enter a value CameraOffsetScale using the “precise controls”. It’s a minor niggle, although it can be advantageous to some views in having the camera set back further than the usual default distance. While the zoom slider can still be used to achieve this, it is somewhat arbitrary compared to entering a precise value, which still requires the use of the debug setting to achieve.

On the positive side, being able to set a preset through the familiar orbit, zoom and slide controls in the Camera Controls floater is probably going to be more than enough for most users, and the approach makes experimentation and playing with camera presets a lot less off-putting than tweaking debug settings.

Also, all of the new panels and drop-downs are clear and easy to understand, although some on laptops or lower-resolution screens might find the increased size of the Camera Control floater gives rise to a certain amount of gritting of teeth if it is a floater they like to keep open. For my part I admit to liking the way in which it brings all the Camera Control options together as a single visible element, rather than having to “page” between them as is currently the case with the release viewer.

Given the contained nature of the capability and the fact it appears to be working exactly as advertised – and my hope that CameraOffsetScale might find a way to being included in Camera Positions Floater with a future release notwithstanding – I suspect this might be a viewer that could quickly find its way to being promoted to de facto release over the next few weeks, rather than awaiting its turn in line behind others.

Links