Streaming Second Life (and other grids): Frame enters the arena

My original ruminations on Amazon AppStream have led to a couple of people giving the service a go.  Nabadon’s Izumi  has tried the service with the OnLook viewer and OS Grid, and Bill Glover has given feedback through his blog on using AppStream with Firestorm connecting to Second Life.

However, as several people have said, AppStream isn’t the only way to go – there are other options. One of these is Frame, which uses Amazon’s AWS and Microsoft’s Azure cloud services. In fact, it was Frame’s founder, Nikola Bozinovic, who suggested people look at the service as s potential means of accessing SL and similar grids via the cloud through a comment he left on this blog. He also provided a link to a demonstration he his have said up using the official viewer, together with an invitation to try it out.

Nikola Bozinovic, founder of Frame, who extended an invitation to try the service as a possible means of accessing Second Life (and other grids) from the cloud
Nikola Bozinovic, founder of Frame, who extended an invitation to try the service as a possible means of accessing Second Life (and other grids) from the cloud

I don’t want to get blogged-down about what Frame is, but the infographic below should give the basics – suffice it to say here that it allows you to stream Windows and web apps, using a number of locations around the world, to a range of devices. It also provides a number of different use levels: Personal, Education, Business, and Platform. You can also find out more about it here.

The key point with Frame is that it potentially offers two approaches to accessing Second Life and other grids via the cloud:

  • As a do-it-yourself option, where you can sign-up for a Personal account, upload your choice of viewer and run it yourself when needed
  • As a packaged service similar to SL Go – which is how Bill Glover is approaching things through his Bright Canopy project, which has a demo up-and-running using Firestorm, and those interested can sign-up to find out about the work and try the demo version.

Nikola extended an invitation to me to try the Personal account  / “do-it-yourself” option for myself, which I was happy to do as a proof-of-concept attempt, and this article is primarily focused on doing that, and providing some short-form feedback. As Bill is working on the packaged service option, I’m not touching too much on that at this point in time.

A quick summary of the technical aspects of Frame (image courtesy of Nikola
A quick summary of the technical aspects of Frame (image courtesy of Nikola

Getting Started On your Own With Frame

Anyone wishing to try accessing Second Life through Frame can do so by requesting access to Frame Personal. An access code will be sent to you, allowing you to set-up your Frame account, and select the nearest PoP to you, and your preferred server type  (I opted for the four core system with 16Gb of memory and 20 free hours running a JavaScript client).

Once this has been done, the Launchpad is displayed. This is the normal starting point for Frame operations, and is used to manage the applications you’re running on the service (two are provided by default). This may take a short time to load the first time.

Adding a Viewer to your Frame Account

  • click on the chevron next to the Frame logo in the top left corner of the screen and select Manage Windows Apps.
  • A list of your installed applications is displayed (Tableau Public and Google Earth are provided by default).
  • Click on Add New Windows App … under the list.
  • Your virtual desktop will launch. Use the Chrome browser in the desktop to navigate to and download the Windows installer for your preferred viewer OR, if you have the EXE on your computer, use the Upload button (arrow in a circle) button in the lower right corner of the desktop screen to upload it.
Adding new applications to Frame is a matter of using the Manage Windows Apps (main menu) and the Add New Windows App function to run a virtual desktop from which you can browser for the application's installer and then download and install it. Frame will then automatically "onboard" it, and the application simply needs to be "switched on" via the toggle to the right of it
Adding new applications
  • Run the installer as if you were installing the viewer on your PC.
  • Once the viewer has installed, Frame will ask you if you wish to “on-board” it – confirm this, and accept the ToS – having read them, obviously! 😉 ).
  • When the “on-board” process has finished (it takes about 15 seconds), go to the gear icon in the lower left of your virtual desktop and DISCONNECT.This returns you to your Launchpad
  • Activate the viewer by toggling the “switch” to the right of it so it turns blue (shown above). This adds the viewer (and any other app you activate) to your Frame dashboard.
  • Click on Applications at the top of the screen to go to your dashboard. Double click the displayed viewer icon to launch the viewer.

While it may sound long-winded, the entire process of setting-up an application like this can be done in just a few minutes.

Continue reading “Streaming Second Life (and other grids): Frame enters the arena”

USMP’s 3rd Introduction to Second Life for Spanish educators

Monday, April 13th marks the commencement of the 3rd Massive Open Online Course (MOOC) designed to help Spanish-speaking educators in the use of Second Life as a starting point in their interaction with emerging and innovative environments that can be used for education.

Professor Max Ugaz, UMSP
Professor Max Ugaz, UMSP

Developed by the Universidad de San Martín de Porres (USMP), located in Santa Anita, Lima, Perú, the course was first run in April 2014, and as I reported at the time, was promoted by the Lab as a part of their re-engagement with the educational sector.

An updated version of the course, developed by the university’s Project Director or Virtual Worlds, Professor Max Ugaz, was again run in September, 2014, which also met with success.

“The purpose is to train educators, researchers, academics and interested public speaking, in creating a virtual identity, accessing and using the virtual world Second Life,” the University’s promotional material for the course states, before continuing, “This version is enriched with the latest version of our platform, which allows us to streamline the process of teaching and keeping better track of participants. ”

As with the previous iterations of the course, which is presented in Spanish, activities will extend over three weeks, with an average workload of 5 or 6 hours a week. Those completing the course will be entitled to a Digital Certificate (Certificate of Participation), awarded by the USMP.

Details on the course, together with a registration form for interested parties, are available on the course web pages, and the activities will take place at one of the USMP’s teaching areas in Second Life, commencing on Monday, April 13th, as noted.

l Proyecto en Mundos Virtuales de la Universidad de San Martín de Porres de Perú, inicia este 13 de Abril la tercera edición del curso en la modalidad MOOC (Curso Masivo Abierto En línea) titulado “Introducción a Second Life para Educadores 3da. Ed.”. El curso es gratuito y está diseñado para capacitar a educadores y público en general de habla hispana en el uso del mundo virtual Second Life, a fin de ofrecer conocimiento que permita desempeñarse en este entorno y aprovechar su potencial, especialmente en el ámbito educativo.

 Si tú o alguien que tú conoces pueden beneficiarse de un curso como éste, pueden acceder al vídeo de introducción y registrarse en la página web. Inicio: 13 de Abril.

Using Amazon AppStream to stream a viewer

Update, Saturday April 11th: Bill Glover, who has also shown a keen interest in the possibility of using Amazon AppStream, has been carrying out his own experiments with Firestorm and Second Life. He notes of his experience:

I set-up a stream with the Firestorm and was able to use it from both a Chromebook and an Android phone. It was really very responsive over a hotel wifi network, but there are many caveats.

It works, but it’s expensive and nowhere near being useful for just casually streaming SL without some custom client development and viewer integration.

You can read his initial thoughts on things over on his blog.

On Wednesday, April 8th, and following the announcement that the SL Go service is to be discontinued, I speculated on how the Lab (or indeed, someone else) might offer up an alternative to fill the void left once SL Go ceases at the end of the month.

After looking at various alternatives (including Highwind’s GDN – Highwinds being one of LL’s CDN providers), a conversation with Dennis Harper pointed me towards Amazon AppStream, and the more I read, the more it seemed to be a viable option, and hence it became the focus of my article.

As a result, Nebadon Izumi (Michael Emory Cerquoni) sat down to see just how easy (or not) to get something up and running, albeit using OS Grid and the OnLook viewer, and reported some success.

What made me think to try was your article. “You get 20 hours of free streaming per month with Basic Amazon AWS account (required to access the AppStream service), then its 83 cents per hour. I also tried this on my Android Tablet, but while the graphics were beautiful, input is a problem, and the viewer will need overlay controls like SL Go, which will require development.

– Nebadon discussing using Appstream for Second Life with me

Once he had his account created, Nebadon was able to install the viewer and use the supplied web browser to obtain and install the VS C++ 2010 re-distributable packages he needed in order to run the Singularity-based OnLook viewer, “you can go anywhere on the web and download any software you need to make your application run,” he noted to me. “Once I had these and the viewer installed, it took about 20-30 minutes for the viewer to deploy, and I got a set of instructions on how people can connect to it.” The whole process took him, he estimates, about 2 hours.

This is obviously a long way short of providing a full-blown service, and anyone wishing to use Amazon AppStream as the basis for a streaming solution for their grid who obviously have to dig a lot deep into issues of cost and pricing, payment mechanisms, potential demand, management, scaling, and so on; it also has yet to be tried with a viewer connecting to SL. Nevertheless, as a trial exercise, Nebadon’s work at least shows that the viewer can be streamed relatively easily using AppStream, and that’s a good place to start.

Could the Lab use Amazon AppStream to “replace” SL Go?

Sl Go proved itself very popular among SL users running low-end hardware
SL Go proved itself very popular among SL users running low-end hardware

On Thursday, April 2nd, it was announced that SL Go, the streaming service for accessing SL  provided by OnLive, is to shut-down on April 30th alongside OnLive’s other consumer services. The reason for this is because OnLive has sold the IP and patents associated with the services to Sony Computer Entertainment.

Since the news broke, there have been numerous calls made for Sony to maintain SL Go as a service, including  an on-line petition. However, as painful as it is, all such calls and petitions to  Sony are unlikely to succeed, as I explained in a recent blog post.

In that article, I also considered whether or not the Lab might invest time and effort in offering something that might fill the void. At the time, I thought the answer to this would most likely be “no”, as the Lab seem to have enough on its plate already with Second Life and its next generation platform.

But the more I think about it, the more I feel that the Lab should endeavour to offer some kind of “SL Go replacement”.

One potential means by which they might do so could be via Amazon AppStream.

Obviously, there are issues involved in providing such a service beyond the physical provisioning. Anything which requires some form of external hosting is going to incur costs, for example. However, the flip side to this is it’s fair to say the SL Go has demonstrated that if users believe they are getting a beneficial service, they are willing to pay for it, providing the price is not prohibitively high.

Certainly, there are a wide range of potential benefits to be had from such an endeavour, particularly if implemented through something like Amazon AppStream:

  • It offers an easily scaled means by which the Lab could provide an “SL streaming service” to users on low-end hardware and those on mobile devices – something long demanded by SL users
  • It could provide the means by which SL could be accessed through web browsers – again, a long-desired means of attracting new users to the platform who might otherwise be put off by having to download and install the viewer
  • It obviously means that those SL users on low-end systems can enjoy the full graphical richness of SL in the manner LL would like to see all users experience it
  • It could help those preferring to run older operating systems – such as Windows XP – to continue accessing SL even after they might otherwise be unable to even install the viewer
  • It might even help the Lab map and test options which might be beneficial for their nascent next generation platform.

While developing such a service might not necessarily be easy, the Lab isn’t entirely without any experience in this area. As I and many others have pointed out, in 2010 they did experimenting with streaming the viewer, using the Japanese company Gaikai (coincidentally purchased by Sony Computer Entertainment in 2012), which delivered the viewer to web browsers, as shown in the video below. If there is anything remaining of this work at the Lab, it might possible to put it to work through something like Amazon AppStream.

That said, there is a lot for the Lab to consider in attempting to fill the forthcoming void that will be left by SL Go. And while I would not be at all surprised to learn they are already doing so, they might still require some encouragement to take things beyond just considering options. Something which might encourage them, or at least demonstrate to them that there really could be a worthwhile demand for such a service, could be for users to politely speak up.

One way to do this might be to add your name to the existing petition – I would hope someone at the Lab is keeping an eye on it.

Another could well be to leave a positive and polite comment on the subject following this article, as (and all ego aside) I do know eyes at the Lab pass over this blog (just as they do many others).

There is no guarantee that Lab will move to provide some kind of “SL Go replacement”, but on the other hand, as someone once said, nothing ventured, nothing gained.

Why SL Go won’t continue, and OnLive opted to sell

Farewell SL Go; one of OnLive's most successful services, but nevertheless one unlikely to be saved
Farewell SL Go; one of OnLive’s most successful services, but nevertheless one unlikely to be saved

Since the announcement that OnLive’s gaming services are to shut down at the end of April, there has been understandable upset from within the SL community (and from some OpenSim users as well, given Firestorm on SL Go can be used to access OpenSim grids).

Following the news, there were a plethora of requests made to Sony on social media that they continue to provision SL Go as a service and an on-line petition was started in the hope of achieving the same end. Unfortunately, these requests and the petition overlook one thing.

As OnLive made clear in their statements on the future of their gaming services, and as I attempted to point to in my original article on this news, Sony didn’t actually acquire OnLive’s services. They took the opportunity to purchase the IP and 140 patents the company held relating to cloud gaming and other “assets” (which would most likely appear to be the additional 135 patents related to cloud gaming  OnLive had pending), without actually buying OnLive’s services. So technically, there’s nothing for them to “continue” to offer SL Go users.

What’s more, as Dennis Harper, the SL Go Product Manager at OnLive, made clear in these pages, taking the IP and patents is akin to taking the heart and lungs of OnLive’s services; without them, a service like SL Go cannot easily be continued by someone else. At least, not without money changing hands and someone having the infrastructure by which they can deliver the service.

So, are Sony the Big Evil for doing this? did they gobble OnLive’s patents to stifle competition? Is this, as was dramatically stated in some quarters as the news broke, some kind of first shot in a forthcoming “VR battle” between corporations? Well …. No.

From the start, OnLive was well ahead of the curve, and even though we're reaching a point were the viability of cloud-based gaming can be demonstrated, it seems few are yet willing to take a gamble on taking-on the kind of services OnLive have offered
From the start, OnLive was well ahead of the curve, and even though we’re reaching a point were the viability of cloud-based gaming can be demonstrated, it seems few are yet willing to take a gamble on taking-on the kind of services OnLive have offered (image courtesy of OnLive)

The truth is that OnLive put itself on the market.

That this is the case can be found in another post on the company’s blog entitled, A Bright Future for Cloud Gaming At Sony. As well as containing useful historical information, the post underlines the specific issues the company’s management had been forced to face:

Since 2012, the company has dramatically improved its technology and business models such that all of its 5 services are gross margin positive, ranging from 43% to 86% margin … The company also was able to achieve conversion rates from free trial to paid of between 64-78% for its services. Despite these positive metrics, the lifetime value (TLV) of a subscriber was still less than the cost to acquire subscribers (CPA), but they were converging. While we knew we could not get to break-even on our own, we believed that there were many large companies who would be able to get there.

In other words, in order to get to a break-even point,  OnLive’s management felt the company needed to be offered-up for acquisition, albeit hopefully as a going concern.

Perhaps the first fully public hint that this was the case may have actually come in a blog post issued a couple of days ahead of Sony deal being announced. Of course, by the time the post appeared, the deal was undoubtedly cut and dried; nevertheless, The 2015 Case for Cloud Gaming and OnLive, could almost read as the company laying out its stall in order to attract a suitable investor / acquirer.

Despite the fact the Nvidia suggested OnLive themselves were helping to lift cloud gaming out of the Trough of Disillusionment towards its Plateau of Productivity, no-one was interested in acquiring the company as an operational concern when OnLive decided to seek outside assistance (image: Nvidia via OnLive)
Despite the fact the Nvidia suggested OnLive themselves were helping to lift cloud gaming out of the Trough of Disillusionment towards its Plateau of Productivity, no-one was interested in acquiring the company as an operational concern when OnLive decided to seek outside assistance (image: Nvidia via OnLive)

Unfortunately, despite all the positive indicators they could show, the Cloud Gaming hype cycle had bitten hard; no-one OnLive approached was willing to take them on as a going concern. Not even the fact that Nvidia had indicated the worst was behind the sector, and that OnLive itself was helping to push the technology up the Slope of Enlightenment, could encourage anyone to acquire the company outright. Thus the deal with Sony for the IP and patents sale was agreed.

Why didn’t Sony acquire OnLive as a whole? Because they already have their own cloud gaming service, PlayStation Now, which came out of a 12-month beta programme in January 2015. The OnLive patents understandably offer more value when put to work within PlayStation Now than Sony would be liable to find in buying-out OnLive as a whole, so they didn’t bother.

Interestingly, and entirely coincidentally, PlayStation Now has its own link to Second Life. It is built on the back of Gaikai, a Japanese streaming game provider acquired by Sony in 2012. Gaikai is the company Linden Lab worked with in an attempt to provide the means of streaming Second Life to web browser, a service which underwent a limited beta run in 2010, as the video below demonstrates.

But to draw things to a close; however “unjust” it might appear, all of this means that SL Go cannot really be saved. The patents which enabled it to function are gone, and the services upon which it runs are closing down. The only real options are for someone else to come along and offer a similar service of their own, or for LL to work with a partner to provide such as services, as they once attempted with Gaikai.

Both would seem unlikely; in the case of the former, SL perhaps represents too small a community of users to be worth catering for (and remember, SL Go came about in part as a result of rather unique circumstances). And while I tend to lean towards LL having an interest in cloud-based streaming, I don’t think that interest is with regards to Second Life, so I can’t see them getting directly involved in trying to provide a streaming solution for SL access. If nothing else, they’ve likely got enough on their plate already.

SL Go was a great and brave experiment. It is a shame that its days are drawing to a close; but OnLive, through their services as a whole, have proven what might be achieved. In that respect, they are right when they proclaim that cloud gaming has a bright future.

Lab presents spring Premium membership offer – with a slight twist

We’re all familiar with the Lab’s periodic Premium membership offers: every once in a while one will pop-up offering a discount for those who up their membership from Basic or who are signing-up to SL for the first time.

I’d actually been expecting such an offer to pop-up around mid-March. However, it was announced on Friday, April 3rd, with a blog announcement,  and runs through until the Monday, April 13th, when it expires at 08:00 SLT.

As the blog post notes, there is no Premium gift offer this time around, instead the lab point to their recent announcement of  a Premium perk:

Being a Premium Second Life subscriber carries many benefits – from weekly L$ stipends, to your own Linden Home, expanded live customer support options, exclusive gifts, and more. Just last week, we added a new perk for Premium subscribers, and we’ll be adding even more benefits and features for Premium members throughout the year.

premium spring-15
This time the 50% discount applies to the first month’s payment on the Monthly plan

None of this is what makes the offer particularly interesting. As I’ve noted, they do pop-up periodically. What is interesting however, is hinted-at in the body text of the post:

If you’ve been waiting to upgrade to a Premium account, now is a great time, because today we’re kicking off a great new sale: from today until April 13, 2015, you can upgrade to Premium subscription for less than $5 for your first month! That’s a 50% discount off the regular rate, and this offer won’t last long. Upgrade today and start enjoying Premium benefits at our lowest-ever monthly rate.

Up until now, these offers have applied to the Quarterly billing plan, where the 50% discount is applied to the first quarter’s billing, reducing it from $22.50 to $11.25 (excluding VAT, where applicable). However, this time the discount applies to the Monthly billing scheme, as the notes at the end of the blog post further confirm.

Quite why the switch has been made is unclear; while I’ve never myself been convinced as to how well-received these offers are (that’s purely supposition, without any basis on fact), I’d say that the Quarterly plan discount represents a more appealing offer than just cutting the first month’s fee. Perhaps the Lab were finding that even with the first quarter’s bill cut by half, people weren’t overly enamoured with the offer, and are trying to mix things up a little. If so, I’d venture to suggest perhaps offering two months on the reduced rate might be a tad more appealing.

But really, the problem with Premium membership is not so much how much it costs – but what it brings. For the majority of people who can otherwise enjoy and contribute to SL free of charge (emphasis intentional, as “free” doesn’t equate to “feeloading”, as  is sometimes made out to be the case), Premium membership really isn’t that attractive. Hence why the Lab have in the past tried to spice it up with gifts. The problem here is, as I’ve recently explored, actually coming up with a Premium package that does offer the kind of incentives that are likely to have really broad-based appeal among users actually isn’t that easy.

In the meantime, if you are a Basic member and are considering upgrading, might I offer some thoughts (as long in the tooth as they might be) as someone who has bounced from Premium to Basic and back again?