Lab issues updated Project 360 Capture viewer

via Linden Lab

On Friday, September 3rd Linden Lab issued the latest update to the 360º Snapshot viewer – now called the Project 360 Capture viewer – with the release of version 6.4.23.563579. It represents the most significant update to this viewer we’ve seen, and it comes after a significant pause in its development.

As the name of the viewer suggests, it is designed to take 360º degree panoramic images of the environment around the camera. It does this by simultaneously taking six images around the current camera position – one each at the four cardinal points, plus one directly overhead, and one directly looking down. These are then “stitched” into an equirectangular projection image (e.g. one that can be projected as a sphere), which can then viewed through a suitable medium – such as Flickr (other mediums are available!).

An “unwrapped” Maximum quality 360º image captured using the Project 360 Capture viewer, showing the 6 captured images “stitched” together (click on this image to see it in 360º format in Flickr)

The first iteration of this viewer appeared almost five years ago, in October 2016, and came with a certain amount of complexity involved – including the need to install a local environment for previewing captured images. Later iterations of the viewer improved on this, but the viewer continued to be hit by conflicts with the Interest List.

In simple terms, the Interest List lightens the load – objects, textures and updates to active objects, etc., – the viewer has to process when rendering. It does this by ignoring things that are not in the camera’s direct field of view. This is why, for example, when you turn your camera away from the direction you are looking, it can take time for objects and their textures to render. However, for a 360º-degree image, everything needs to be properly rendered in the viewer – whether in the current field of view or not. Overcoming this problem has proven difficult – and it (admittedly with other factors also coming into play) caused work on the viewer to be halted for an extended period.

This version of the viewer overcomes most of these issues, and makes the creation of 360º snapshots straightforward through the use of a new 360 Snapshot floater that is independent of the “standard” snapshot floater, and the use of some additional back-end code to overcome the Interest List. This new floater can be accessed from within the Project 360 Capture viewer in one of four ways:

  • Via World 360 Snapshot.
  • By pressing CTRL-ALT-SHIFT-S.
  • By enabling the 360° snapshot toolbar button in one of the toolbar areas.
  • By expanding the standard snapshot floater to show the full preview and clicking the Take 360 Snapshot link in the lower right corner of the preview panel.
Accessing the 360 snapshot floater (this can also be done via CTRL-ALT-SHIFT-S or by expanding the standard snapshot floater to show the full preview and clicking the Take 360 snapshot link in the lower right corner of the preview panel

The floater itself comprises several elements:

  • The image Quality radio buttons and selection button (labelled Create 360 Image).
    • The quality buttons appear to utilise the viewer’s screen buffer to render the different image types, so Preview appears to use the 128 vertical buffer, while Medium and High use the 512 and 1024 buffers respectively, and Maximum the 2048 buffer (i.e. the full 4096×2048 resolution).
    • When you have selected your preferred quality, click the Create 360 button to generate a preview.
    • If you alter the image quality at any time, you’ll need to click on the Create 360 button again to update the preview / take a fresh image at the new image quality.
  • A checkbox to disable avatar rendering during the image capture process.
  • The preview panel. This will show a rotating image from the current camera position until refreshed, and this image can be manually rotated / panned up and down by clicking on it and dragging the mouse around.
  • The Save As… button that actually saves the image to your hard drive.

To take an image:

  1. Position your camera.
  2. Select the image quality – for finished images you’ll need to set High or Maximum quality using the radio buttons.
  3. Click the Create 360 Image button to generate a preview in the floater’s preview panel.
  4. Click on the preview image and drag it around to ensure what you’re seeing is what you want / that things like textures have actually rendered correctly.
  5. Check the Hide All Avatars option, if required – this will cause the process to include all avatars present (it will not alter their in-world rendering).
  6. When you are satisfied with the preview, click Save As… to save it to your hard drive, renaming it if / as required.

Remember, if you change the image quality, you must also click Create 360 button to update the preview AND image capture process to the new image quality, before click Save As… again.

Once captured – again as noted – images can be uploaded to a suitable display platform such as Flickr – the images contain the necessary metadata that should automatically trigger the 360-degree viewing process (just click on an image in flicker to manually pan around up / down).

An “unwrapped” Maximum quality 360º image captured using the Project 360 Capture viewer, showing the 6 captured images “stitched” together (click on this image to see it in 360º format in Flickr)

General Observations

  • An easy-to-use iteration of the 360º snapshot viewer that brings good quality and ease-of-use to the process.
  • The ability to avoid rendering avatars not only helps avoid issues of rendering / motion blurring when taking a 360º image, it enables the easy capture of landscape images. It also, obviously, allows for the capture of posed avatars if required.
  • There are still some issues in rendering out-of-view (relative to the visible field of view for the camera) items and textures at High and (particularly) Maximum quality images – note the blurring of the vessel name in the first 360 image above.
  • The lowest quality Preview option is simply too blurred to be of real value – perhaps using 256 rather than 128 might improve this (if only slightly)?

Viewer Links

Moni’s Images of Decay in Second Life

IMAGOLand: Monique Beebe – Images of Decay

There is something about Monique Beebe’s avatar-centric images that never fails to attract my attention. Her work has a unique blend of art, narrative, post-processing skill, and layering that allows her to create single-frame stories that carry a depth of mean that demands the attention of the eye and mind.

This is once again the case with Images of Decay, which opened at Mareea Farrasco’s IMAGOLand (Gallery 1b – use the teleport disk at the landing point) on September 2nd. Here Moni offers a selection of images with a central theme which wraps itself in layer of possible interpretation – whilst also allowing the observer to view them as intriguing studies in the use of light, colour and balance to present a captivating self-portrait.

The title of the exhibition – Images of Decay – might sound a little off-putting, but as noted, it can be taken on a number of levels. Predominantly offered in dark dark tones and colours – burnt umber, burgundy reds, shades of black and grey, these are intentionally “dark” images, each piece post-processed to add a rusting, metallic look to it, a discolouration that marks face, breast, arm, and so on. In some of the images, it is highly pronounced, in others it is more of a mottling. In one or two cases, due to the use of projected light and post-processed filters, it is subtle enough to give the impression of tattooing.

IMAGOLand: Monique Beebe – Images of Decay

As a first interpretation, this filtering / colouring might be seen as simple expressive colour play on the part of the artist. On another, and taking the title of the exhibition into consideration, they might be might be seen as experiments in giving a sense of age / the passage of time to the images themselves. It might also be taken as a reflection of life itself, and the undeniable fact that we are all doomed to grow older, age, whither, die and decay; that the beauty / vitality we have today is actual impermanent – but in being so, it is also part of life’s greater cycle.

This latter layer narrative is perhaps most clearly seen within the trio of images Girl, Lady, Woman, the idea of aging is clearly represented in the images as we take each in turn. So so might they also speak to how society can perceive women as they age, and our beauty is seen as fading over time (or to put it another way, decaying with the passage of time).

IMAGOLand: Monique Beebe – Images of Decay

There is an emotional content present within these pieces that adds additional layers to them. Many either directly or indirectly draw attention to the subject – to Moni’s – eyes, be it through the use of masks or eye shadow to highlight them, or face masks bubble gum or even  the wrap of a turban to obscure other parts of the face or the eyes themselves. In this way, we are drawn to each image and inhabit the emotions we might perceive as being present within them. Elsewhere, this emotional content is transmitted through the use of pose and lighting.

In places, this emotional element speaks directly to the idea of decay and the passage of time, in others, in other, the idea of decay emphasises the emotional content of a piece. Take, for example, Innocence and Light of Sadness. Within them the colours of decay do much to convey the essential emotion within them – the loss of innocence if the former, and the pain of sadness in the latter.

IMAGOLand: Monique Beebe – Images of Decay

Taken individually as as a whole, this is another richly engaging exhibition by Moni, one that should not be missed.

SLurl Details

2021 CCUG and TPV Developer meetings week #35 summary

Hidden Bottle, May 2021 – blog post

Update, September 4th: not long after this article was published, the 360° Snapshot project viewer was updated, so the viewer list here has been updated, and my first impressions of the update viewer can be found here.

The following notes were taken from my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, September 2nd 2021 at 13:00 SLT, and the TPV Developer’s meeting of Friday, September 3rd.

With the meetings once again falling on the same week, and with the degree of overlap in content between the two, core discussion points from both have been combined into this one summary. The TPV meeting was recorded by Pantera Północy, and her video is embedded at the end of this article, for those wishing to refer directly to that meeting.

Meeting Details

  • CCUG meetings are held on alternate Thursdays each month (generally the 1st and 3rd Thursday, vagaries of month start / end dates allowing), with dates available via the SL Public Calendar. The venue for the CCUG is the Hippotropolis camp fire.
  • TPV Developer meetings are generally held on alternate Fridays each month, although dates are not currently listed in the SL Public Calendar. The venue for meetings is at the Hippotropolis Theatre.
  • Both meetings are currently chaired by Vir Linden, and are led using Voice, although attendees can use either Voice or text to provide input / feedback (with text generally being the preferred medium).

SL Viewer

MeshOptimiser Project Viewer

The MeshOptimiser project viewer, version 6.4.23.562614, was issued on Wednesday, September 1st. This viewer replaces obsolete GLOD mesh simplification in the mesh uploader with a newer Mesh Optimiser library.

About Level of Detail (LOD): as your observation point moves away from mesh objects, so does the need to render them in high / complex detail, as that complexity / detail naturally becomes less visually distinguishable. One of the more effective ways to reduce rendering complexity of a scene is to provide object models with simplified Level of Detail (LOD) that can be displayed at greater distances, reducing the rendering load on the viewer. MeshOptimiser is an improved means of achieving this. It simplifies a mesh to fit specified limits within the mesh uploader, producing models with multiple layers of greater LOD simplicity.

Notes:

  • This viewer currently includes an option to continue to use GLOD, if preferred, although this may be removed in the future.
  • Currently, MeshOptimiser is only being used in mesh uploader, it is not being employed within the mesh rendering pipe.
  • The use of MeshOptimiser does not alter the LOD validation code in the uploader – although this is seen by creators  as something that needs addressing (and is something that Beq Janus of the Firestorm Team, who has been submitting code contributions related to the uploader has been looking at).
  • There is some concern that if MeshOptimiser does not support edge protection, it could have a negative impact on mesh clothing, which has been noted by the lab.

Performance Floater Project Viewer

The Performance Floater project viewer, version 6.4.23.562625, was issued on Thursday, September 2nd.  This viewer introduces a new floater that pulls together options related to viewer performance under a new toolbar button somewhat confusingly called (in comparison to the viewer’s use of “Performance” in its name) of “Graphics Speed”. See my separate article on this preliminary release of this viewer for more information.

Remaining Viewer Pipeline

  • Release viewer: version version 6.4.22.561752, formerly the CEF Update RC viewer, issued July 24 and promoted August 10  – NEW.
  • Release channel cohorts:
    • Happy Hour Maintenance 2 RC viewer, version 6.4.23.562602, dated August 20.
    • Simplified Cache RC viewer, version 6.4.22.561873, dated August 9.
    • Grappa Maintenance RC, version 6.4.22.561850, dated July 29.
  • Project viewers:
    • 360° Snapshot project viewer, version 6.4.23.563579, issued September 3.
    • Legacy Profiles viewer, version 6.4.11.550519, dated October 26.
    • Copy / Paste viewer, version 6.3.5.533365, dated December 9, 2019.

General Viewer Notes

  • The 360° Snapshot project viewer should see an update in the next few days.
  • A update for the Copy / Paste viewer has an update currently with the viewer QA team, and which should hopefully be appearing “pretty soon”.
  • The Muscadine project viewer has been removed from the available project viewers, as there is no simulator side support for it. This does not mean the project has been abandoned – it is just on hold until work can resume and the necessary simulator support implemented.
  • As a part of reducing the volume of viewer updates that are being queued either as Alternate Viewers or awaiting entering project or RC status, LL is looking to start combining updates into single releases. As a part of / start to this process the two Maintenance RCs that are currently available (Grappa and Happy Hour) are likely to be merged.

Graphics News

  • The work to Integrate the Tracy debugger / system analyser  to allow for better cross-platform profiling of client hardware to help with cross-platform graphics development is now drawing to a close, with an internal test viewer producing worthwhile client analysis data.
  • Work is progressing with the next batch of graphics updates that will see light of day in the Love Me Render 6 RC viewer at some point.

Aditi Log-ins

As a result of the move to AWS, logging-in to Aditi, the Beta grid, for testing purposes, etc., has been a issue for some tome, both in terms of being able to log-in and in getting inventory correctly synced with Main grid (Agni) inventory.

  • The inventory syncing issues now appear to be resolved, although anyone still encountering problems is asked to file a support ticket.
  • There has been some improvement on the ability to log-in to Aditi, although issues with time-outs due to back-end handshaking failures are still apparent. Some have lengthened the timeout set via the LoginSRVTimeout Debug setting to try to overcome this
  • Further log-in fixes for Aditi are in progress (including for the time-out issue), but no time frame at present on when they will be deployed.

In Brief

  • An invite-only “creators channel” has been started on Discord by a group of users. While not an official LL communications channel, some Lindens have been invited to join it, and have been taking questions.
    • This move is not seen as particularly helpful to content creators in general or those interested in content creation due to its “invite only” status.
    • Some at the CCUG meeting voice the opinion that a better channel for passing question to the Lab ahead of meetings would be via the official forums.
  • BUG-227543 “Set ‘Press to talk’ as default mode in Official Viewer” has been on the accepted list for two years, but is coming to the fore again due to new users entering SL being unaware their microphone is live for the moment they enter SL on the official viewer and then accidentally activate Voice. The change is now apparently being tested, and so will hopefully be appearing in a Maintenance RC at some point Soon™.
  • Feature request BUG-215951 “Option to allow nearest neighbour on textured faces” currently has a status of Closed, although it is seen as a potentially useful feature. The major issue in trying to implement it is that it would require a new field in the asset database for each face on an object, and there is no easy way for LL to further extend the allowable per object data fields.
    • This formed part of a wider conversation around texture rendering, including the use of texture atlases, changes that might be possible with the eventual shift to a new rendering engine and the potential for procedural based rendering to be implemented for SL.
  • Concern continues over the issues many are experiencing with group chat and the manner in which it is giving rise to an “exodus” of people from SL to Discord (at least for group chat purposes).
    • The fear is that as people become more accustomed to Discord and its features and the ease with which they can communicate / share, etc., they’ll have increasingly less reason to log-into Second Life. Given that Discord tends to be used alongside of SL rather than in lieu of it, it’s hard to judge if such fears are valid.
    • One potential source of frustration that does tend to be felt is that when this issue is raised, it can often – if unintentionally – appear to be dismissed with comments akin to “we’re aware of the problems”.
    • That said, feature request BUG-230899 “Split Group Chat from Groups and Extend its Functionality” has been accepted for future consideration.
  • Catznip is testing an option to reduce the resolution of the screen buffer(s) in the viewer via slider (e.g. so a 1080p screen can be set to a buffer of 720p or even 540p). This has the benefit of speeding up performance (do to lower-resolution rendering, but it can made the world look blurry as a result. However, LL has expressed an interesting in taking a look at the code if contributed.
  • Source Filmmaker is a tool that has been developed for making mini movies using video games, and being able to edit scenes, set poses, etc., in real-time “within the game” (so to speak), essentially by caching assets, etc., locally and then manipulating them. The question was asked whether a similar tool – IF it could be made to work in SL – would violate things like DMCA. Such a tool would require a detailed proposal for LL to pass to their legal team before a considered response could be given.

 

Lab issues Performance Floater viewer for feedback

via Linden Lab

Among their stated goals, Linden Lab is working to improve the user experience with Second Life with a number of projects. One of these is in making the viewer UI and viewer controls more accessible, and as a part of this work, the Performance Floater viewer (version 6.4.23.562625 at the time of writing) was issued as a project viewer with the intention of gaining feedback from users on the changes / options it incorporates and how they are presented.

As the name implies, the Performance Viewer is focused on bringing together various options and controls than can help improve viewer performance, and presenting them through a single new floater called (in difference to the viewer’s name) the Improve Graphics Speed floater.

This new floater can be accessed in one of two ways: via World menu → Improve Graphics Speed or by enabling the Graphics Speed button within a toolbar area. It comprises four button options, together with the viewer’s current FPS provided in large, friendly numbers at the top of the floater.

The Performance / Graphics Speed floater and accessing it

The four buttons open dedicated panels within the floater, each focused on a specific group of settings:

  • Graphics Settings: pulling together the most commonly-used Graphics options from Preferences → Graphics and the Advanced Graphics Preferences floater:
    • Quality and Speed.
    • Draw Distance.
    • Toggles for enabling / Disabling atmospheric shaders and Advanced Lighting Model, together with a drop-down for setting Shadows.
    • A toggle for disabling / enabling water transparency and a drop-down for setting the quality of water reflections.
    • A “Photography” option that most of us will recognise as being the RenderVolumeLODFactor debug setting.
    • A button to open the Advanced Graphics Preferences floater, should further adjustments be required.
  • Avatars Nearby: a set of options related to rendering the avatars around you or in general:
    • The Maximum Complexity slider (from Advanced Graphics Preferences), with the value rounded down to the nearest whole thousand.
    • The option to Always Render Friends (from Preferences → Graphics).
    • A new checkbox for de-rendering all avatars in a scene (toggles Advanced → Rendering Types → Avatars (CTRL-ALT-SHIFT-4) off / on).
    • The radio buttons for showing / hiding avatar name tags (from Preferences → General).
    • A list of nearby avatars, with indicators giving their rendering complexity, colour-coded to denote fiends.
      • Running the mouse over a name in the list will highlight it, and offer an Information icon to open their profile.
      • Right-clicking on a name will bring up options to render them fully or as a “jellydoll” (neutral grey avatar) or remove them from your Exceptions list (exceptions being those set to never / always render, no matter what your Maximum complexity setting).
    • A button directly under the avatar list to open your Exceptions list, where you can again right-click on names and alter their render behaviour.
  • Your Avatar Complexity: a list of worn attachments on your avatar with a guidance on their relative rendering cost, and an option to right-click and on any of them and remove them.
  • Your Active HUDs: a list of worn HUDs, again with a relative rendering complexity indicator and the option to highlight and remove any of the listed HUDs.
The Graphics Setting and Avatars Nearby panels in the Performance / Graphics Speed floater

Prior to the release of this viewer, concerns were expressed at a number of the Content Creation User Group meetings that doing so before the re-working of the Avatar Complexity values through the ARCTan project would lessen the impact of those changes when they are eventually deployed. I’m not sure such arguments hold that much weight, simply because a) a lot of people have already made up their minds about avatar complexity and Maximum complexity, so are unlikely to be swayed by any change in how the values are calculated; and b) those who already take note of avatar complexity and the options for managing them, no matter how the values are calculated.

That said, playing with the viewer did raise a number of niggles / ideas with me:

  • Consistency of terminology: we’re all used to terms like “Quality and Speed” and “Draw Distance” in relation to graphics settings – so seeing these arbitrarily renamed to (the contextually meaningless) “Shortcuts” and “Visibility Distance” is a little disconcerting. I hope that labelling overall – whichever terms are used going forward are made consistent across the viewer.
  • That said, the use of numbers to denote quality settings rather than the “mid” to “ultra” labels, is an improvement, and I certainly hope that it is fed back into Preferences → Graphics.
  • The use of the word “hide” in reference to the Maximum Complexity slider is misleading – avatars are not “hidden” when using this slider, but are still rendered, if only as simplified grey humanoid shapes.
  • It would be useful to have Max No. of Non-Imposter avatars added to the Avatars Nearby panel, as for some this is a preferred method of reducing avatar impact on their system over seeing “jellydolled” (or “greyed” as it should perhaps now be) avatars.
  • The Avatars Nearby panel could perhaps also benefit from some additional explanatory text, such as a more rounded note on Maximum Complexity to help encourage people to use it.

As noted, this is the first iteration of the viewer and floater in order for it to gain some exposure and generate feedback from those interested in trying it. Those who do want to offer feedback on it should do so via the Jira as either bug reports or feature requests, depending on the nature of the feedback.

Links

Terrygold’s Empty Chairs: remembrance in Second Life

Solo Arte: Empty Chairs by Terrygold

Empty Chairs is a new art installation by Terrygold that opened on September 1st, 2021. It is perhaps the most personal installation Terry has created in Second Life, although its central theme – that of loss of a family member – is a subject many of us can particularly relate to in the current times, given so many of us have had to deal with the loss of loved ones as a result of the current pandemic.

It’s note directly indicated if Terrygold’s own loss was direct result of the COVID situation as I’ve not had the opportunity to discuss the installation with her. However, given the context of the final part of the installation, I am admittedly assuming this to be the case. But even if not, there is no denying the power Empty Chairs has to speak to all of us on the matter of loss.

The installation can loosely be split into three parts. The first presents a series of images together with words by Terrygold that contextualise the feeling she has been experiencing on the loss of her father in a deeply personal, but utterly understandable way; one that particularly speaks to anyone who has lost a close family member, regardless of our relationship with them., and Terry wears her heart on her sleeve in talking about her father and her impact on her.

I Don’t have good memories of my Dad, he was certainly not a good father. But I remember that one day he took me on a trip with the scooter, a different day for me; I thought he could change… I look at his empty chair at the table. Now the last memory of him is this loneliness. Will this sadness ever go away?

– Terrygold, Empty Chairs

Solo Arte: Empty Chairs by Terrygold

These are not easy words to read, and I know they were not easy to write; but again, regardless of our own relationship with those we have lost, the loneliness – the emptiness – Terrygold brings to her words and these images will be familiar. The manner in which their absence gives rise to that loneliness in the oddest of ways, from a chair now sitting empty, to sights and sounds we encounter as we strive to resume our own lives, the memories that, long filed away now come back unbidden…

There are so many ways in which such memories can be triggered: the empty chair, a walk that brings us into contact with a sight or object they would have appreciated and the realisation it is something they will never again see or we can no longer discuss with them, and so on, all of which are reflected in these images. Also, the use of dark tones and shadows within them not only reflects the fact they are dealing with matters of grief but also offer a metaphor for Terrygold’s relationship with her father.

At the end of the walk is a set of pieces that are brighter in tone, and which might be said to be the second element of the installation. Here a trees grows and forest birds flutter beneath its boughs, and the images speak of the point Terrygold hopes to reach; where the darkness and loneliness have given way to warmer thoughts; when memories of her father no longer revolve around unhappy memories or the emptiness of a chair or room, but rather allow her to recall those happier moments like the ride on the scooter. Here, as well, is a doorway into the final element of the installation: a street scene crafted by Terrygold that appears to speak directly to the loss the pandemic has brought on the world.

Solo Arte: Empty Chairs by Terrygold

Within this scene are many more chairs, all empty, sitting along the street and scattered through the little park, each representing those who have been lost. Among them are boards questioning the cause of the pandemic and our ability to truly live as a part of the world around us, rather than apart from it. Again, the tone is dark – but the thoughts and feeling it presents are ones we can all recognise – perhaps with a sense of familiarity. And here too, at the end, tucked behind the little row of shops is a message of hope.

Visualising and giving voice to grief can often be cathartic- and I hope this is the case for Terrygold. Speaking as one who has been through similar loss as a direct result of the pandemic – and while my own relationship with  the one I’ve lost was far closer, I think, than Terry’s with her father – I will say that visiting Empty Chairs was moving and offering a further sense of release from some of the memories that still give rise to confusion and hurt. But even without my personal experience, I would have found Empty Chairs richly poignant and with a remarkable depth of content and context.

Solo Arte: Empty Chairs by Terrygold

SLurl Details

September 2021 SL Web User Group summary

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday, September 1st, 2021.

These meetings are generally held on the first Wednesday of the month, with dates and venue details available via the SL public calendar. A video of the meeting, courtesy of Pantera, can be found embedded at the end of this article (my thanks to her as always!), and the following is a summary of key topics / discussions.

Web Properties Updates

  • Back-end work is still on-going and has taken up a lot of time through August.
  • The updated SL logo has been added to further web pages.
  • New User sign-ups:
    • The e-mail validation check on the new user sign-up pages has been improved.
    • Error messages for selected names that are unavailable have been made clearer
  • Land updates:
    • The bug that required Show in Search to be enabled when selling land has now been fixed.
    • There have been some repairs to broken links in the e-mail sent to those obtaining a new Private Island.
    • The land auction page has been fixed to correctly show the highest bidder on a parcel, and further translations of the page have been added for localisation.
  • Marketplace improvements:
    • The ability to single-click empty a shopping cart has been implemented.
    • The meaning of a number of Marketplace error messages have been made clearer.

Mobile Update

  • There are some bugs with the iOS update LL had hoped to roll-out to the test group in August. These are being ironed out, so it is still internal to the Lab.
  • The Android version is still awaiting the iOS version progressing.

Marketplace Related

  • For some reason, some Marketplace merchants are using the Bulk Redelivery option introduced in August to re-send copies of demo versions of goods to people. At least one Jira has been filed on this, and LL will be fine-tuning the capability.
  • While it has been this way for years, the question was asked as to why payment details must be provided when opening an MP store. The response was that primarily, it is to prevent bots taking out MP stores.
  • It was suggested that flags should be added to allow users to report items that are not as advertised (e.g. “Item Not As Advertised → Misleading Listing Terms” or “MP listing flag Item Not As Advertised → Item(s) Not As Described”. These were seen by LL as potentially useful flags.
  • Item variations (e.g. multiple colour options for clothing items) is still a feature LL plan to add to the MP, but the work on providing / implementing it has not yet started, so no time frame as yet on when it might surface.
  • There are no plans to allow multiple MP stores under a single account – apparently the MP just isn’t set-up to support this.
  • As an alternative to multiple stores under an account, a request was made to allow goods in stores to be categorised by the store owner. A feature request Jira on the idea was requested.
  • The request was made to allow users to prioritise / rank the items they add to their wishlists so others can see the items they are really interested in.  Again seen as a Jira request.
  • A “recommended for you” / “you might also like” feature based on a user’s purchase habits on the MP is something that is unlikely to be implemented, as the MP infrastructure is not geared for this.
  • The ability for creators selling limited quantity items to publicly show the number left has been previously asked for in meetings – a feature request Jira has been requested.
  • BUG-231142 “Questions and Answers’ tab for marketplace product pages” is a feature request received and accepted by the Lab. Reed Linden requested MP store owners consider it and perhaps offer feedback on the idea at the next WUG meeting.

MP Reviews and Flagging

  • A request was made to allow creators to disallow reviews on things like demo versions of products to prevent bad reviews on the strength of people not understanding a demo may have limited functionality, etc.
    • While it is acknowledged that some bad reviews can be left that may be unwarranted (and can be flagged as such), disabling reviews for items really isn’t an option, as this could be equally abused by creators (by blocking reviews on the basis that they do not like what has been written, however valid. There is also the fact that reviews are at best subjective: just because a creator may not like  / agree with critical views, does not necessarily mean they are “bad”.
  • A separate suggestion was made to allow the possible automatic removal of 1 and 2 star reviews. Essentially, it one receipt of such a review, the creator could respond via their own comment and the user leaving the original comment would then have 7 days to respond. If they do, the review remains, if they don’t the review is removed.
    • This was also seen as a potential means for unscrupulous  creators to game their reviews, and thus not something LL would consider.
  • When dealing with reviews, it was suggested by LL that if there are better / alternative flags creators could use to highlight abusive / off-topic / unfair reviews, this would be a better option. Request for possible additional flags should be made via Jira.
  • A suggestion was made to better denote creator responses to review comments, such as through a border around them or having them appear in a different colour, so as to make them easier to spot. This was seen as a useful suggestion, and a Jira on it has been requested.

In Brief

  • Premium Plus remains on hold.
  • Two-factor Authentication (2FA) is still being worked on.
  • BUG-216465 “Viewer web widgets not HTTPS ready” was apparently fixed in an August update, although the bug report was still open at the time of the meeting.

Congratulations to Keira, Welcome Back to Reed

  • This was the last Web User Group meeting to be led by Keira Linden, as she is transitioning to take over management of the Support Operations team – congratulations to her.
  • As a result, Reed Linden has returned to the Web User Group and will again be leading in from the October meeting – so welcome back Reed.

Next Meeting

  • Wednesday, October 6th, 14:00 SLT.