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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

SL project updates week 15/1: server, viewer, HTTP Inventory reminder

... and don't miss out on the merfolk's beach, complete with pier and fun fair!
Don#t forget you can plunge into learning about SL’s extensive merfolk and undersea community this week, thanks to the folk at Fanci’s Deep and the Safe Waters Foundation. There’s undersea tours, dances, dolphin rides, shopping opportunities, freebies and a whole lot more. You can even visit the mer beach and fun fair (above)! To find out more, read the blog post on the event, which runs through until April 11th

Server Deployments Week 15

As always, please refer to the server deployment thread in the forums for the latest information and updates.

  • On Tuesday, April 7th the Main (SLS) channel will receive the server maintenance update previously deployed to the three RC channels. This is primarily focused on trying to prevent  inventory loss issues, and sees UDP inventory messaging deprecated (see HTTP Inventory, below, for more important information)
  • On Wednesday, April 8th all three RC channels should receive a new server maintenance package comprising:
    • A fix for a server crash when rezzing an object
    • A minor change for CDN configuration
    • Adjusted internal server configuration.

SL Viewer Updates

A new release candidate viewer was released towards the end of last week. The HeatWave viewer, version 3.7.27.300424. This is essentially the maintenance RC viewer with an additional URI parser fix to prevent a viewer crash bug, but has retained a project name to differentiate the two RCs from one another.

 HTTP Inventory

With the Tuesday deployment (noted above), the main grid now only supports HTTP Inventory fetching. This means you must have the HTTP Inventory option enabled in the viewer (it can be found under the Develop(er) menu).

Should you disable it for any reason, you will encounter two issues:

  • Your avatar will not render, but will remain a cloud
  • Should you refresh your inventory for any reason (clear cache), your viewer will never complete the process of inventory fetching.

Unfortunately, and coincidentally, the Main channel deployment on Tuesday, April 7th came at a time when asset server / inventory issues were being experienced across the grid, and inventory database maintenance was carried out as a result.

Note that from Tuesday, April 6th, you must ensure HTTP Inventory is enabled in the Develop menu (sometimes called the Developer menu in TPVs) in order to help avoid inventory and / or avatar rendering problems
Note that from Tuesday, April 6th, you must ensure HTTP Inventory is enabled in the Develop menu (sometimes called the Developer menu in TPVs) in order to help avoid inventory and / or avatar rendering problems

These issues and the maintenance may have masked any problems some people may have been having purely as a result of HTTP Inventory being disabled in their viewer.

Therefore, if you are encountering problems with your avatar remaining a cloud, or your inventory failing to load, please try the following steps to see if they resolve your situation:

  1. Make sure you have the Develop(er) menu enabled in your menu bar at the top of the viewer. Press CTRL-ALT-Q if you cannot see it.
  2. Click on Develop(er) to list the menu options.
  3. Make sure there is a tick in front of the HTTP Inventory option.
  4. If HTTP Inventory does not have a tick in front of it, then it is disabled. Click on it to enable it (and display the tick).
  5. Closed the Develop menu and re-log.
  6. Hopefully, following your re-log, your avatar will render / your inventory load properly.

UDP Inventory Messaging Deprecated

The reason for this is that the Lab has now deprecated the “old” method of inventory messaging (referred to as UDP messaging). However, if you disable the HTTP Inventory option in your viewer, the viewer will still attempt to use the “old” method, and thus you’ll have problems.

There are plans in hand for the Lab to remove the HTTP Inventory option from the viewer, and some TPVs may opt to remove it ahead of any update from the Lab. Until that time, it is essential you keep the option enabled to assist with the smooth functioning of your inventory.

Experience Keys / Tools

Not a lot to report on this project. Simon Linden has been working on the Key Value (KVP) database store used by Experiences. This work appears to be related to the Lab working to ensure the when deployed Experience Keys / Tools can be properly scaled to meet the anticipated demand for them. Commenting in general terms on the work, Oz Linden said during the Simulator User Group meeting on Tuesday, April 7th, “if we are as successful as we’d like to be with Experiences being adopted, it would run into problems. So we’re trying to solve them before we get to that point.”

2015 viewer release summaries: week 14

Updates for the week ending: Sunday, April 5th, 2015

This summary is 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.

Official LL Viewers

  • Current Release version updated to version 3.7.26.299635 on March 24th (formerly the Avatar Hover Height viewer) download page, release notes, wiki page, AHH overview
  • Release channel cohorts (See my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself):
    • HeatWave RC viewer version 3.7.27.300424, released on April 3rd – core updates: the same fixes and improvements as the Maintenance release, with an additional fix for a URI parsing issue (download and release notes)
    • Maintenance RC viewer updated to version .7.27.300323 on March 31 – core updates: multiple fixes and improvements (download and release notes)
    • Tools Update project viewer version 3.7.27.300242 updated on March 30th – core updates: builds Windows and Mac viewers using the new tool chain and autobuild process and also incorporates the revised viewer log-in screen (download and release notes)
  • Project viewers:
    • Attachment fixes project viewer (Project BigBird), version 3.7.27.300377, released on April 1 – core updates: a number of fixes for various attachment issues (download and release notes)
    • Avatar Layer limits project viewer updated to version 3.7.27.300098 – allows users towear up to 60 wearable layers (jackets, shirts, tattoo, alpha, etc.) in any combination  (download and release notes)

LL Viewer Resources

Third-party Viewers

V3-style

V1-style

  • Cool VL Viewer Stable branch updated to version 1.26.12.37, Experimental to version 1.26.13.6 and Legacy branch to 1.26.8.92, all on April 4th (release notes)

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

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

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

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

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

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

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

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

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

The truth is that OnLive put itself on the market.

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

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

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

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

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

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

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

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

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

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

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

SL project updates week 14/2: server, viewer, CDN

The Trace Too; Inara Pey, March 2015, on Flickr The Trace Too (Flickr) – blog post

Server Deployments Week 14 – Recap

As always, please refer to the server deployment thread in the forums for the latest information and updates.

  • There was no deployment to the Main SLS channel on Tuesday, March 31st, due to the inventory issues arising from the week #13 RC deployment – see my update here for details.
  • On Wednesday, April 1st, all three RCs received the same update to the current server maintenance package to fix the issues with Trash failing to purge in non-AIS v3 viewers (see BUG-8877. and my coverage of the recent issues here). Those suffering from inventory fetch failures on RC regions are advised to re-enable HTTP Inventory in their viewers, if disabled (found under the Develop menu).

SL Viewer

Wednesday, April 1st saw the release of the Project BigBird viewer (yes, seriously!), version 3.7.27.300377, which contains the various fixes for attachment issues which the Vir Linden has been working on. Specific fixes offered are listed as (note the MAINT designations are for the Lab’s internal JIRA, and thus non-viewable):

  • MAINT-4351 HUDs and attachments intermittently and randomly detach after teleports, sometimes reattaching on their own shortly after, sometimes staying detached completely, or showing as “worn on Invalid Attachment Point” while still detached
  • MAINT-4653 [Attachment-RC] When using “Add” or “Attach to” to attach multiple attachments at the same time, some attachments fall off and some get attached to the wrong attachment point
  • MAINT-4917 Attaching multiple objects generates multiple bake requests
  • MAINT-4918 Removing multiple attachments generates redundant detach requests
  • MAINT-4919 Attempting to wear an outfit with more than 40 attachments will fail

UDP Paths: HTTP Inventory, Textures and More

As noted at the top of this report, the week #13 RC deployments have been causing some inventory-related issues, one of which –  the Trash purging problem – has been fixed with this week’s RC RC deployment.

The second issue  – failures in inventory fetching following clearing cache on RCs regions – has been caused by a combination of the Lab deprecating the UDP message path for inventory updates and users having the HTTP Inventory option in the viewer (found under the Develop menu – CTRL-ALT-Q) disabled (unchecked).

Given this path has been deprecated, it is essential you keep HTTP Inventory enabled (the Lab will be removing the option from the Develop menu in the future to prevent it being unwittingly disabled).

Speaking at the Server Beta Meeting on Thursday, April 2nd, Oz Linden indicated that the Lab would be taking steps in the future to deprecate UDP messaging is “high on the list” for being deprecated in the future, given that textures have now moved to the CDN.

The CDN and Switching Further Services

While discussing the issue of UDP messaging, Oz again re-iterated the desire to pivot things like fetching animations and sounds away from UDP and onto HTTP, with the aim of provisioning them through the CDN, further lifting the load the simulators currently carry. However, he caveated this with two important points:

  • While this is something he’d like to see done, and is in the plans for SL’s future, the work hasn’t actually be scheduled yet, must less started; therefore it is not something that will be happening in the short-term (or perhaps even the medium term)
  • The Lab is working on a further round of CDN improvements – again, no time scale is available for their implementation – but there won’t be any additions to the data delivered via the CDN until after such improvements have been deployed.

One aspect here is that, in terms of the simulator load and in terms of the vast majority of users, the switch-over to avatar, mesh and texture data to CDN-based services has been a success for the Lab. However, as we’ve also seen, it has resulted in issues for some users, up to and including what is a degraded service due to the actions of at least one ISP.  While the latter is not something the Lab or their CDN provider can directly tackle, it does point to the fact that while off-loading the heavy lifting from the Lab’s servers can make for improvements, it can affect users in other ways.

Hence why the Lab is being cautious in approach, and is continuing to work with its CDN providers to try to improve the service as far as can be done, in the hope of reducing the number of ways in which users might find SL a poorer experience as a result of the CDN implementation. However, exactly what can be achieved and issues mitigated, remains to be seen.

In the meantime, as as per part 1 of this week’s update, if you do feel mesh and texture rendering isn’t what it once was, try following Monty Linden’s interim ideas  for easing things.

SL Go discontinued as OnLive sells patents

Even ideas around offering Sl Go as a Premium offering, while simple in concept, are potentially less-than-simple to implementUpdate, Friday, April 3rd: An on-line petition has been started to try to persuade Sony to keep SL Go running as a service.  In all honesty, the likelihood of this succeeding is less than slim, but if you would like to add your name to the petition, it can be found here.

On Thursday, April 2nd, it was announced that the SL Go streaming service supplied by OnLive has been discontinued.

The move is part of a wider shut-down of services that will take place on Thursday, April 30th, following a decision by the company to sell its portfolio of patents to Sony Computer Entertainment America.

An official announcement on OnLive’s SL Go website reads in full:

It is with great sadness we must announce that OnLive’s SL Go service will be coming to an end. Sony is acquiring important parts of OnLive, and their plans don’t include a continuation of the SL Go service. However, your service should continue uninterrupted until April 30, 2015. No further subscription fees will be charged, and you can continue to enjoy SL Go on all of your devices until that date.
In our year of SL Go service, we have become quite close to the Second Life® community. Thanks to your patronage and constructive feedback, SL Go became one of OnLive’s most successful services. We know how important SL Go is for many of you, and it saddens us to bring the service to a close. We extend our heartfelt gratitude to you for being a part of “SL Go by OnLive” and wish you all the best.
With warmest regards,
Everyone at OnLive
SL Go provided a means to access Second Life through Android devices, followed by the iPad - something SL users had been hoping to see for years
SL Go provided a means to access Second Life through Android devices, followed by the iPad – something SL users had been hoping to see for years

In a personal address sent out to those with whom he’s been in contact with over the course of the last year or more, OnLive’s Product Manager for SL Go Dennis Harper – someone whom I’ve come to regard as a friend both in-world and through our communications outside of the platform – said:

To my good friends and partners in Second Life,
 It breaks my heart to tell you that OnLive (OL2, Inc) has been acquired and will be closing down the game service, including SL Go.  The official press release is attached.
 SL Go Island will continue to exist for a while, but we have removed the Pay with L$ feature.
 The OnLive and SL Go services will continue to operate in full capacity until April 30.  All services will be free to anyone who has or creates an account.  All prices for the service have been set to $0.00, including SL Go.
 On a personal note; you all have been so supportive of SL Go.  You have my heartfelt thanks for all you have done.  I have made some good friends in SL and it greatly saddens me that this project is ending.  You all have accepted us n00bs into your community and mentored us on what Second Life really is.  I have learned so much!  My sincere thanks to all of you.

This is and unfortunate end, not just for SL Go, but also for everyone at OnLive, a company which had come through a lot to provide a unique on-line gaming service and which has tried to enter a very unique environment with SL Go, and has done so by providing a very successful approach to providing access to Second Life (and OpenSim) to people while on the move through their delivery to Android and iPad devices, and to those using older, lower-specification hardware.

SL Go has also allowed users to enjoy the full richness of Second Life on relatively low-end machines. Following a recent severe hardware failure on my primary PC, SL Go became my primary means of accessing SL for some 2 weeks while the "main" machine was repaired; above, I'm running it on a humble 2 GB win 7/32 Asus PC EE 1201N
SL Go has also allowed users to enjoy the full richness of Second Life on relatively low-end machines. Following a recent severe hardware failure on my primary PC, SL Go became my primary means of accessing SL for some 2 weeks while the “main” machine was repaired; above, I’m running it on a humble 2 GB win 7/32 Asus PC EE 1201N

I’ve been fortunate enough to be somewhat closely involved in SL Go, initially being offered the opportunity to help beta the product, and then in helping to report on and promote the service, and (hopefully) provide OnLive, through Dennis and his team with useful feedback, support and advice.

As such, I’d like to take this opportunity to offer Dennis, Jeff, Shae, Jersey, Robby and everyone else at OnLive involved in SL Go – including Jane Anderson in the US and Mark Bevan here in the UK,  my thanks and my heartfelt best wishes for the future. I do, however hope that we’ll continue to able to see one another in-world, at the very least.

In writing about the situation, in Ars Technica (linked to at the top of this article and in the links section below),  Kyle Orland notes:

Looking back, it seems OnLive was just a little bit too far ahead of the curve, both in terms of market readiness and the Internet infrastructure necessary for streaming games. As low-latency bandwidth continues to become cheaper and more accessible around the world, it seems likely someone will nail the correct combination of business model, game selection, and easy-to-use interface to become the industry’s answer to Netflix. That company will owe a debt to OnLive for getting the ball rolling and proving that streaming gaming was something that was worth trying in the first place.

I couldn’t agree more.

Related Links