Sitting on a Frost Peak in Second Life

Frost Peak, November 2024 – click any image for full size
Update January 2025: Frost Peak has closed.

Winter is the quietest and most peaceful time of the year. Nature lies beneath a soft, white blanket, sleeping in gentle stillness. Snowflakes dance through the air like tiny, sparkling stars, quietly settling on the ground. Forget your worries for a moment and enjoy a warming mulled wine at the festively decorated Christmas market or an exciting train ride through the snowy landscape.

– Frost Peak About Land

Occupying a Homestead region, Frost Peak offers exactly what its About Land deception states:   a winter’s setting rich in snow and opportunities to forget worries, relax and take photos, wander a little market or ride a train through the surrounding woods.

Frost Peak, November 2024

Designed by Yoyo Collas with the help of AmyDenise, the region near seamlessly blends itself with the outlying surrounds to present a place nestled within high mountains. The Landing Point sits towards the eastern end of the landscape (itself laid-out roughly east-to-west), where steps lead up to an arched entranceway passing under a grand festive tree.

At the foot of these steps is the first opportunity for photography – a horse-drawn sleigh with sitting for individuals or couples. A further place to pose can be found just across the track from the sleigh, in the form of a little glass-canopied bench and where a white stag watches over a small herd of deer.

Frost Peak, November 2024

Stand close the tracks long enough, and an open-topped train will clatter past, hauling a line of open-topped little carriages. Mindful somewhat of Stevenson’s Rocket (albeit with a cow-catcher on the front!), the little train huffs and puffs itself around an oval of track passing through the outer sides of the region at a speed that makes hopping on and off very easy.

The train is a good way to see the outlying woodlands of the region and the wildlife therein – bears, fawns, deer – and pass by the cosy home at the western extent of the land (and which appears open to the public if you fancy popping inside and warming yourself up). The tracks will also take visitors past a bridge and a deck which both provide access to the ice-skating track area.

Frost Peak, November 2024

Broad enough for ice dance around the little island in its midst, and close to the deck and below the slope leading up to the house, this frozen part of the setting throws two smooth arms around the middle of the landscape, possibly allowing a race or two around it, the route carrying skaters under the Landing Point’s huge tree in the process.

Passing through the tunnel under this tree from the Landing Point brings visitors to the Christmas / Winter market set within the innermost oval of the land, walls around most of it lifting it above the ice skating, other than at its western end where the snow-covered ground slopes gently down to the ice, a road also curling tail-like around it it from the market or offer a path from one to the other.

Frost Peak, November 2024

The market is home to a range of stalls and little shops, together with fairground rides, places to sit and plenty of life. One of the rides is a novel carousel in which the riders’ seating and mounts remain still, and the rest of the carousel itself  slowly revolves around them! A curio it might be, but it also fits within the setting.

The life and liveliness comes in the form of static NPCs who are set as if wandering the stalls, seated in conversation, bartering over snacks, taking phots, and so on. They are joined  by a couple of cats who look to be about to have a disagreement, and the local Elf and welfare team taking a break from sweeping the snow from the cobbles, before they make their way gnome (sorry! 😀 ), while pigeons and stags round-out the animal representative and snowmen keep their eyes on things.

Frost Peak, November 2024

The NPCs in the market aren’t the only ones to be found here, as those who ride / follow the train tracks will discover – folk are out for a walk around the tracks as well, while those looking for little places to sit and pass the time might want to seek out the old cable car cabin as it sits out on the ice or perhaps the cosy little forest shed across the ice from it, and watched over by a friendly owl.

Rich in details, easy on the eye, Frosty Peak is well put together to make a nicely relaxing visit.

2024 SL viewer release summaries week #47

Logos representative only and should not be seen as an endorsement / preference / recommendation

Updates from the week through to Sunday, November 24th, 2024

This summary is generally published every Monday, and is a list of SL viewer / client releases (official and TPV) made during the previous week. When reading it, please note:

  • It is based on my Current Viewer Releases Page, a list of all Second Life viewers and clients that are in popular use (and of which I am aware), and which are recognised as adhering to the TPV Policy. This page includes comprehensive links to download pages, blog notes, release notes, etc., as well as links to any / all reviews of specific viewers / clients made within this blog.
  • By its nature, this summary presented here will always be in arrears, please refer to the Current Viewer Release Page for more up-to-date information.
  • Note that for purposes of length, TPV test viewers, preview / beta viewers / nightly builds are generally not recorded in these summaries.

Official LL Viewers

  • Release viewer: version 7.1.10.10800445603, formerly the DeltaFPS RC, dated September 11, promoted September 17 – NO CHANGE.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11750364439, November 12 – New.

LL Viewer Resources

Third-party Viewers

V7-style

  • Black Dragon for Windows updated to version 5.2.1 (PBR), November 25 – release notes.

V1-style

  • Cool VL Viewer Stable: 1.32.2.25, November 23 – release notes.

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

2024 week #47: SL CCUG & TPV meeting summaries

Silent Melody, September 2024 – blog post
The following notes were taken from:

  • My chat log & the live stream video (embedded below) of the Content Creation User Group (CCUG) meeting of Thursday, November 21st, 2024.
  • My chat log and Pantera’s video (embedded towards the end of this article) of the Third Party Viewer Developer’s Meeting (TPVD) of Friday, November 22nd, 2024.
Table of Contents

Please note that:

  • This is not a full transcript, but a summary of key topics.
  • “[Video]” time stamps refers to the CCUG meeting livestream recording;  “[Pantera]” refers to the TPVD meeting video provided by Pantera.

Meeting Purpose

  • The CCUG meeting is for discussion of work related to content creation in Second Life, including current and upcoming LL projects, and encompasses requests or comments from the community, together with related viewer development work. This meeting is held on alternate Thursdays at Hippotropolis.
  • The TPV Developer meeting provides an opportunity for discussion about the development of, and features for, the Second Life viewer, and for Linden Lab viewer developers and third-party viewer (TPV) / open-source code contributors to discuss general viewer development. This meeting is held once a month on a Friday, at 13:00 SLT at the Hippotropolis Theatre.
  • Dates and times of both meetings are recorded in the SL Public Calendar, and they are conducted in a mix of Voice and text chat.

Official Viewer Status

  • Release viewer: version 7.1.10.10800445603, formerly the DeltaFPS RC (multiple performance fixes, etc), dated September 11, promoted September 17 – No change.
  • Release Candidate: ExtraFPS RC, version 7.1.11.11750364439, November 12.
    • Performance improvements: enhanced texture memory tracking, broader hardware compatibility and higher FPS gain;  additional code to improve texture streaming on rigged attachments (e.g. if an earring is made with 2K textures, the viewer will correctly calculate the required resolution for the textures and download them, rather than downloading the full 2K textures), etc.
    • Aesthetics improvements: new Antialiasing setting – SMAA; Contrast Adaptive Sharpening; Khronos Neutral Tone Mapping (can be changed to ACES via the RenderTonemapType Debug setting).
    • UI Optimisations.

Mobile Notes – CCUG Meeting

[Video: 45:24-47:42]

  • Adding PBR support to SL Mobile is on the roadmap, with ah hoped-for target of some time in Q1 2025 (Jan-March).
  • SL Mobile voice support is experimental, and utilises WebRTC.

CCUG Meeting

Graphics Team Work – General Recap

[Video 0:28-5:31 and 25:04-32:33]

  • Core focus remains on performance work and will remain so until “everyone is happily on PBR-enabled viewers.”
  • Hope is still to have ExtraFPS promoted to release status by the end of 2024.
    • This viewer should see some “significant [performance] improvement” on certain types of hardware – e.g. the Intel HD4000 series (launched May 2012), which is “remarkably popular” among SL users.
    • This work is focused on developing a “classic” mode (also known as a “potato mode” which will see various rendering options disabled (e.g. HDR, Tone Mapping, Reflection Probes, the Emissive channel) to render SL more in keeping with its pre-PBR appearance when running with ALM enabled (aka Deferred Rendering).
    • To achieve this and ensure decent frame rates, comparative benchmarking is being carried out:
      • If an older GPU runs a non-PBR viewer at a higher FPS with ALM enabled than with it disabled – then the aim is to try to match or better that FPS when the same hardware is running a PBR viewer. Or;
      • If an older GPU runs a non-PBR viewer at a higher FPS with ALM disabled (thus using the old Forward Renderer)  – – then the aim is to try to match or better that FPS when the same hardware is running a PBR viewer, but with ALM-like graphics fidelity.
    • A major element of this work is to get older harder performance back up without creating a rendering schism through the re-introduction of something like Froward Rendering.
  • This work is being carried out alongside “various end of year this and kick-off the next year things.”
[We’re] doing our level best to ensure everybody who can use Second Life on Firestorm 6.6.17 can upgrade to some version of 7.x [PBR] without suffering negative consequences. That’s what we’re doing; we’re chasing all the crashes that we can and all the performance issues that we can. 

– Runitai Linden.

  • [Video 33:28-35:10] A reiteration that a lot of the issues impacted older / lower spec systems are not PBR-related per se (they just happen to have been surfaced within PBR-enabled viewers). Rather, they are the result of things like running out of VRAM due to the updates made to the texture streaming system.
    • Where issues have been due to PBR (e.g. exceptionally heavy PBR in-world builds) there are additional optimisations that are being done.
    • A point to remember here is that PBR is a part of the glTF 2.0+ specification which LL are adopting – and glTF is designed to support a very wide range of hardware, including mobile ‘phone upwards, and so is not itself particularly resource-intensive.
  • Until now, issues with the quality of water reflections on PBR viewers has not been seen as a priority to fix, as it is not performance related and has thus been “taking a back seat” in the queue of fixes. However, if it is seen as a significant issue that prevents users from moving to a PBR viewer, this might be reviewed.

Texture Blurring and downscaling

[Video: 6:54-14:25]

  • In response to comments about texture blurring, Runitai Linden noted that the viewer will start down-scaling textures as it detects a system is running low on available VRAM.
  • This can result in some scene textures close to the camera remaining blurred until focused / zoomed-in upon.
  • Runitai believes there is more work that could be done as to how the fall-off curve for this works to reduce the need to zoom “right in” on textures doing this in order for them to render properly.
  • He further noted that the old behaviour of just using mouseover on a texture to get it to load is no longer applicable, as that actually caused most of the textures in a scene to load at full resolution, causing a performance hit.
  • In addition, there are still some bugs which can result in the viewer getting the wrong answer as to how much VRAM is available on a system (and start downscaling textures when it may not need to). To check if this might be the case:
    • Open the viewer’s texture console (Develop(er) → Consoles →  Texture Console / CTRL-SHIFT-3).
    • Check Est. Free (top line of the Console display) and compare the number with something like GPU-Z or Task Manager (via GPU option).
    • If the two are very different, then there is likely a bug. Please file a bug report with hardware details (Help → About → Copy to Clipboard and paste info into report).
    • Note that on integrated graphics system, the amount of VRAM usually gets reported as the amount of system RAM, and this is referenced by the Sys Free number in the viewer’s Texture Console. Sys Free also reports based on the fact that the viewer tries to minimise its total memory footprint to under 16 Gb.
  • There is no set “minimum” or “maximum for VRAM with SL; LL are committed to enabling SL to run on GPUs with as little as 2 Gb of VRAM, and it is felt that systems with a minimum of 4 Gb and a Draw Distance of 128 metres should be able to manage most scenes – but this is a very broad rule of thumb; the viewer will continue to use VRAM until it runs out, if necessary – there is no upper limit, although some TPVs do allow caps to be set.
  • When downscaling occurs, it should be a) because VRAM has been used; b) commence with textures in the background / off-camera before moving to those in-view.
  • Note that textures will also be off-loaded from VRAM when SL is minimised  / put in the background, to allow other applications access to VRAM. This can also cause blurring as textures are reloaded when SL is brought back to the foreground and resumes using all available VRAM as best it can.

In Brief

  • [Video: 18:32-21:02] WebRTC: LL are still awaiting more users to move to viewers with WebRTC support prior to disabling Vivox.
  • [Video: 23:31-24:40] Older EEP (e.g. Windlight, they’re that old – such as CalWL) settings can look blown-out on PBR views.
    • LL have been attempted to auto-adjust them, but this has proven subjective in terms of results.
    • Therefore, going forward, work will be limited to trying to make them look like they used to, which is acknowledged as not being great for PBR content, but is the “least bad” in terms of keeping EEP settings people like looking the way people like to see them.
    • Hopefully, this work will be finished in time to be included in ExtraFPS; however, if it misses ExtraFPS, it may be issued as a viewer hotfix.
  • [Video: 39:15-40:10] A note of two long-term risks, graphically speaking, that have to be addressed within SL at some point:
    • COLLADA support: support for COLLADA is waning world-side, and so SL needs an interchange file format that is not dependent on COLLADA. Again, glTF is seen as the best solution here.
    • Similarly, OpenGL support is waning, so SL requires a rendering engine that does not rely on OpenGL [and this has been an on-going discussion for the last couple of years or so].
  • [Video: 40:12-45:10] Land Impact: it has long been acknowledged that the Land Impact calculation needs to be revised; there is both a lack of real incentive within it for creators to optimise their builds, and  it misses some key adjustments for things like large builds. The question here is more when it will be revised – although doing so may not eliminate all the ways in which some people game the system to produce lower LI items, as this is something of a separate issue.
  • A general discussion on glTF and mesh imports (incl. scenes) via glTF. In short, no-one working on things at present, given the focus on the performance issues. The local preview remains available in those viewers with the code – by Runitai reminded people that the preview does not use texture streaming; everything gets pulled in at full resolution – and so VRAM can easily be gobbled up.

TPVD Meeting

Much of the TPVD covered ground already walked during the CCUG meeting. Therefore, the following is thus a summary of additional points discussed. Time stamps reference Pantera’s video, below.

Note the meeting formally ended at around 29 minutes, although the video runs through until just shy of 41 minutes, covering a more generic conversation.

  • A recap of the “classic”  / “potato” mode work (get PBR viewers running on lower-spec machines running at the same or better FPS than the hardware can run a non-PBR viewer).
  • Debunking the PBR myths:
    • It is not necessary to run the viewer on Ultra quality in order to view PBR content.
    • LL are not removing support for Blinn-Phong (or “classic” or “legacy”, however you want to call them) materials. PBR is an extension to materials support in SL, not a replacement.
  • A general conversation on Blinn-Phong and PBR Materials, notably in terms of providing the former as “fallbacks” to the latter to accommodate people on non-PBR viewers and prevent them seeing grey / white / plywood surfaces  / features.
  • [Pantera: 9:42-10:42] Some people may experience issues with PBR not just because of computer hardware limitations, but also because of network / router issues (e.g. instead of a single diffuse map, PBR calls multiple maps, resulting in multiple HTTP requests which can cause some routers to choke).
    • To counter this, the “classic / potato” mode LL is developing already doesn’t use the emissive map; if this is shown to work and push up performance, then LL will likely go through as see what other maps might be ignored without compromising the overall visual look of “classic” mode, and hopefully further lift performance in these cases.
  • [Pantera: 15:11-16:45] A reiteration that LL are continuing to work on trying to resolve performance issues, and that anyone experiencing such issues should file a feedback report with as much detail as possible (including hardware information (Viewer Help and use the Copy to Clipboard button and paste info into the report).
    • Specifics are important, as there is only so much info LL can pull from their stats. This is particularly true when terms such as “performance craters” are used, as these are so broad-ranging as to be meaningless.
  • [Pantera: 16:50-20:00] SL viewer’s use of CPU cores and threads: thread usage is variable depending on the number of CPU cores.
    • Those with a specific interest in this, the Steam Hardware Survey is “pretty close” to SL, although SL’s install base tracks “a little closer” to the lower end of hardware, so reduce what is reported in the Steam Hardware Survey 10-20%, and that’s fairly representative of SL.
    • Overall with SL, the main processing loop is single-threaded; texture rezzing and some audio processing occurs on background threads.
    • Runitai Linden has been experimenting with adding threads – such as a dedicated idle thread – and these are showing a “lot of promise”, particularly when Vsync is used.
    • As most GL processes are multi-threaded, hints are sent to things like Nvidia drivers to put themselves into multi-threaded mode.
  • [Pantera: 20:38-25:35] Frame limiters / Vsync: some TPVs use frame limiters to assist with performance, and LL would be interested in receiving a code contribution for one of these.
    • However, it is felt that if trying to limit frame rate to screen refresh, then Vsync remains the better option; whilst a frame limiter is more suited to use in other situations. But, and  depending on the frame rate, Vsync can cause more screen jitter than a frame limiter.
    • In this discussion it was noted that a fix from Apple at the OS level means Vsync with work at 100/120 Hz.
    • It was noted that Firestorm are now defaulting to 60fps with their frame limiter.

Next Meetings

 

† The header images included in these summaries are not intended to represent anything discussed at the meetings; they are simply here to avoid a repeated image of a gathering of people every week. They are taken from my list of region visits, with a link to the post for those interested.

Simurg’s Winter Valley in Second Life

Simurg + Winter Valley, November 2024 – click any image for full size

It has been but a month since my last visit to Lintu’s (KorppiLintu) always-engaging Simurg, so this might seem a rapid-fire return. However, being the time of year that it is, the parcel has been redressed from its autumn / Halloween design to a winter / seasonal setting – and Lintu was kind enough to drop me a personal invitation to come and take a look.

Added to the above is the fact that Simurg is a parcel rather than a full region, and Lintu is adept at demonstration just what can be done to present richly engaging settings in Second Life without the need to go all-out on an entire region. This is something I have always admired when designers do so (and have tried to achieve myself within the parcels I’ve held / hold, even if I’m too selfish to share them!); thus visiting Simurg is always a personal pleasure for me.

Simurg + Winter Valley, November 2024

Simurg + Winter Valley sees the setting region to something of its “split level” design, with Lintu again using elevation to give a sense of space and quite literal depth to the location, whilst also allowing for the inclusion of another “hidden space” within it to further enchant visitors.

Visits commence on the elevated aspect of the setting and to its western side. Here, within a wooden gazebo visitors can purchase Simurg products via a wooden Christmas tree and look out over a snowy environment whilst deciding if they are suitably dressed for the winter. I most certainly wasn’t, my qipao dress being way to summery – so I fixed that by adding pair of elbow gloves 😀 .

Simurg + Winter Valley, November 2024

From the Landing Point, a path points  eastwards, bracketed to one side by a decidedly warm looking log cabin (one of Cory Edo’s excellent designs), with a large covered veranda complete with fireplace and blankets on the sofas to keep folk warm.

On the other side of the path, and close enough to the cliff edge to provide a view out over the valley below, is a boarded look-out point with warming braziers and wooden seats located behind a heavy rope set out along posts to prevent folk stepping too close to the edge and possible slipping over it.

Simurg + Winter Valley, November 2024

Also facing the cabin from across the main path is another, single-room cabin, reached by a shallow set of stone steps. With glazed walls and an open space before it again looking out over the valley, it is set far enough back so as not to be rudely staring into the dormer windows of the house directly below it. The main path passes behind this little cabin, skirting under a backdrop of rocky cliff faces and then descending gently down towards the valley below.

In descending the slope, the path passes by Lintu’s workshop (open to the public) and links to the end of another path leading down from the front of the little cabin. It then ducks under a lynch-gate before dipping again and curving around to meet the carriage track passing up along the valley from its very south-eastern corner. A stage coach guards the track here as it blends with the off-region landscaping (as does a fence to stop people colliding with the region’s edge).

Simurg + Winter Valley, November 2024

The track runs alongside a broad pond through which a local stream passes – although both are now frozen. The fact that they are means the pond can be used for ice skating – just touch the hearts floating over the ice. The track follows the edge of the pond to where it narrows into the neck of the stream. Here it is crossed by a little hump-backed bridge and the little village square on the far side, with its Christmas tree, little stalls, coffee shop and tailor’s shop.

Beyond the bridge, the frozen surface of the stream offers a way into the Fairy Cave, where more magic awaits other who venture inside, with two romantic little settings to be enjoyed.

Simurg + Winter Valley, November 2024

Throughout all of this are little touches and details that mark Lintu’s care and eye for creativity. Cats roam and play inside her workshop, the cabins and house are all furnished, places to sit can be found throughout, deer and wolves can be seen among the woodlands in the off-region landscaping (and within the region in a few places!) while white horses wait to greet you in the cave. And all the while the chimes of a music box playing When You Wish Upon a Star might be heard, landing another layer of romance to the setting.

All in all, Simurg + Winter Valley presents another photogenic and enjoyable setting form Lintu, and I recommend it for a wintertime visit!

Simurg + Winter Valley, November 2024

SLurl Details

Using SL? On BlueSky? Get a free custom Second Life handle!

My Bluesky handle updated to use the secondlife.bio extension

Note: the secondlife.bio handle extension is neither supplied nor endorsed by Linden Lab. It is a third-party tool provided for the use / enjoyment of Second Life users. 

If you are one of the growing number of Second Life users who are on BlueSky, either as a result of joining directly or because you decided you’d had enough of Twitter/X? If so, you’re probably aware of things like the Starter Packs of SL BlueSky users put together by the likes of Kess Crystal (starter pack) and Caspian Morningstar (starter pack).

But did you know you can also have a “Second Life handle” for your BlueSky account?

Why settled for yourname.bsky.social when you can be yourname.secondlife.bio, and have a handle that instantly identifies you to other SL users on BlueSky as an SLer (as I have, as seen in the banner image for this article)?

The idea is the brainchild of Samuel Newman, a BlueSky contributor (and @secondlife.bio on BlueSky), and updating your handle to use secondlife.bio could not be easier. All you need is a BlueSky account, then follow some simple steps on your desktop:

  • Make sure BkySky is running in your browser.
  • Visit secondlife.bio.
  • Under Enter Your Current Handle type / copy/paste your existing BlueSky handle, leaving out the leading “@” (e.g. “zaphodbeeblebrox.bsky.social”).
  • Click the Submit button next to it.
  • The page should update with Account Found and show your BlueSky handle and banner:
Updating your BlueSky handle via secondlife.bio (1)
  • Now enter your handle + the .secondlife.bio extension under Choose Your New Handle:
Updating your BlueSky handle via secondlife.bio (2)
  • Click the Submit button next to it.

Now, Switch back to BlueSky and:

  • Click  on Settings → Account → @Handle to open the Change Handle floater.
Setting your new handle in BlueSky (1)
  • Click on I Have My Own Domain at the bottom of the floater to expand it, and:
    1. Enter your new handle using the secondlife.bio domain (e.g. “zaphodbeeblebrox.secondlife.bio”)
    2. Make sure DNS Panel is selected (highlighted).
    3. Click / tap on Verify DNS Record (this will be enabled to click after completing (1.) above.
Setting your new handle in BlueSky (2)
  • Your BlueSky handle should now update – you may need to refresh your BlueSky page to see it.
  •  And that’s it!

Obviously, if you’re an SL user on BlueSky and are happy with the bsky.social extension on your handle – that’s great! You don’t have to change (or feel pressured into does so). But if you use BlueSky exclusively for your Second Life activities, it might heighten your visibility with other SL users and encourage them to make contact / follow you should you name pop-up in their timeline; and if you have non-SL followers, it might encourage them to express curiosity in knowing more about the platform – so why not give it a try?

My thanks to Barbi Blowhard for the pointer to secondlife.bio, and a thank you to Samuel Newman / @secondlife.bio for creating the handy handle generator.

Linden Lab relaunches Second Life Blogger Network with enhanced mission

via Linden Lab. Used with permission

On September 26th, 2019, Linden Lab launched the Second Life Blogger Network (SLBN), a referral service for bloggers producing high-quality, independent blog content to have their work promoted by Linden Lab through a new curated SLBN feed on the Second Life Community Pages and via Linden Lab’s high-visibility Second Life social media feeds and on the Official Second Life Viewer log-in page (see: Second Life: Blogger Network launches).

In July 2024, that version of the service was placed on hiatus, to allow the Lab “to dedicate resources to upcoming changes and enhancements designed to enrich our community’s experience even further”.

On Friday, November 22nd, the Lab announced the nature of some of those enhancements with the launch of the Second Life Blogger Network 2.0  (SLBN 2.0). To quote from the announcement:

Since its inception, the SLBN has been a platform to amplify high-quality, independent blog content through our official channels, including social media. This aspect will remain a core focus as we relaunch and refine this initiative, but SLBN 2.0 brings an exciting new element: exclusive insider access to Second Life executives and early previews of upcoming features.
In addition to showcasing your incredible content to the broader Second Life community, SLBN 2.0 will now include:
  • Direct Access to Executives: Gain insider insights with occasional opportunities to meet directly with Second Life executives in a group setting to discuss platform news, updates, and strategic initiatives.
  • Early Feature Previews: Be among the first to learn about and discuss new features before they are publicly released. This means you’ll have a head start in sharing timely and relevant updates with your audience.
  • Exclusive Conversations: Participate in closed discussions that allow you to provide feedback and shape conversations about the future of Second Life.

– from the official blog post on SLBN 2.0

Participation in SLBN 2.0 remains free and non-exclusive.

  • Those who were a part of the original SLBN and who are actively blogging, are automatically eligible for participation in SLBN 2.0, and do not have to re-apply.
  • Those not previously a part of SLBN, but who wish to sign-up should review the SLBN Terms & Conditions and Content Guidelines.
  • Complete the Submission Form.
  • In addition, bloggers can optionally include the SLBN logo in their blog.

Those intending to participate should also read the official blog post on SLBN 2.0 in full.