Ebbe and Oz talk Second Life in the cloud

Credit: Linden Lab / Amazon Web Services Inc.

It’s a huge effort. Right now the Second Life grid is a proprietary set-up in a hosting facility that we have customised for the purposes of what we’re doing – which made sense a decade and half ago. But these days, with the services from Google and Amazon and Microsoft with cloud infrastructures, it makes a lot of sense to shift our technologies to be on top of those cloud infrastructures instead of having our own.

Ebbe Altberg, VWPBE, March 15th, 2018.

That the Lab is working on moving Second Life to the cloud is becoming more and more widely known. First mentioned by Landon Linden (aka, Landon McDowell, the Lab’s Chief Product Officer) during his SL14B Meet the Lindens session, it was “officially” announced in August 2017 via a blog post.

Landon Linden, June 2017, talking about the Lab’s hope to move Second Life services to the cloud.

It’s a long-term project, which will extend well into 2019 (at least), building on a relationship with Amazon dating back to 2008, and which today both Blocksworld and Sansar (see: “Project Sansar”: an Amazon ECS case study), from which the Lab hope to gain a range of benefits, including – in time – perhaps the opportunity to offer a broader range of products at more comfortable (for users) price points.

There are some significant technology challenges the Lab faces with the move. However, progress is being made. Some non-user visible services are already running in the cloud, and more recently, the Lab has started preliminary testing with cloud-based simulators – although they are fair from ready for users to access, as Oz Linden outlined at the March 16th TPV Developer meeting:

We have actually run experimental regions on cloud servers, and it worked. There were some functional limitations that we have to do a lot of work to solve before we could begin to do regions that ordinary users can get to … It’s something we’re pursuing as aggressively as we can [but] I’m not even sure we have a sufficiently comprehensive view of the problems … some of them will only become apparent as we actually put things into production.

Oz Linden, TPVD meeting, March 16th, 2018 – full audio below.

Oz Linden, March 16th, 2018, talking about progress to date, and how things are likely to progress.

For the Lab, the benefits of the move to the cloud include things like a reduction in their capital expenditure  – no need to maintain their own dedicated hardware (or continuously update / replace it) within a dedicated operating environment. It also means they can more dynamically scale consumption according to needs – this could be beneficial for a number of the back-end systems within Second Life.

It turns it into less capital expenditure to have to buy all the equipment and doing all the maintenance on that. You kind-of pay for what you use; with Second Life [right now], once we’ve bought a piece of hardware, we have to sit on it whether it’s being utilised or not, whereas you can kind-of dynamically scale your consumption as necessary when you use something like AWS … which we believe will reduce costs for use and then ultimately, we hope to pass that on to customers.

Ebbe Altberg, VWBPE, March 15th 2018.

Once the transition has been completed and the Lab has had time to evaluate things, the move might allow them to offer a more varied land product – something again touched upon in Ebbe Altberg’s 2018 VWBPE address, and allow them to more extensively “re-balance” the revenue model – something that is also an ongoing project at the Lab.

We’re really thinking hard about the economic model of Second Life. We share a belief inside the Lab that land is quite expensive. so we’re constantly looking at ways to lower land prices and find other ways to find revenues. So I think you will see us try to shift from what I would say [are] high real estate taxes to more consumption taxes or fees to create an environment where it’s easy for people to create and own experiences, and we [the Lab] participate more in all the transactions that take place.

Ebbe Altberg, VWBPE, March 15th, 2018.

Given that land tier provides the lion’s share of the Lab’s revenue, this re-balancing is far from easy to say nothing of the potential for user outcry at any fee increases). Ergo, having better means to lower fees such as through reduced operating costs and a broader spread of more “affordable” products could – depending on the time frames involved – go a long way towards helping the Lab achieving that re-balancing goal.

So what might the move to the cloud mean for users? That’s hard to quantify at the moment, simply because the project has so far to go.However, some hints at what might happen have been offered.

For one thing – and on the subject of different land products – it might allow the Lab to offer two broad categories of region / server type; I’ll call them “always on” and “on demand”.

  • “Always on” would be simulators running 24/7 as with SL at present. These would be ideal for handling Mainland, large open spaces like Blake Sea and the larger, contiguous private estates. Such regions might have a similar type of fixed-fee tier cost associated with them as we have today (although not necessarily the same price points).
  • “On demand” would be simulators that are only active (and charged for) when in active use. When devoid of avatars, they are saved to disk and spun down. These types of region could be ideal for special events, or for private business / residential regions which don’t have any surrounding regions, and would only be charged for when avatars are present; once the last avatar leaves, following an appropriate pause, the region is saved, and the instance spun-down.

Such an approach has been alluded to by Ebbe Altberg:

Some experiences might want to have continuous persistence over time, and maybe that’s one type of pricing model, for an “always on” type of scenario. Maybe other will be fine with, “hey, I’m only using this for a few hours in a class a few times a week” or something. and if that can spin-up in a few seconds, and then I just need to basically pay for the time that I’m utilising it. Those could be potential options for us to explore.

Ebbe Altberg, VWBPE, March 15th, 2018.

Land offerings could be broadened in other ways. Again, as Ebbe Altberg indicated at VWBPE 2018, there might be high-performance, high-capacity, “upper tier” servers available for those needing them for specific uses (e.g. events need high concurrency levels or similar), sitting alongside more moderate, lower-cost servers for things like residential use.

More intriguingly, cloud hosting might even allow the Lab to more readily geo-locate simulators / regions with their physical world audience. Such regions wouldn’t necessarily have to be grouped together in-world, they are simply located a lot close to the user base that most frequently uses them, potentially improving performance for that audience.

Today we are located in the US, which means that people from Australia or Asia or Europe have to travel quite a ways, which is hundreds of extra milliseconds of latency. So if you want to have a very dedicated community in Australia or somewhere, we could maybe start to distribute our server infrastructure to be closer to where the actual customers of those regions are, which would make things more performant.

Ebbe Altberg, VWBPE, 15th, March 2018.

There will be more to come on SL and the cloud and the Lab provide further updates as the work progresses, and I’ll hopefully report on them as they are made public. In the meantime, and for those who haven’t waded all the way through the VWBPE 2018 video with Ebbe Altberg (and Brett Linden), or who don’t want to read either my transcript of that event or the bullet-point summary, here’s the audio of Ebbe’s comments on SL and the cloud:

This Weekend in Second Life Dance

Dance?

Hi there. R. Crap Mariner, your Dance Correspondent.

Bookings are available for Idle Rogue’s Cirque de Nuit (pardon my French, but did I use incorrectly correct grammar this time?), but while you’re waiting for seat confirmations you can always take in a few dance shows.

I’ll be posting dance performance schedules, similar to Inara’s posts about Seanchai Library readings. We’ll start with the weekend events for now.

Let’s get started, here’s the events that I had on the calendar as of press time…


(All times SLT, although Daylight Savings Time screws everything up!)

FRIDAY MARCH 23 2018

6:00PM ELYSIUM CABARET

Elysium Cabaret – Welcome to the Weekend!

If it’s Friday, it’s Elysium Cabaret! Fancy some imagination? In The Empire Room at Copperhead Road, every Friday at 6pm SLT the dynamic performers of Elysium Cabaret take the stage to bring you a solid hour of entertainment! Featuring elaborate sets and choreography sequenced to an eclectic genre of music, Elysium Cabaret offers something for everyone. Grab your friends and get their early because the sim fills. Come celebrate Friday! Welcome to the weekend!

http://maps.secondlife.com/secondlife/Copperhead%20Road/74/64/2754

10:00PM GUERILLA BURLESQUE

We sparkle; we shine with all the glitz and glamour of extraordinary concepts! Hot music and gorgeous dancers all packed into one exciting hour! Directed by Chrissy Rhiano , and presented on her beautiful pit theatre build, this dance entertainment show will feature intricate acts performed “in the round”. We are excited to bring you more of these wonderful performances this week! Doors open March 23rd at 9 pm for the 10 pm show!

http://maps.secondlife.com/secondlife/Idle%20Rogue/96/195/33

Guerilla Burlesque - March 9 2018

SATURDAY MARCH 24 2018

1:00PM OASIS DANCERS

http://maps.secondlife.com/secondlife/Olni/84/99/1197

3:00PM FUSION DANCE CREW

Fusion Dance Crew returns to the The Fusion Performing Arts Centre with its latest show: FUSION MAGIC on Saturday, March 24 @ 3PM SLT. The Crew created six dance routines to music by: Club Des Belugas, Sidesteppers, Loreena McfKennitt, Noxeverto, Laura Tesora and OneRepublic all with magical stage sets, colourful costumes, dancing and of course the music! Come and enjoy the magic as Fusion Dance Crew with our unique eclectic style strives to entertain you!

http://maps.secondlife.com/secondlife/WideWorld%20Amethysta/24/178/22

5:00PM PHOENIX DANCE TEAM

http://maps.secondlife.com/secondlife/SkyBeam%20Stowaway/27/152/1303

Phoenix Dance Team - February 24 2018

6:00PM WHYMSEE NOIR

For the Let’s Dance show, we trade in our sets for MORE dancing and LESS wait time between songs! There will be lots of wiggling, dancing, physics, and a little dazzle thrown in for good measure! Dance along with us or have a seat in our comfy chairs, we like it when you watch! No naked avatars, just dancing. Come to the show and see what all the fuss is about!

http://maps.secondlife.com/secondlife/Whymsee/96/192/3286

7:00PM MOULIN ROUGE

From Christina, Britney, Madonna, Beyoncé, Lady Gaga among others, the Moulin Rouge Dancers brighten the stage with their presence on this night of nights! So take a walk down the runway of the Music Awards with us as the Moulin Rouge Presents — Divas & Dolls Dance Show — only at Moulin Rouge!

http://maps.secondlife.com/secondlife/Moulin%20Rouge/172/131/31

7:00PM DESIRE ARTS

Desire Arts Dancers do an “after hours” show. Starting at 7pm SLT on March 24th, we bring you the performance quality at our Saturday shows, with more skin… little less costume. Some acts do contain adult content.

As an “Arts” theatre (and gallery) Desire Arts will be a venue perfectly suited for SL Performers wishing to express themselves through live performances, through Dance, Art Exhibits, Performance Art as well as Dramatic Presentations.

Also, Presentations of a controversial nature (including those involving sex, politics and/or religion) will be presented separately from the Dance Program.

http://maps.secondlife.com/secondlife/Hell%20Lust/174/78/21

7:00PM DANCE XCETERA

Director’s choice performances.

http://maps.secondlife.com/secondlife/Burning%20Embers/112/97/3602

Dance XCetera - February 25 2018

SUNDAY MARCH 25 2018

7:00AM CLUB IMAGE

IMAGE open this Sunday

…… ♥ * Line up for this Sunday*♥…….
1. HANKU Babii”MJ2014″
2. Yougao Destiny “Hello”
3. misse Tigerpaw “Shine”
4. Diawa Bellic”Venus”
5. Sakura”A Butterfly’s Dream”
6. fairytale Stoop”青年14歳”☆special guest
■ ☆Team Dance☆ Diawa Bellic “Feeling it Still”
DJ: HANKU Babii☆.。.:*・゜

http://maps.secondlife.com/secondlife/Laem%20Singh/193/28/2021

Club Image - March 18 2018

12:00PM INANNA BURLESQUE

Inanna Burlesque provides a monthly show of sexy ladies that have intoxicating dance moves that will ensure an hour of entertainment. We show a variety of well choreographed dance movements that will keep you enthralled and wanting more.

http://maps.secondlife.com/secondlife/Somerton%20Greenwich/100/193/1502

12:00PM CABARET PROVOCATEUR

The Cabaret Provocateur will present its encore performances of the program “Fab 4 You” n Sunday March 25, 2018 at noon SLT at Surrender Cove.

Fab 4 You is a programme in 6 acts feature music performed by Elton John, Robin Williams and Bobby McFerrin, Lisa Lauren, Eddie Izzard, Goldie Hawn, and Phil Collins all originally written and performed by the Fab Four, (The Beatles). The dances will take you on a journey from Manhattan rooftops through Arabian Nights, to Broadway, backstage and in front.

http://maps.secondlife.com/secondlife/RockIsland/151/67/24

12:00PM LUXE GIRLS

(See Elysion group for information.)

https://www.flickr.com/photos/isfullofcrap/39939366221/in/album-72157686567442226/

12:00PM VIRTUOSO

Seating is limited, please attend at least 30 minutes before show time.

http://maps.secondlife.com/secondlife/Reed%20Valley/145/84/1501

1:00PM DEBAUCHE

HOMECOMING

Join Debauche as they perform in their wonderful home theatre, Such a lovely place for all of us and for all of you.

We always have a great show there with the best atmosphere! Fun, friendly and lively. Love you all to come and be part of it with us.

Debauche – a little naughty, a little risque, a LOT sexy and of course, ALWAYS classy.

Hope to see you spending time with us on Sunday 25th March at 1pm SLT. Dress smart casual. Leave your scripts at home 🙂

Love

Debauche

xxx
http://maps.secondlife.com/secondlife/Champion%20Isle/71/126/2001

1:00PM XA DANCERS

The X-A Dancers are dancers, choreographers and designers from the Xaara Community in collaboration with The Xaara Gallery of Sensual Art and The Atlantis Grand Theatre. We perform about four shows per year at The Atlantis Grand Theatre.

Shows by the X-A Dancers reflect a variety of creative talent in Second Life. Originality, sensuality, intelligence and humour are showcased in every show. We are not your typical burlesque troupe. We are members of a special artistic community with both vanilla and D/s influences.

Visit Xaara Community to find the best sensual art, literature, poetry, photography and dance in Second Life.

http://maps.secondlife.com/secondlife/Xaara/159/109/22

5:00PM WINDS OF THE SAHARA: Winds Theme Show

Are you a vagabond at heart? Have you dreamed of seeing the world and all of the wonderful things there are to see? Our theme show this month is to take our guests on a journey around the world with our dancers picking countries and doing sets celebrating the wide variety that our planet has to offer. Come and join us as we explore this amazing planet we call home!

Please try to leave as many scripts at home as you can to help with lag!!

https://maps.secondlife.com/secondlife/Aladona/124/193/2001

5:00PM MISFITS

LIVE dancing on the big stage with full costumes, fun sets, and awesome music ~ Think BROADWAY in SL! Come join the fun!

http://maps.secondlife.com/secondlife/Metanomics/53/173/3073

7:00PM DANCE XCETERA

Director’s choice performances.

http://maps.secondlife.com/secondlife/Burning%20Embers/112/97/3602


I assume there will be a few more shows this week… folks are just taking their time getting the notices in, finishing up their routines… that sort of thing.

Check with the Dance Queens event calendar for updates and additions to the weekend’s schedule, as well as the many events that happen during the week. The new Appollo Dancers are on Wednesday and Noir Neverland always has fun going on Thursday evenings.

So, folks, is this useful? Let me know. Drop me an IM when you get to a show and that you enjoyed it.

https://www.flickr.com/photos/isfullofcrap/40054739825/in/dateposted/

2018 SL UG updates #12/2: CCUG summary

A rally of (Animesh) raptors on Aditi

The following notes are primarily taken from the Content Creation User Group (CCUG) meeting, held on  Thursday, March 22nd, 2018 at 13:00 SLT. For the purposes of Animesh testing, the meetings have relocated to the Animesh4 region on Aditi, the beta grid – look for the seating area towards the middle of the region. The meeting is chaired by Vir Linden, and agenda notes, etc, are usually available on the Content Creation User Group wiki page.

There is no video to accompany this update, notes are taken from my own audio recording of the meeting.

Bakes on Mesh

Project Summary

Extending the current avatar baking service to allow wearable textures (skins, tattoos, clothing) to be applied directly to mesh bodies as well as system avatars. This involves server-side changes, including updating the baking service to support 1024×1024 textures, and may in time lead to a reduction in the complexity of mesh avatar bodies and heads. The project is in two phases:

  • The current work to update the baking service to support 1024×1024 textures on avatar meshes.
  • An intended follow-on project to actually support baking textures onto avatar mesh surfaces (and potentially other mesh objects as well). This has yet to fully defined in terms of implementation and when it might be slotted into SL development time frames.

This work does not include normal or specular map support, as these are not part of the existing baking service.

It is important to note that this project is still in its preliminary stages. Any release of a project viewer (see below) doesn’t mark the end of the project, but rather the start of initial testing and an opportunity for creators to have input into the project.

Project Viewer

  • QA testing revealed a number of bugs which need to be addressed before the project viewer reaches public consumption.

EEP and Atmospheric Shaders Work

Environment Enhancement Project (EEP) Summary

A set of environmental enhancements, including:

  • The ability to define the environment (sky, sun, moon, clouds, water settings) at the parcel level.
  • New environment asset types (Sky, Water, Days – the latter comprising multiple Sky and Water) that can be stored in inventory and traded through the Marketplace / exchanged with others.
  • Experience-based environment functions
  • An extended day cycle (e.g a 24/7 cycle) and extended environmental parameters.

This work involves simulator and viewer changes, and includes some infrastructure updates.

Current status: Rider Linden is working on some internal fixes for EEP which should hopefully move it closer to public visibility, and there is some more infrastructure work to be done.

Atmospheric Shaders Work

A project to revamp the viewer’s atmospheric shaders and rendering.

Current status: Graham Linden indicated “good stuff” is in the works, but nothing he can publicly report on as yet.

Animesh Project

Project Summary

The goal of this project is to provide a means of animating rigged mesh objects using the avatar skeleton, in whole or in part, to provide things like independently moveable pets / creatures, and animated scenery features via scripted animation. It involves both viewer and server-side changes.

In short, an Animesh object:

  • Can be any object (generally rigged / skinned mesh) which and contains the necessary animations and controlling scripts in its own inventory  (Contents tab of the Build floater) required for it to animate itself.
  • Can be a single mesh object or a linkset of objects (link them first, then set them to Animated Mesh via the Build floater > Features).
  • Has been flagged as and Animesh object in the project viewer, and so has an avatar skeleton associated with it.
  • Can use many existing animations.
  • Will not support its own attachments in the initial release.
  • Will not initially include the notion of a body shape (see below).

Resources

Current Progress

Vir continues to work on performance profiles, and is “pretty close” to having something for Land Impact, with a formula under evacuation. Among the changes, this formula calculates scaling differently, and Vir notes there are a number of corner cases which need to be dealt with. The tri count cap will also be finalised alongside the updated LI formula.

Rigged Mesh Level of Detail / Bounding Box Issues

Beq Janus has reported on issues with rigged mesh LOD issues related to the avatar bounding box. Essentially, attachments on avatars swap their LOD models as if they were scaled to the overall avatar Bounding Box. Some creators, deliberately or otherwise, force the bounding box to be far larger than is required, which then creates problems

For example, if an avatar bounding box is forced to 15 metres on a side, any rigged object worn by that avatar will swap LODs as if it were 15 metres in size, no matter how small, forcing viewers around it to use its highest LOD model unnecessarily (see BUG-214736 for more).

Vir Linden agreed that this is a problem, and that forcing abnormally large avatar bounding boxes is undesirable. In some places, the Lab tries to use the rigged mesh wireframe as the basis for the bounding box, which is seen as a little more robust as it is looking directly at the triangle data, rather than working off of the avatar itself – and this is the approach being considered with Animesh to avoid similar issues with Animesh rigged mesh failing to correctly LOD in the viewer – however, so believe the use of such static data is “meaningless”.

JIRA “Accepted” Status

The “Accepted” status on the JIRA still causes some confusion. In brief:

  • For BUG reports, Accepted tends to mean the Lab have imported the report for evaluation / agree to there being a bug and will look to fix the issue. When it is addressed is dependent on a number of factors (e.g. severity of the issue).
  • For feature requests, Accepted means the Lab is sufficiently interested in the idea to want to track it. It does not mean the idea will be implemented, either in whole or in part. Whether it is implemented in whole or in part again depends on a number of factors (how it sits within the current workflow, whether or not it is related to work being carried out and can be added to it; whether it is something which might be implemented alongside of upcoming work; whether it is better to hold off until it and other ideas like it can be implemented together as a project, etc.).

Return of Last Names

The last portion of the meeting focused on the recent blog post from Linden Lab indicating Last Names would be returning to Second Life. Given the level of interest in this project, I’ve written a separate update on this section of the discussion. See:  The return of Second Life Last Names – update with audio.

In Brief

  • Rigged / static meshes using transparencies (blended or masked) tend to cast an incorrect shadow

    Transparency shadow casting from rigged items: there is an issue with rigged / static meshes using transparencies (blended or masked), which causes shadows cast by them to render incorrectly (shadow rendering conforms only to the geometry silhouette). Graham Linden indicated that this is something the Lab plans to fix, but the work has yet to be scheduled.

  • Switching mesh asset on the same prim root: this used to be supported via script, but was removed due to people using it to create flipbook style animations which could adversely affect performance. It’s been suggested that it could offer an alternative to performance-impacting alpha swapping on meshes; however, the Lab’s view is that while alpha swapping is performance impacting, switching entire mesh assets would still be more of a performance hit, as the latter requires all of the geometry data associated with the mesh to be rebuilt every time.

Second Life: Last Names update with audio

Update, April 21st, 2018: at the April 20th Town Hall meeting with Ebbe Altberg, it was indicated that the new first name / last name system might be a Premium only benefit, or that if generally available to all users, that Premium account holders will have some advantage in using the capability over Basic account holders. Please refer to the audio of Grumpity Linden’s comments from that event appended at the end of this article.   

Update, March 28th, 2018: further information was provided at the Web User Group meeting on this date. This information has been appended to the end of this article. 

Following the Lab’s announcement that last names will be returning to Second Life  later in 2018 (see my post here), Oz and  Patch Linden have been providing further details on the change.

Patch has been commenting on the forum thread related to this topic (and the Lab’s 15th anniversary blog post in general), starting here, and I’ve also quoted him below.

Oz Linden took time to address questions on the subject at the Content Creation User Group (CCUG) meeting on Thursday, March 22nd.

The following is a summary of what has been said thus far, predominantly using Oz Linden’s comments at the CCUG meeting. I’ve attempted to summarise the key points as series of short topics, and have included audio extracts of Oz’s comments with each topic.

Note that the audio extracts draw together related comments voiced at different points in the session, as Oz addressed questions. I hope that presenting them in this way, rather than just chronologically as they came up at the meeting, helps to present a clearer picture of what is being planned.

In General

As the original blog post indicated, the return of last names will be coming later in 2018 – not in the immediate future. There are some back-end changes to SL which need to be made before last names can make a return, so it would seem like “later in 2018” users might be read as “late 2018”.

That is not something that we’re going to be able to deliver real quickly. Don’t look for it in the next few weeks. But it is on the road map for this year, and we’ll try to make it better than the very end of the year, but there are a couple of things that have to get fixed on the back-end before that can work.

Oz Linden, CCUG meeting, March 22nd, 2018

With the introduction of this system, Agent IDs will become the primary means of link names to avatars. As noted below, this means that those scripting items which require avatar details, and who don’t use Agent IDs might want to start thinking about revising their scripts to do so.

In Summary

  • The plan is to allow people to change their first and last name whenever they wish.
  • As with the “old” system, users will be able to choose whatever first name they like, then select their last name from a pre-set list of available names.
    • The list of last names will be routinely refreshed.
    • The Lab is considering accepting suggestions from users.
  • Once a name combination has been created, it is forever tied to that avatar, it cannot be used by anyone else, even if the “owner” later changes their name, or their account is deactivated.
  • Previous names will be retained by the system, so:
    • If you can remember someone’s previous name, you can search on that and get their current name.
    • Users will be able to switch back to previous names they have used, as well as select new names as the list changes.
  • Unicode will not be supported when entering a first name.
  • The first name / last name capability will not replace Display Names1.

This has no effect on display names and largely I do not anticipate we will change how display names work. If anything, it somewhat sunsets the need for them.

Patch Linden, March 22nd, forum thread

  • There will be a fee associated with changing your name (which has still to be determined).
    • The fee is liable to be “large enough” to prevent people simply constantly changing name just to use the “good names” up.

  • Advice from the Lab to scripters:
    • Given this change is coming, scripters who have a need to same avatar details should start to consider doing so by Agent ID, not first name / last name.
    • The Lab will most likely provide an API for resolving first name / last name into a valid Agent ID.

In the forum thread, Patch also reiterates the uniqueness of first name / last name combinations, as noted above.

No hiding of names. First name and surname combos will have to be unique like they are today. A couple of other questions that came up – no re-use of retired names, once a name has been used, it belongs to that account forever. We keep a transnational name change history. Only standard English characters will be permitted.

Patch Linden, March 22nd, forum thread.

I’ll have more on the return of Last Names as information becomes available, mostly like much nearer the time the feature is ready to deploy. In the meantime, Patch may post further information on the forum thread, so it might be worth keeping and eye on that.

Update From the Web User Group, March 28th, 2018

  • “Original / legacy” last names will not be re-opened for use.
  • New users joining Second Life will still be given the automatic “last name” of “Resident”, but have the option of changing if they wish.
  • The fee for name changes has not been announced, however, at this point the indication is that the fee will be in fiat currency (i.e. US dollars) not Linden Dollars.

Update From the Town Hall Meeting, April 20th, 2018

  • Intimation that the name change capability might be a Premium-only benefit.
  • Indication that if available to Premium and Basic, Premium members will have an (at the time of reporting) unspecified advantage over Basic account holders.

  1. Oz indicated that Display Names will not be replaced due to the work involved in removing the functionality. It’s also worth noting that – depending on the fee levied for name changes – people  who have multiple characters associated with their avatar for role-play, etc., and so frequently change their name, might find using Display Names remains more convenient / cost-effective means of doing so once the first name / last name capability is deployed.

Idle Rogue’s Cirque de Nuit

Night Circus

Hi there! It’s your Dance Correspondent, R. Crap Mariner.

Where do I begin with Idle Rogue and the Guerilla Burlesque group that performs there? They were the first group I saw performing in Second Life, although I should have seen them sooner if I hadn’t have been such a lazyass with all those invitations, oh, how I regret my foolish ways!

When I was listening to Grace McDunnough perform at After Dark, why did I not cam around the sim and see that theatre and get curious? Is Grace that mesmerizing with her sweet, dulcet tones?

Damn you! Damn you and your sweet dulcet tones, siren! The path of my life is paved with the cement of regrets and tears.

But let us not live mired in sorrow, but look to the future. And in Idle Rogue Production’s future we see their upcoming show Cirque du Nuit:

Idle Rogue Productions are presenting the very successful Le Cirque de Nuit again this Easter, with performances at 7pm on March 30th, 31st and April 1st , and a matinee performance at 3pm on March 31st.

Directed by Blaze DeVivre, with the assistance of Sho Kyong, and produced by chryblnd Scribe, this year’s production will feature new acts, new dancers, new art installations and perhaps a little something we haven’t done before.

Billed as “a steampunk circus in black and white”, Le Cirque de Nuit pays loose homage to The Night Circus, a novel by Erin Morgenstern, which tells the tale of an enchanted circus traveling the globe during the Victorian era. Our production features dance acts with themes of circus, illusion and steampunk, and the strictly black-and-white acts are interspersed by colourful art installations from Second Life artists and musicians.

This production debuted in 2014 and has since presented some of the most innovative dance creations in Second Life. It is beloved by all who have seen it, with its breath-taking special effects and an elegant ambiance you will not forget.

The opening night performance on March 30th will be exclusive to members of the Guerilla Burlesque Exclusive group.

Production enquiries should be directed to chryblnd Scribe. Media inquiries should be addressed to Aubreya Joszpe.

As for bookings:

Bookings for the 2018 season of Le Cirque De Nuit open on March 22nd at 4:00pm. From that hour onward, you will be able to IM Saturday Melody in-world to add your name to the allocation list, time stamps will ensure bookings are processed fairly. Leave a message indicating your first and second performance preferences and the names of those in your booking. Be sure to check the Auto-response message that will be generated when you open Saturday’s IM for updated details for any scheduling changes.

NOTE: Idle Rogue’s fan group – Guerilla Burlesque Exclusive – receive first and best preference to all shows on Idle Rogue. This affects bookings as follows:

March 30 – 7pm performance – Guerilla Burlesque Exclusive only
March 31 – 3pm performance – 20 seats for exclusive group, 20 seats for general admission
March 31 – 7pm performance – 20 seats for exclusive group, 20 seats for general admission
April 1 – 7pm performance – 20 seats for exclusive group, 20 seats for general admission

The sim will be locked to all but those whose names are on the access list at each show, unless the seat limit of 40 guests total is not filled, at which time the sim will be opened for general audience intake. Please allow for the Linden Lab limitation of 10% of the avatar limit (5-10 avatars)held for premium memberships. While we will do everything within our capacity to ensure you can access the sim on the night you have booked, please note this arrangement is a courtesy only and no obligation is implied.

That’s the TL;DR, but I want to know more. What is Idle Rogue about and what do they do there? What’s the appeal of Cirque du Nuit and how are they going about to create this in Second Life?

I know I want to know. So, let’s go exploring, shall we?

DIRECT ME TO THE DIRECTOR…

Blaze DeVivre is directing this year’s Cirque de Nuit, and she teleported me to the build in-progress to talk.

Blaze at Cirque du Nuit

Beyond the wrought-iron fence and gates at the landing area, a gigantic big-top tent with the stage and seating was coming together. Underneath the stage, artists were loading their interstitial builds for the production.

Before we got into Cirque de Nuit, I pretended not to know what Idle Rogue and Guerilla Burlesque are, despite shooting photos of them for over a year and getting to know the performers, just so we could start off with a good introduction to this interview.

“Guerilla Burlesque started as a troupe of dancers who would do back-up for live performers in SL,” said Blaze, playing along. “Idle Rogue has always had a live music component to it, and Cherry managed some performers, then brought her two loves, dance and live music together. They started doing dance shows around the time I was rezzed, wanting to expand on the fledgling Virtual Burlesque movement that came about at that time.”

GETTING HER START

Where did Blaze get her start in all of this?

“I was going to events at IR before performing with GB, enjoying many good laughs and fun nights from DJs to live music. Early on, I got hooked up with the Aussies because I am a night owl. I lurked at their shows for about a year before I found out they were auditioning for new members. I had always had in interest in dance and particularly burlesque but not the ability to make it happen in RL, besides it is way better in here (and cheaper to create).”

Because I was working on a not-so-to secret project of a dance performance to demonstrate to y’all how easy or hard it is to do, I asked Blaze was it hard to learn dance performance? And, more importantly, how fun is it?

“it was hard. I had a steep learning curve in SL since I did not come from a gaming background, it was all new to me, but that difficulty was exactly what kept me coming back. The ability to create something here that was a composite of my love of visual art and music just grabbed me like no other art form ever did.”

“I have created with many media outside of the digital. I worked a lot with fibres and collage, very texture based sensory. I had been an art major at one time, so all the usual drawing and painting as well. I think it is that love of collage that translates best to SL, finding all the bits and pieces, from animations to props and costumes and gluing them together to make acts.”

Continue reading “Idle Rogue’s Cirque de Nuit” →

Second Life: Last names to return – Linden Lab

Update, March 22nd: At the Content Creation User Group meeting, Oz Linden indicated the return of last names will be somewhat similar to the “old” system – users select a last name from a list. However, people will be able to change their names as often as they like (although a fee will apply). See more in my summary update.

He also indicated that the Lab might take suggestions from users for last names which can be included in the various sets of names offered.

As promised during the VWBPE 2018 conversation with Linden Lab CEO Ebbe Altberg and Brett Atwood (Brett Linden), Senior Manager for Marketing at Linden Lab, the company has provided a blog post presenting something of a “roadmap” for Second Life.

The post, which also serves as something of a launch of Second Life’s 15th anniversary, starts with a recap of the Mainland price restructuring announced on March 14th, 2018, and goes on to provide an interesting list of items – some of which could prove to be highly popular.

Key among these is the promise that – after years of requests – last names will be returning to Second Life.

No time frame is given – beyond later this year. Note that this is not necessarily the return of the “old” system of last names, but appears to be a means for people to more readily change their last name, the blog post stating:

The return of Last Names – You’ve asked for it (a lot!), so we will provide a way to customize your last name in Second Life! More details will be available later this year.

Another item which may well be of interest to existing users is a new attempt by the Lab to raise the level of new user retention within Second Life, with the post noting:

Themed Learning Islands – Getting connected to people who share your interests will be easier than ever with “Themed Learning Islands.” Soon newcomers may start their adventures in one of several themed areas, so their first experience in SL will be among Residents who share similar interests. This new initiative is in addition to our existing Community Gateway program which empowers independent communities to develop their own newcomer-friendly experiences.

Speaking at a recent Third-Party Developer meeting, Grumpity Linden, a Senior Product Manager at Linden Lab provided an overview of what this will entail:

Another intriguing change will see the Mainland Land Auction system overhauled, including integration with Place Pages and the ability for users to auction their own land.

Merchants are liable to be interested in the news that the Marketplace will see improvement, with the blog post noting:

We’ve got a number of improvements to Marketplace in the works, too! We’re integrating many long-requested features that will help to reduce clutter and improve the functionality of listings as the Marketplace gets a facelift later this year.

Among the more general items listed in the blog post – at least for those who follow this blog  – is a summary of some of the new capabilities and updates which are coming to Second Life:

  • Animesh.
  • Bakes on Mesh.
  • Environmental Enhancement Project (EEP).

All three are primarily covered in my Content Creation User Group updates.

It’s also worthwhile that alongside of the EEP work mentioned in the blog post, there is also a project – no time frame available – to improve the Second Life’s atmospheric shaders – which could help update SL’s general appearance and more easily allow atmospheric effects like Godrays.

The work to move Second Life to the cloud gets a mention in the blog post. Credit: Linden Lab / Amazon Web Services Inc.

The work to move Second Life to the cloud also gets a mention – and I’ll have a blog post on this up and available soon, largely as a result of the VWBPE 2018 event mentioned above, and also comments made by Ebbe Altberg and Oz Linden at a recent Third-Party Developer meeting. In the meantime, the blog post notes the work to enhance and improve SL’s performance both on the server-side and in the viewer.

Elsewhere. it is noted that Premium members will see further benefits as the year unfolds:

  • Additional benefits for merchants with Premium membership, which may have come out of / been hinted at during Web User Group meetings.
  • Linden Homes are going to get a (long overdue) revamp.
  • Premium users  will be able to run Experiences that are enabled anywhere on the grid (unless specifically blocked by a landowner). This is again something many Experience creators have requested since the introduction of Experiences.

Finally – and as some have noted with the arrival of new region groups on the grid in recent weeks – a further new Experience-based game is on the way. Expect to see that, according to the official blog post, closer to the actual SL15B celebrations.

All told, the list of 15 expectations is an interesting mix of news, some of which those actively engaged in Second Life will already be aware, as note. Others – again, perhaps notably the upcoming return of last names – could generate excitement among users. I’m personally keen to see the new themed learning islands, and will hopefully have more information on them as the project launches in the new future. I’ll also continue to cover the technical enhancements to the platform through my weekly project updates.