Resting at The Outer Garden in Second Life

The Outer Garden, October 2022 – click an image for full size

For want of the need to unwind, I found myself in-world and re-visiting The Outer Garden, the always-engaging garden world designed by Bisou Dexler. The last time I visited, he gardens had moved from a sky platform to the ground; with this visit, I found it has not only moved back to the sky, it has relocated to a Mainland region.

The Outer Garden has always been a place of beauty and enigma, and this remains the case for the current iteration. The core of the build are the ruins of what appears to have once been a mighty manor house, much of it roofless and caught within the glowing light of a misty morning / evening (take your pick as to the time of day) which haunts the huge building with a ghostly glow.

The Outer Garden, October 2022

The landing point sits at one end of the ruin’s main hall running from west – and the landing point – eastwards, various rooms and halls opening off of it, each with its own theme or secret. The first of these, opening on the right as one walks away from the landing point, forms a watery garden where water tumbles from the walls and forms a curtain within the arch of the room’s great window. These falls feed into a stream running within the room, shrouded in mist, and with trees and plants growing along its banks to form a mystic garden enclosed by the high stone walls.

Further along the hall sit another room, this one under a surviving part of roof of the manor house. Cluttered with furniture, it forms a cosy yet untidy space full of the warmth of life and a sense of retreat. Balloons float within the room, and a bed and painting canvases suggest this is home to someone, and the manor house not entirely deserted.

The Outer Garden, October 2022

And there is still more: a broken access way into an inner garden the manor house may once have surrounded; a hall heavy in vines and with a stairway within it forming an artistic statement rather than being intended to anywhere; and a strange room of vanity screens and bed and an mannequin, all of which appear to be trying to tell a story. All bring character to the setting and are linked by smaller details waiting to be found along the hallway.

Beyond the ruins, the land continues to be shrouded in mist, the inner courtyard garden flank on this far side by the broken remains of the main house and a smaller, glass-roofed hallway now serving as a unique, if narrow, tea house.

The Outer Garden, October 2022

The garden is also home to both a carousel and what looks to be a small Ferris wheel. Lit by a hundred glowing bulbs, the latter is beautifully ornate, if lacking cars one which people might ride around it. Beyond this, amidst the trees and mist lie still more ruins, chapel-like in form, but sans anything within their broken walls.

In my previous visits to The Outer Garden, teleports offer then means to visit two more settings The Moon is Serene and The Rose Garden, both of which I had in the past enjoyed spending time within. While the Destination Guide entry references a teleport mirror within The Outer Garden’s landing point and providing the means to visit other gardens, I confess that I did not see any such mirror either at the landing point or during my wanderings. Ergo, the images here only represent the main build.

The Outer Garden, October 2022

Whether my lack of success in finding any teleport is down to my own failure or because the other gardens mentioned on the DG description are no longer available, I have no idea. If I did miss both teleport and additional spaces to explore, then the fault is mine alone, and I offer my apologies to Bisou from missing them.

Even so, The Outer Garden still retains its sense of beauty and mystery whilst offering multiple opportunities for photography and for simply escaping and relaxing. As such, it remains a recommended visit.

The Outer Garden, October 2022

Related Links

Lab Gab with Grumpity and Patch – summary notes

via Linden Lab
On Friday, October 21st, Linden Lab streamed a special session of Lab Gab featuring Vice President of Product, Grumpity Linden and VP of Product Operations, Patch Linden.

The session was built around questions submitted by users in the wake of the announcement of the session, together with those asked via You Tube chat during the live stream.

Notes:

  • The following is a summary, not a full transcript of everything said.
  • A glitch during streaming meant the session extends over two videos. Both are embedded in this summary.
  • Timestamps to each video are included within each topic / sub-topic.

 

Table of Contents

A Little Background

Grumpity Linden

  • Heads up Second Life Product team, where she has overseen a shift to growth, a stronger, more balanced economy, movement towards better community cohesion, and an overall forward-looking approach.
  • Originally came to Linden Lab while working for The Product Engine, a company providing end-to-end consulting and software development services, and which supports viewer development at the Lab, and she was initially involved in the development and viewer 2 (as designed by 80/20 Studio).
  • She became a “full-time Linden” in 2014. Her current position involves coordinating the various teams involved in bringing features and updates to Second Life (e.g. Engineering and QA), liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, etc. This work can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.
  • Prior to working for Linden Lab, she was involved in a number of industries, including technology, higher education, and oil & gas. She enjoys exploring worlds both virtual and physical and takes pride in building bridges – personal and professional.
  • Holds a Master’s in Computer Science and a Bachelor’s from same in Computer Science & Psychology, both from Johns Hopkins University. She finds leading the Second Life product a joy because it allows her to draw on both areas of study.

About Patch Linden

  • Originally a Second Life resident and business owner who joined the platform in 2004, and became a Linden in September 2007.
  • Initially worked as a support agent and then as a support liaison. From there he moved to the Concierge team, eventually becoming that team’s manager.
  • Shifted focus to the role of Operations Support Manager for a year, then moved to the Product group, the team responsible for defining the features, etc., found within Second Life.
  • At Product he developed the Land Operations team, which includes the Linden Department of Public Works (LDPW).
  • In 2018, he established the company’s support office in Atlanta, Georgia, and in 2020 he oversaw the move to larger office space in Atlanta, interrupted by the COVID-19 pandemic.
  • In 2019 he was promoted to Vice President, Product Operations.
  • Together with Grumpity, Mojo and Brett Linden, he forms the leadership team overseeing Second Life’s continued development.
  • In his management team role, Patch continues to oversee all of the Lab’s user support operations (some 5 teams), including the LDPW.

New Announcements

[Video 1 – 1:13-5:23]

Land Economy and Pricing

  • Lower-priced Premium option to allow more access to Mainland for users.
  • The amounts paid for the different Mainland tiers are to be reviewed with a view to drawer them closer together.
  • Premium Plus will be able to hold a Homestead regions without having to pay for a Full region (so Premium + subscription + $109 a month tier for a Homestead).

European Premium Subscriptions

  • It was hinted that Premium (P+) subscribers in Europe will hopefully get some good news in the near future (removal of VAT from all subscription options?).

These are all to be formally announced in November.

Recent Announcements

[Video 1: 5:35-15:35]

Tilia and JP Morgan Payments

  • As per the official announcement from Tilia, plus my own blog post, Tilia has received a minority investment from JP Morgan Payments.
  • This partnership will allow Tilia to expand its services (again, see my blog post).
  • This does not change the relationship between Tilia and Second Life, and Second Life users’ data remains as secure as before the partnership JP Morgan Payments do not gain access to this data.
  • In the future it may also lead to further benefits to SL users in terms of payment / cash out options for obtaining L$ or processing L$ amount to fiat currencies.

CasperTech Acquisition

  • LL have had a long relationship with CasperTech, and the services and tools offered fit with a lot of the Lab’s needs as well as being heavily relied upon by a lot of users an businesses.
  • The acquisition was therefore seen as both a means to help grow the CasperTech business and ensure its continued longevity and stability.

Premium Plus and Speedlight

  • At the start of October, LL announced Premium Plus members can make use of a special tier of access to the Speedlight Second Life client.
    • This benefit is purely as a result of an agreement reached between LL and the Speedlight team (Speedlight remains a third-party viewer in terms of its definition).
    • Speedlight is not part of the Lab’s own mobile development efforts.
  • Within the own Mobile plans, the Lab is working on an option that gives “as high as” visual fidelity as can be obtained on a desktop system.
    • There may be some in-progress teasing of this option “in early 2023”.

Puppetry Announcement

  • Originally referred to as “avatar expressiveness”, this project is still in the early phases of development.
  • IIt essentially allows a user’s head / arm movements to be captured via webcam and translated into avatar head / arm movements (but not facial expressions at this time), and more capabilities may be added as the protocols and functions are added.
  • The project is in very early development, and is being worked on in concert with user-developers within the Puppetry User Group.
  • Those interested can join the Puppetry User Group meetings or can follow development via my Puppetry Project summaries.

New User Experience (NUX)

[Video 1 – 15:00-19:38]

  • LL ran a survey among users who have joined since 2018 with the aim of getting feedback from a good cross-section of users who have joined and stayed with the platform in more recent years.
  • The feedback from this survey is being used to help guide LL’s thinking WRT the NUX and going forward.
  • A specific question in the survey was (paraphrasing) “what was the one thing that almost saw you walk away from Second Life when you first started?”
    • Performance issues was one of the most frequent responses to this question, and it is hoped that the Performance Improvements recently deployed, and those coming upon the Performance Floater / Auto FPS viewer (at Project status at the time of writing) have and will help overcome these shortfalls.
  • Alongside of this, popular reasons for almost quitting were (presumably in order): avatar customisation, finding things to do and getting to meet people.
  • As a result, LL will soon be rolling out “some big improvements to a first-time avatar customisation process”.

New Starter Mesh Avatars

  • These were previewed at SL19B. and are now very close to being released – which may happen “in the next couple of months”.
  • There will be an initial ecosystem of hair, clothing, skins, etc., that will be available when the new avatars are launched.
  • In advance of the release, a developer kit + documentation will likely be made available to creators who also want to get involved in the NUX avatar ecosystem and develop clothing and accessories for the line, which they can sell.
  • These avatars and their accessories might even form a special element within future LL Shop’n’Hop events.

New Viewer and Simulator Capabilities

[Video 1 – 1938-end]

PBR Materials + Reflection Probes

  • This is an in-progress project which I am covering in my CCUG meeting summaries.
  • As noted by Grumpity, this work will include reflection probes, which are not dynamic mirrors in the way that most people will think of mirrors when that word is used.
    • However, it has been suggested that a  future enhancement to the work might be used to provided some limited degree of planar mirrors (i.e. like those you might hang on a wall) – but contrary to the video, this work is not part of the initial PBR / reflection probes work.

Linkset Data

  • See https://wiki.secondlife.com/wiki/LSL_Linkset_Data.
  • Allows data to be stored within objects within a linkset, which can be read by scripts within that linkset.
  • This could revolutionise create types of in-world object and vastly improve the lives of scripters.
  • The back-end support for this work will hopefully be deployed to RC channel simhosts on Wednesday, October 26th, subject to LL’s QA.
  • I hope to have a special Gust Article explaining this capability in this blog shortly after the RC deployment.

General Topics

Second Life Search

[Video 2 – 1:14-4:21]

  • SL has a number of Search instances:
    • The web search (powered by Elascticsearch) at search.secondlife.com and which appears as the first tab in most viewer search floaters.
    • Marketplace search (also powered by Elasticsearch).
    • People Search.
  • Web search was recently updated, notably with a search relevance engine, with the intent of making returns and results more accurate.
    • Relevance in particular should continue to improve due to the “learning” nature of the AI-driven relevance engine.
    • This work also folded-in adding a full range of Boolean search options.
  • A decision has yet to be made on how often web search should be indexed. This currently occurs twice a day, but more frequent updates would allow more recent additions – stores, etc – in-world, to be recorded.
  • Similar work is now in progress with the Marketplace search, and it is hoped these changes will be deployed before year-end.
  • People Search uses a different back-end system, and there are currently no plans to make changes to this.

Marketplace Updates

[Video 2 – 4:21-4:54]

  • For the latest on Marketplace updates, please refer to my monthly Web User Group summaries, which include current status and promised updates such as listing variances (aka Styles), etc.

Linden Home Updates

[Video 2 – 6:03-7:11]

  • Plans are still “on track” to get new floor plan these released for some of the existing Linden Home designs before the end of the year.
  • The First Premium Plus selection of Linden Homes will be the Ranch theme, and are being targeted for a possible end of 2022 / start of 2023 release.
  • There will be more themes for both premium and Premium Plus.

Mainland

[Video 2 – 7:13-9:33]

  • Improvements and updates to the Mainland roads is part of the on-going general work of the LDPW.
  • Allowing users to provide intersections between LDPW roads and private roads is a good idea – but overseeing / inspecting the work when carried out by residents can take time away form other work, and so is something that may be considered in the future.
  • The LDPW already provides switches, branches and connections between resident-owned rail lines and those of the SLRR. However, these are easier to handle as they are a lot fewer.

HiFi and Second Life

[Video 2 – 11:41-12:21]

  • As I reported at the time, at the start of 2022, High Fidelity Inc. invested in Linden Lab and Second Life.
  • The investment took the form of cash, expertise (several members of the High Fidelity team moves across to Linden Lab) and patients.
  • The latter sparked speculation (including by myself) that some of High Fidelity’s work is full spatial audio could be coming to SL.
  • This is something that has been discussed internally at LL, but would require a lot of changes being made if SL and the viewer are to support the HiFi audio. As such, it is something that is still “under consideration”.

VR Headset Support in SL

[Video 2 – 12:29-14:05]

  • VR has traditionally been limited by the requirement for sustained high frame rates (around 60 fps with modern headsets). This has tended to be problematical for Second Life, although the current and upcoming performance improvements go some way to alleviating the issue.
  • VR headsets are also very much in the minority in terms of general computer use, and their usage still represents a small sub-set of SL users, and headsets are certainly not as ubiquitous as mobile devices.
  • As such, while moves have been made to “bring SL to VR”, it is not a priority at this time and is certainly not an active project.

Closing Comments

[Video 2 -14:20-end]

  • Please refer to the video.

2022 week #42: CCUG meeting summary: PBR Materials

Storybook, August 2022 – blog post

The following notes were taken from  my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, October 20th 2022 at 13:00 SLT. These meetings are chaired by Vir Linden, and their dates and times can be obtained from the SL Public Calendar.

This is a summary of the key topics discussed in the meeting and is not intended to be a full transcript.

PBR: Materials and Reflections

  • Please also see previous CCUG meeting summaries for further background on this project.
  • Work is now entering a “public alpha” mode which will commence with the release of a formal project viewer, in order to put the viewer before a wider group of creators and obtain their input / feedback in addition to that gained during the “closed alpha” with those on the Discord channel.
    • This project viewer could be available in the next week(ish), subject to QA testing.
    • It is hoped this “alpha testing” will show that minimal changes to behaviour / functionality will be required, but it will allow LL time to gather broader stats on performance (particularly on hardware specs they have not bee able to test), and allow for additional tuning and optimisation.
    • LL are aware there are some performance regressions within the viewer (together with some issues with AMD drivers) that need to be addressed before it can proceed beyond project viewer status, but these are not seen as blockers to this wider testing, as they can be noted within their viewer release notes.
    • It is also noted that permissions will be “a little bit broken” to start with, and some edge case rendering cases may appear broken -but issues like this will be documented in the project viewer release notes.
    • Once these issues have been ironed out, it is anticipated that there will be no FPS loss when comparing the PBR Materials viewer to the current release viewer.
  • Following this “open alpha”, the viewer will move to “beta mode” (presumably as it reached RC status), when the focus will be on bug fixes rather than adding / changing features.; as such, the project viewer phase is seen  as crucial in obtaining feedback encompassing concerns over things like file formats, functionality, concerns over changes to the rendering pipe, etc.

Reflection Probes

  • LL is concerned that reflection probes may prove to be an Achilles Heel with the new capabilities, simply because the technique  in using them by the industry as a whole is somewhat counter-intuitive.
  • The core issue is getting people’s heads around the idea that the “shiny thing” is not itself the probe; but the probe must be correctly set, including its influence volume.
    • Typical documentation on setting-up reflection probes, such as that provided by Unreal and Unity – both of which share the same concepts around the influence volume as the SL implementation (although the latter has fewer parameters), doesn’t always make for easy reading.
    • The influence volume is a particular issue for SL due to the use of the automatic probes which exist within a region, and which are unlikely to always be in the right place, so may need to be countered by manually-placed probes.
  • One significant concern arising from this is that content will be sold with it own reflection probe which is precisely the wrong thing to do, as it could lead to dozens of probes in a single room, none of which have influence volumes that eat into viewer resources when a single probe for the room as a whole would achieve the same results.
    • A way around this would be to offer the means to disable the reflection probe as supplied within individual objects sold by creators.
    • However, this then begs the questions to what happens if said content is sold No Mod – blocking any ability to disable the associated reflection probe? Would it be sufficient to let market forces determine the success of such items?
  • No definitive  solution for this has been determined – other than the need for full and proper education for creators (with documentation) – both of which assume creators will a) want to be educated; b) RTFM; and the meeting time drew to a close whilst this was still under discussion, so will likely be picked up at the next meeting.

Forward Rendering + Deprecating OpenGL 2.0

  • As has been previously stated by LL (and covered in these CCUG summaries), a key change that the PBR work will bring to the viewer is the removal for the forward rendering pipe – otherwise know as “disabling ALM”.
    • To help with this, LL have implemented additional optimisation within the PBR viewer designed to help low-end systems perform better with ALM (Advanced Lighting Model) always on, and more optimisations are to be added to the viewer.
    • However, one of the areas of feedback the Lab would like to obtain during the “alpha testing” is how well low-end hardware they may not have been able to test functions when running the PBR viewer.
    • Obviously, removal of forward rendering  will mean the final end to invisiprims, which have for the last 10+ years required ALM to be turned off in order to mask other elements (e.g. system body parts, Linden Water, etc.).
  • It is acknowledged that forward rendering currently offers better anti-aliasing than ALM, but a means to improve this under ALM is being looked at.
  • The PBR Materials viewer will effectively see support for OpenGL 2 finally deprecated in the viewer, the minimum requirement being OpenGL 3 (Open GL 4 being required for reflection probes).
    • This thought to impact around 0.5% of all Windows / Linux users (stats still are collected for Linux, and many of those might be bots utilising older clients, with the majority of users – even those on elderly hardware – trending towards OpenGL 4 (which has been available for around a decade).
    • Given given basic GPU cards such as the Nvidia GTS 250 (introduced in 2009) and many laptops with integrated graphics can support at least OpenGL 3, it is hoped that even those still running OpenGL 2 will be able to updated to OpenGL 3 to avoid issues.
      • If you are concerned about your hardware supporting OpenGL 3, go to Help → About in your viewer, and you can check the OpenGL version you are running from there – most people will likely find they are running a version of OpenGL 4. Those on Mac OS systems might also use this tool to check.
    • The testing period will be sufficient enough for LL to determine whether they need to address the lack of OpenGL 2 support in future iterations of the viewer.
If you are worried about your older hardware supporting PBR Materials correctly, use Help → About to check the version of OpenGL you are using; you will likely find it is at least OpenGL 3, if not OpenGL 4+

Alpha Modes

  • With the PBR / Materials viewer, alphas are (as previously reported) move to linear colour space, which may cause problems for some pre-PBR content.
  • This is not been an issue for those creators working within the close Discord channel group using pre-release viewers (particularly given some TPVs already use linear colour space), but LL expects to get fuller feedback on the move once the project viewer is ready for use on a much broader basis.
  • If the move doesn’t work for pre-PBR content with alphas, the result might be that legacy content and PBR content will not alpha sort against each other, forcing an artificial sorting (e.g. sort rigged mesh alphas first, then sort non-rigged over).

In Brief

  • The question was asked about SL supporting the Open Asset Import Library for mesh imports.
    • It was described as a “cool but bloated”, and “great when you want broad spectrum asset import and don’t really care about doing it super well for any particular format, not so great when you want to support one thing really well.”
    • As such, LL would rather focus on just support glTF mesh, and as a part o this, as the viewer progresses and glTF mesh import is added, support for importing COLLADA files will likely be discontinued in the official viewer, and creators will be pointed to a COLLADA-to-glTF converter.
  • Terrain textures: LL is still looking at options for a future project to improve terrain textures.
    • One user-generated suggestion that has been accepted  for consideration is BUG-232769.
    • The Graphics Team are also looking at materials paint maps for terrain.
      • IF this approach were to be adapted it might comprise of a set of four materials per parcel, which could be painted onto the terrain “at some fidelity” (e.g. around 1/4 m or so), over the existing elevation-based texturing.
      • This would allow parcel owner to, or example, “paint” something like a cobblestone path through a part of their parcel or add high quality grass for  lawn, etc.
      • In particular, it could enable creators to provide “terrain ready” materials packs others can purchase and use in their parcels.
    • Note that currently, these are ideas. There is no actual project for revamping terrain textures in progress at the moment.
  • It was reiterated that there is an internal move to update the Second Life minimum system requirements to reflect the versions of required APIs which must be run on client hardware rather than specifying specific hardware (CPU, GPU, memory, etc.) as is currently the case.
  • The hoary old complaint of aviators having to fly through parcels with different EEP settings was again raised as an “issue”  (while not perfect, applying a preferred EEP setting to your avatar – Fixed Sky or Day Cycle – still seems the easiest option to overcome this rather than working to re-jig the viewer as a whole).
  • A  reminder Local KVP / “Linkset Data” should be deployed to the simhost RC channels in week #43. I’ll have a post out on this during that week.
    • When testing this capability it is important to not that data committed to a linkset will not survive the move of the linkset to a simulator channel that does not have the necessary support for the capability; ergo, all testing must take place within the defined RC channels following the initial deployment.
    • There will be a special article on this capability in these pages once it has rolled to RC.

Next Meeting

  • Thursday, November 3rd, 2022.

The Art of Turning Japanese in Second Life

Monocle Man Sky Gallery, October 2022: Alsatian Kidd

Alsatian Kidd is perhaps best known as a region landscaper; his Green Acres Homestead region has been a regular destination for me for several years, as reported in these pages, and he also provides services to those who would like their regions and parcels landscaped. But in addition to this, he is also an accomplished photographer, as indicated by his Flickr stream and  – for the next couple of weeks – through an exhibition within the Sky Gallery at Monocle Man Galleries, the arts centre operated by Lynx Luga and Kit Boyd.

I often talk about art in terms of the narrative and the story it contains; be it within an individual image and / or through the the overall theme for an exhibition. Sometimes the narrative is offered through the image itself, sometimes through the title it has been given, and sometimes the mix of title and subject. With Nihongo-Ka – which translates best as “turning Japanese” – Alsatian offer a 4-chapter series of images which – thanks to the accompanying word panels – offer a story of one man’s travels through feudal Japan and the adventures / trials he faces.

Monocle Man Sky Gallery, October 2022: Alsatian Kidd

Starting on the ground floor hall immediately on the right of the entry hall, the story unfolds in a clockwise direction through all four halls of the gallery space. In the first hall, we are introduced to the protagonist – Rokudenashi – and his white wolf, whilst setting the scene for his travels. From here, each chapter takes us, hall by hall, through the pair’s journey, at times introducing us to companions who might aid them, or those who might try to thwart them in achieving their goal.

Within each hall, the chapters (presented as scrolls with illustrations from both classical Japanese art and also captured from within Second Life) are mounted with images created by Alsatian that more fully illustrate the unfolding tale. Taken at Japanese-themed locations in Second Life, the images present elements of each chapter in a clear-cut manner with a light touch of post-processing that gives each image as sense of being illustrative to the story without dropping them into the realm of comic / graphic novel, instead leaving each as a piece that can be appreciated in its own right as well as in being part o the unfolding story.

Monocle Man Sky Gallery, October 2022: Alsatian Kidd

As well as offering the final chapter of the story, the fourth hall of the exhibition space also presents what might have initially served as the inspiration for this artistic tale – the lyrics from Turning Japanese, the  single by British New Wave band The Vapors. Released on the group’s first album, New Clear Days, the song reached number 3 in the UK singles chart in 1980 and remains popular with fans since the band re-formed in 2016.

A simple but engaging artistic tale, Nihongo-Ka will remain open to the public through until the end of October 30th, 2022. And Star Trek fans might what to keep an eye open for the subtle reference to the original series tucked away within one of the panels!

Monocle Man Sky Gallery, October 2022: Alsatian Kidd

SLurl Details

 

Lab Gab with Grumpity and Patch Linden streams on October 21st

via Linden Lab

On Friday, October 21st, there will be a livestream edition of Lab Gab, featuring Linden Lab’s Vice President of Product,  Grumpity Linden and VP of Product Operations, Patch Linden.

Both will be discussing Second Life development thus far, and will be announcing some upcoming features that will soon be appearing on the platform. In addition, they’ll also be answering question from residents.

If you have a question you’d like to to to Grumpity or Patch (or both!) to answer, the Lab is currently accepting submissions via the the Lab Gab Google Form, so be sure to make sure you send your while the form is available! Note that not all questions submitted may be asked during the session.

I hope to have a summary of the session available some time after it has streamed; in the meantime, the salient details are summarised below.

Viewing Details

A European styled Perpetuity in Second Life

Perpetuity, October 2022 – click any image for full size

For those in the northern hemisphere who want to grab a last touch of the late summer before winter throws its chilly cloak over us, should consider hopping over to Perpetuity, the Full region held and designed by Camis and Tamara Sierota. For while the leaves there are turning golden brown for autumn, there is still a sense of summer warmth waiting to be found for a little while longer.

The last time I visited the region in April 2022, it offered the look and feel of Smalltown USA in the spring / early summer months, so a return to the region as the years starts to close out is perhaps appropriate. However, a greater reason for dropping in again is that the region, in keeping with the tradition Camis and Tamara have for presenting different settings for the appreciation of visitors, now appears to have its roots in southern Europe, with hints of Italy’s Tuscany and France’s Provence to be found nestling among its trees and overlooking its rugged shores.

Perpetuity, October 2022
A place for quiet moments and photography with areas to bring your partner or to come alone and relax surrounded by nature in all it’s beauty. Join the group to rez & support the sim.

– Perpetuity’s About Land Description

The first hint of this European styling comes at the landing point, tucked into the north-west corner of the region. Here visitors find themselves on the lower terrace of a distinctly Greco-Roman ruin, the upper portion of which stands as the remnants of an open-air baths, the water still fresh and inviting and overlooked by the weathered statues of gods or perhaps former patrons of whatever estate may have once stood within the lands south and east.

Perpetuity, October 2022

Suggestions that this was once an extensive estate are quick to locate: a broad cobbled road runs due east to where a walled villa and its outhouses sit before and a little above a broad expanse of beach. Rows of vines stand to attention on either side of this road, hinting that grapes and wine might have long been a part of the history here; and while the villa and its outhouses – like the tall clock tower close by – are clearly of far more recent times than the baths, the exposed stonework on the villa’s walls does suggest it has perhaps just material from a much older structure which may once have stood here.

The clock tower stands between two further roads that both run due south. The first dips down the undulating land to reach another Tuscan-style villa,  this one sitting on a broad paved terrace fronting the sea, a single outhouse converted into a cosy and inviting café. Where the road to this villa descends, the second road alongside the clock tower rises, hopping up a gentle slope to pass under trees and between bushes and hedges to reach a further junction, one arm of which point eastwards once more, and the second curves left and right to reach the arms of an imposing Provencial summer house.

Perpetuity, October 2022

Built from great squared-off blocks of stone, this imposing build appears to be a club or resort of some description; its three buildings sitting on three sides of a terraced pool. The largest of these buildings forms the main part of the facilities, offering a central pubic room with two small rooms bracketing it. All are open to the public, as are to the smaller buildings flanking the pool, and the pool itself.

Away to the east, the remaining arm of the road is carried over a stream by a little bridge, itself just a short walk from where it falls down the face of sheer cliffs into a bay tucked between two headlands. The smaller and lower of the latter forms a part of the resort grounds, and offers a look-out point separating the bay from the resort’s span of beach. Meanwhile, the taller of the two headlands is home to a farmhouse which appears to have been converted into more of a vacation property, the road to it running past the head of another waterfall that feeds the bay below.

Perpetuity, October 2022

As well as the cobbled roads, tracks also run through the landscape, offering further opportunities for exploration, whilst the furnished nature of all the buildings, together with the fact that they are all open to the public, provide many opportunities to sit and pass the time, particularly with a loved one / partner. For those who prefer, there are also numerous outdoor locates scattered across the region offering places to sit.

There are some rules to take note of when visiting Perpetuity – nothing onerous, just make sure you accept the offered note card on arrival -, and those requiring photo props can gain rezzing rights by joining the local Group. The note card also references bike and horse rezzers, but I have to say, I didn’t notice either in my wanderings and camming so I’m not sure it these were from a previous iteration of the region or I simply missed them; either way, it doesn’t change the fact Perpetuity remains an engaging visit.

Perpetuity, October 2022

With thanks to Shawn Shakespeare for the suggestion of a re-visit.

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