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

SL project updates week 14/1: server and viewer updates, misc items

Piony Hideout, Lions Hill; Inara Pey, March 2015, on Flickr Piony Hideout, Lions Hill (Flickr) – blog post

Server Deployments

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 will receive the same update to the current server maintenance package. This update is specifically aimed at correcting the trash purging issue reported with BUG-8877. However, the fix does not address the issue of inventory fetching hanging if HTTP Inventory has been disabled within the viewer.

This is because the Lab regards UDP inventory fetching as a deprecated protocol path, as indicated by the release notes, and non-HTTP based inventory fetching is now being phased out. As such, it is anticipated the option to disable HTTP Inventory within the viewer is likely to be hidden / removed at some point in the future.

SL Viewer Updates

The Tools update RC viewer updates to version 3.7.27.300242 on Monday, March 30th, bringing it into line with the current release viewer (3.7.26 with Avatar Hover Height).

The Maintenance RC viewer updated to version 3.7.27.300323 on Tuesday, March 31st. also bringing it into line with the current release viewer,  and includes fixes for many of the bugs and issues encountered with the initial release of the RC.

Other Items

Diagonal Region Rendering Issues

A fair while ago now (late 2012 / early 2013 in fact), I reported on issues that had been noted with regions seeming to be “missing” when seen from other regions.The problem was originally reported in SVC-8130, which is still marked as “unresolved”, and it had been hoped that fix for SVC-8019 would address the problem as well as dealing with other issues. However, the problem has continued intermittently ever since, with numerous issues marked as duplicates of SVC-8130 being reported, with the issue most recently being seen when looking at regions diagonally opposite Brocade on the Mainland.

The return of the missing regions issue (if it ever really went away): looking north-east from Brocade towards where Mullein isn't on the Mainland. Not, as well, the region kitty-corner beyond Mullein is also absent the view, although both appear on the map
The return of the missing regions issue (if it ever really went away): looking north-east from Brocade towards where Mullein isn’t on the Mainland. Not, as well, the region kitty-corner beyond Mullein is also absent the view, although both appear on the map

The problems are regarded as handshaking / communications issues between region, and are generally resolved through a region restart; although understandably, some holding regions on Mainland are reluctant to request a restart as this can affect multiple other region as well.

Multiple Calling Cards

Most of us are familiar with calling cards in the viewer. They can be obtained by friending someone, or by someone giving you their card (or you giving them your card, and are useful for things like  opening people’s profiles from inventory (particularly handy in cases where you haven’t friended someone, and so don’t have to use search to locate them), or initiating an IM conference call.

One of the many calling cards issues - spawning multiple copies of the same card (images via Jessica Lyon)
One of the many calling cards issues – spawning multiple copies of the same card (images via Jessica Lyon)

However, within v3-style viewer they can also be annoying, as they have a tendency to multiple for no readily apparent reason. People can often have a set of calling cards under the Calling Cards folder, which can be partially replicated in the Friends sub-folder, and then fully replicated in the All sub-folder beneath that, for example. Or individual cards can get spawned multiple times across one or more folders for no readily apparent reason.

The problem here is that having a high load of calling cards can generate problems logging-in to SL, where they run out of curl multihandles, causing log-in to hang or for them to disconnect on logging-in. This can usually be solved through … wait for it … disabling HTTP Inventory and then logging-in and deleting them, but this may not be an option in the future (see the notes at the start of this report). Given that calling cards get re-spawned following a re-log after deletion, and can start multiplying again, Oz noted in the SUG meeting that they are now an area “worthy of some study”.

Rendering / Rezzing Failures and the CDN

In week #13 I reported on rendering / rezzing issues being experienced by some people in the Florida / Alabama region of the USA. Since that time, the Lab’s investigations through the CDN provider have suggested the the ISP in question (Mediacom) has degraded the service, possibly due to the volume of traffic coming from the CDN. This was a concern voiced early-on during the CDN implementation, but this appears to be the first time such a move has been confirmed. In the forum thread on the matter, which has seen more input on the situation, Monty Linden has offered some interim ideas that may help users experiencing problems, while also emphasising the Lab is still working with the CDN providers to further refine the service.

Firestorm TTT: building

firestorm-logoIn the Firestorm Tool Tip Tuesday video for Tuesday March 31st, 2015, Jessica takes a look at the assorted tools and options Firestorm provides in order to assist people with in-world building. As with some of the other TTT video, various options described within the video are not exclusive to Firestorm, which makes the video a worthwhile watch by anyone wishing to get more to grips with building, manipulating prims, and so on; although admittedly, if you’re not using Firestorm, you’ll have to poke at your preferred viewer’s Preferences, etc., to see where the options might reside.

Starting with changing the default colour of the basic rezzed prim shapes, the default size, prim status (physical, phantom, etc), and the next owner permissions (a function now common to all viewers, including LL’s own), Jessica takes a rapid-fire run through many of the the more frequently used build options and tool additions.

The build sub-tabs on Firestorm, located under Preferences > Firestorm, present access to the majority of additional options and capabilities associated with building using the viewer
The build sub-tabs on Firestorm, located under Preferences > Firestorm, present access to the majority of additional options and capabilities associated with building using the viewer

This includes a look as assorted features within the build floater itself, many of which are, again, presented through other viewers as well, including the ever-popular prim alignment option (which, sadly, remains as something the Lab have refused to adopt, as they feel it does not fulfil enough potential use cases, despite the fact it actually achieves precisely what it sets out to do).

The video concludes with a look at the Z-drop and Z-take options, which respectively allow you to drop the contents of a folder into an in-world prim without needing to select and physically drag-and-drop them, and to take a number of in-world objects and place them within a root folder in your inventory – both of which are powerful and useful options, before finally providing an overview of one of the most useful building resources within Second Life: Builder’s Brewery. You can also find out more about BB through their website.

Getting to grips with building isn’t easy, and while this video isn’t intended as a beginning guide, for those who have paddled in the shallows of building, it offers some very useful pointers. Even those with a little more experience might also find it contains some interesting little tips!

 

2015 viewer release summaries: week 13

Updates for the week ending: Sunday, March 29th, 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):
    • No updates
  • Project viewers:
    • Avatar Layer limits project viewer, version 3.7.26.299805, released on March 25th – allows users to wear 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

  • Black Dragon updated to version 2.4.2 Beta on March 23rd, and then to version 2.4.2 on March 29th – core updates: volumetric light fall-off; multi-line chat; Avatar hover Height, bug fixes (change log)
  • Restrained Love Viewer updated to version 2.9.7 on March 26th – core updates: RLV fixes and Avatar Hover Height inclusion (release notes)
  • UKanDo updated to version  3.7.24.28080 on March 24th – core updates: Avatar Hover Height inclusion, RLV updates, nips and tweaks (release notes)

V1-style

  • Cool VL Viewer Experimental branch updated to version 1.26.13.5 on March 28th – core update: global wearables limit (release notes)

Mobile / Other Clients

  • No updates.

Additional TPV Resources

Related Links

Firestorm: of releases and springing into Spring

firestorm-logoAs noted in a recent TPV Developer meeting summary, things are in a state of flux with regards to Firestorm updates.

Originally, it had been hoped the team would have an update released during March; however, there have been numerous projects coming through the Lab which have encouraged the team to delay their release. These include things like fixes for the assorted issues of attachments either dropping off following region crossings (notably teleports) or failing to attach, and also with the upcoming Viewer-Managed Marketplace updates (VMM).

In addition, testing of the current pre-release beta has resulted in a very mixed bag of feedback from users involved in the beta process. Some have reported significant issues which may be linked to HTTP pipelining or the recent AIS v3 updates from that Lab, while others have indicated they’ve encountered very few issues, up to and including the attachment loss / failure issues mentioned above (although somewhat limited due to PC issues, my own use of the 4.7.0 pre-release versions of Firestorm has given me almost no issues whatsoever).

Because of this, it now seems likely that the Firestorm team will be handling the next release as follows:

  • Two initial preview releases, issued to the Firestorm preview group. One of these will have the latest AIS v3 updates and HTTP pipelining updates from the Lab enabled by default, and the other will have them disabled by default. The hope is these will help determine how many users may be impacted by any AIS v3  / HTTP pipelining issues, and how things should be defaulted for the follow-up releases
  • A public beta release will follow these two preview releases, which will see Firestorm brought up to par with the current LL viewer code
  • A “full” release will follow some weeks after the beta release, which may include any additional updates from the Lab (e.g. the attachment fixes and / or VMM, depending on the overall status of these updates from the Lab).

No precise time scales are available for any of these releases, but it seem likely (based on comments passed at the TPV meeting linked-to above), that there will likely be an initial call for users to join the Firestorm preview group to assist with the preview testing. The public beta then many still appear later in April.  So, keep an eye on the Firestorm blog for any call that may be made, and for news on upcoming releases.

Seth Regan (Mankind Tracer in SL) will be headlining Firestorm's
Seth Regan (Mankind Tracer in SL) will be headlining Firestorm’s “Fed up with Winter” party, with Firestorm’s Ed Merryman spinning the discs afterwards

In the meantime, the Firestorm has announced a “Fed up with Winter!” party – or as I’ll prefer to call it, a “spring into Spring” party.

Headlining the event which will start at 12:00 noon SLT on Saturday, March 28th, will be Seth Regan, known in-world as Mankind Tracer. After his set, Firestorm’s own Ed Merryman will be providing the music in his usual style of spinning the discs until he (or everyone else) fall over from exhaustion!

The party is open to all – or at least, all who can get into the region, and will take place in a party area overhead on the Firestorm Support island.

SL Project updates week 13/2: TPV Developer meeting – HTTP, VMM and more

Matoluta Sanctuary, Sartre; Inara Pey, March 2015, on Flickr Matoluta Sanctuary (Flickr) – blog post

The following notes are primarily taken from the TPV Developer meeting held on Friday, March 27th,  a video of which is included towards the end of the article (my thanks as always to North for recording it and providing it for embedding), and from the Server Beta meeting held on Thursday, March 26th. Any time stamps contained within the following text refer to the TPV developer meeting video.

Server Deployments Week 13 – Recap

As always, please refer to the deployment thread in the forums for the latest updates / news.

  • On Tuesday, March 24th, the Main (SLS) channel received the server maintenance package deployed to the three RCs in week 12, comprising updates which allow the Lab to make various configuration changes without having to necessarily run a rolling restart when they have done so. It contains not actual functional changes to the simulator software
  • On Wednesday, March 25th, the three RC channels received the same new server maintenance package, which is focused on inventory loss issues, and provides the Lab with better error detection and logging, improving their ability to look at some of the failure places and the removal of unused code. This updates does not remove the server-side messaging used in support of RTLP.

SL Viewer Update

Avatar Layers Project Viewer

Vir Linden’s work on a new global limit for system layer clothing was released as a project viewer, version 3.7.26.299805. With this viewer, a user can wear any combination of clothing layers (wearables), up to a maximum of 60, rather than being limited to (in general, and as with the official viewer) to a maximum of 5 items per layer type. Note that these changes do not apply to body part wearables (skin, shape, hair, eyes), for which the limit is still one of each, and do not affect attachments, for which the limit is still 38 total.

[07:18] There is already an update in the pipe for this viewer, which should be appearing next week.

Camera Positioning / Handling

[05:12] While there are no specific details as yet, the lab is hoping to put some work into improving camera positioning and handling in the not too distant future, in the hope of removing various glitches and issues.

Build Tools Viewer

[05:54] There have been a few fixes added to this viewer (currently version 3.7.26.299443), so a further update to the release candidate version is with the Lab’s QA team and should be appearing in week #14 (week commencing Monday, March 30th).

Maintenance Release Viewer

[06:29] Currently at version 3.7.26.299845, the latest Maintenance release viewer has a range of issues, many of which have hopefully been addressed with a series of fixes, so an update to that viewer is also with the Lab’s QA team. However, given the scope of the updates, it is proving a little harder to pass the QA process.

Experience Tools Viewer

[06:50] The Experience Keys / Tools viewer (currently version 3.8.0.299338) is being merged-up with the latest release version of the viewer code (version 3.7.26.299635). The updated version should also be appearing (again as an RC) in week #14.

Viewer Code

[17:27 – 19:50] There is an interesting discussion on the viewer code which, for anyone interested in how the viewer has developed over the years, and how much of it dates back some 14 years.

Viewer-Managed Marketplace

[00:00] There was a pile-on test of the new Viewer-Managed Marketplace capability on Aditi in week #12, and Brooke Linden was at the TPV Developer meeting to provide feedback. The pile-on test did not reveal any significant issues in terms of performance.

However, there is still a viewer / simulator / marketplace  communications issue which has to be resolved, which may take another couple of weeks to fix. After that, there are two grid deployments which need to take place: one for the VMM code itself, and one for updates to the Advanced Inventory System (AIS), so it is unlikely VMM will be fully deployed within the next month to two month, and the project viewer (currently version 3.7.25.298865) is unlikely to progress through a release candidate to release status until after the server components have been deployed.

Group Chat

Simon Linden has been working on significant improvements to the group chat service
Simon Linden has been working on significant improvements to the group chat service

[07:32] Simon Linden has been continuing to work on the group chat code, and all of his current updates should have been deployed to the back-end group chat servers. A broad consensus is that the issues which recently occurred as a result of some changes have been reversed, and that the group chat service as a whole is now running a lot better, both in terms of the early performance improvements Simon made, and with regards to the overall stability of the service and the servers.

[08:24] There is a further round of updating in the planning, but these require a platform upgrade to be carried out for the group chat service first. Therefore, unless unless the latest set of updates deployed by the Lab start to show issues, the engineering team will be switching focus for the immediate future, and will return to working on group chat once the necessary upgrade work has been completed.

Experience Keys  / Tools

[09:20] One of the items the engineering team want to focus on in particular is Experiences, and getting the remaining back-end issues sorted out so that Experiences can be properly deployed.

Voice Updates

[09:59] There will be a further round of voice updates which are expected to appear in a project viewer “shortly”. They include (but are not limited to) things like general code clean-up to prevent unnecessary list loading, removal of media messaging in person-to-person calls (which has never worked), fixes for issues related to microphone volume and improvements to the microphone test so that you can now hear yourself when testing your microphone, and improvements for hot swapping microphones / headsets.

[13:58] There is some confusion over whether or not a fix to voice designed to prevent someone’s voice channel being “left behind” when teleporting between regions has actually worked. It had been thought that the fix for this had been deployed in later 2014. However, bug reports are still being made still reporting issues (see BUG-8543 and STORM-2109), prompting the Lab to re-examine the status of the fix.

[19:54] Voice package updates from Vivox are also expected to be forthcoming in the future as well.

Restore To Last Position (RTLP)

Oz Linden - keeping an eye on feedback through the Firestorm blog on "restore to last position"
Oz Linden – keeping an eye on feedback through the Firestorm blog on “restore to last position”

[21:08] There have been around 400 responses to the Firestorm call for feedback on how people use the Restore To Last Position functionality found in some TPVs. As I’ve previously reported, the Lab had been considering deprecating the server-side message RTLP uses as an overall part of on-going work to reduce the amount of inventory loss issues (real or perceived) which can occur.

Firestorm’s call is helping the Lab to better understand how, as faulty as it might be, RTLP does fulfil a range of useful / valid use cases. Commenting on the fact the he has been reading through the feedback, Oz Linden said:

[21:49] Well, I understand that there are user scenarios that need to be addressed and need to be better supported. Whether the existing feature is the way to do that or not, I still consider to be an open question. I do want to take those use cases and work back through that process [of determining how best to serve them].

So the Lab still isn’t going to do anything “quickly” either way on RTLP, and people needn’t worry about RTLP vanishing / breaking “suddenly”.

In the meantime, they are working on other changes intended to address various rezzing failure situations. This work is more server-side focused, although it may be a while before updates appear on the grid as the exact nature of the updates is still being determined.

[23:42] Oz also again thanked everyone who responded to the Lab’s call for feedback on inventory losses in general, defining the feedback as “really, really useful”.

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