2022 week #42: CCUG meeting summary: PBR Materials

Storybook, August 2022 – blog post

The following notes were taken from  my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, October 20th 2022 at 13:00 SLT. These meetings are chaired by Vir Linden, and their dates and times can be obtained from the SL Public Calendar.

This is a summary of the key topics discussed in the meeting and is not intended to be a full transcript.

PBR: Materials and Reflections

  • Please also see previous CCUG meeting summaries for further background on this project.
  • Work is now entering a “public alpha” mode which will commence with the release of a formal project viewer, in order to put the viewer before a wider group of creators and obtain their input / feedback in addition to that gained during the “closed alpha” with those on the Discord channel.
    • This project viewer could be available in the next week(ish), subject to QA testing.
    • It is hoped this “alpha testing” will show that minimal changes to behaviour / functionality will be required, but it will allow LL time to gather broader stats on performance (particularly on hardware specs they have not bee able to test), and allow for additional tuning and optimisation.
    • LL are aware there are some performance regressions within the viewer (together with some issues with AMD drivers) that need to be addressed before it can proceed beyond project viewer status, but these are not seen as blockers to this wider testing, as they can be noted within their viewer release notes.
    • It is also noted that permissions will be “a little bit broken” to start with, and some edge case rendering cases may appear broken -but issues like this will be documented in the project viewer release notes.
    • Once these issues have been ironed out, it is anticipated that there will be no FPS loss when comparing the PBR Materials viewer to the current release viewer.
  • Following this “open alpha”, the viewer will move to “beta mode” (presumably as it reached RC status), when the focus will be on bug fixes rather than adding / changing features.; as such, the project viewer phase is seen  as crucial in obtaining feedback encompassing concerns over things like file formats, functionality, concerns over changes to the rendering pipe, etc.

Reflection Probes

  • LL is concerned that reflection probes may prove to be an Achilles Heel with the new capabilities, simply because the technique  in using them by the industry as a whole is somewhat counter-intuitive.
  • The core issue is getting people’s heads around the idea that the “shiny thing” is not itself the probe; but the probe must be correctly set, including its influence volume.
    • Typical documentation on setting-up reflection probes, such as that provided by Unreal and Unity – both of which share the same concepts around the influence volume as the SL implementation (although the latter has fewer parameters), doesn’t always make for easy reading.
    • The influence volume is a particular issue for SL due to the use of the automatic probes which exist within a region, and which are unlikely to always be in the right place, so may need to be countered by manually-placed probes.
  • One significant concern arising from this is that content will be sold with it own reflection probe which is precisely the wrong thing to do, as it could lead to dozens of probes in a single room, none of which have influence volumes that eat into viewer resources when a single probe for the room as a whole would achieve the same results.
    • A way around this would be to offer the means to disable the reflection probe as supplied within individual objects sold by creators.
    • However, this then begs the questions to what happens if said content is sold No Mod – blocking any ability to disable the associated reflection probe? Would it be sufficient to let market forces determine the success of such items?
  • No definitive  solution for this has been determined – other than the need for full and proper education for creators (with documentation) – both of which assume creators will a) want to be educated; b) RTFM; and the meeting time drew to a close whilst this was still under discussion, so will likely be picked up at the next meeting.

Forward Rendering + Deprecating OpenGL 2.0

  • As has been previously stated by LL (and covered in these CCUG summaries), a key change that the PBR work will bring to the viewer is the removal for the forward rendering pipe – otherwise know as “disabling ALM”.
    • To help with this, LL have implemented additional optimisation within the PBR viewer designed to help low-end systems perform better with ALM (Advanced Lighting Model) always on, and more optimisations are to be added to the viewer.
    • However, one of the areas of feedback the Lab would like to obtain during the “alpha testing” is how well low-end hardware they may not have been able to test functions when running the PBR viewer.
    • Obviously, removal of forward rendering  will mean the final end to invisiprims, which have for the last 10+ years required ALM to be turned off in order to mask other elements (e.g. system body parts, Linden Water, etc.).
  • It is acknowledged that forward rendering currently offers better anti-aliasing than ALM, but a means to improve this under ALM is being looked at.
  • The PBR Materials viewer will effectively see support for OpenGL 2 finally deprecated in the viewer, the minimum requirement being OpenGL 3 (Open GL 4 being required for reflection probes).
    • This thought to impact around 0.5% of all Windows / Linux users (stats still are collected for Linux, and many of those might be bots utilising older clients, with the majority of users – even those on elderly hardware – trending towards OpenGL 4 (which has been available for around a decade).
    • Given given basic GPU cards such as the Nvidia GTS 250 (introduced in 2009) and many laptops with integrated graphics can support at least OpenGL 3, it is hoped that even those still running OpenGL 2 will be able to updated to OpenGL 3 to avoid issues.
      • If you are concerned about your hardware supporting OpenGL 3, go to Help → About in your viewer, and you can check the OpenGL version you are running from there – most people will likely find they are running a version of OpenGL 4. Those on Mac OS systems might also use this tool to check.
    • The testing period will be sufficient enough for LL to determine whether they need to address the lack of OpenGL 2 support in future iterations of the viewer.
If you are worried about your older hardware supporting PBR Materials correctly, use Help → About to check the version of OpenGL you are using; you will likely find it is at least OpenGL 3, if not OpenGL 4+

Alpha Modes

  • With the PBR / Materials viewer, alphas are (as previously reported) move to linear colour space, which may cause problems for some pre-PBR content.
  • This is not been an issue for those creators working within the close Discord channel group using pre-release viewers (particularly given some TPVs already use linear colour space), but LL expects to get fuller feedback on the move once the project viewer is ready for use on a much broader basis.
  • If the move doesn’t work for pre-PBR content with alphas, the result might be that legacy content and PBR content will not alpha sort against each other, forcing an artificial sorting (e.g. sort rigged mesh alphas first, then sort non-rigged over).

In Brief

  • The question was asked about SL supporting the Open Asset Import Library for mesh imports.
    • It was described as a “cool but bloated”, and “great when you want broad spectrum asset import and don’t really care about doing it super well for any particular format, not so great when you want to support one thing really well.”
    • As such, LL would rather focus on just support glTF mesh, and as a part o this, as the viewer progresses and glTF mesh import is added, support for importing COLLADA files will likely be discontinued in the official viewer, and creators will be pointed to a COLLADA-to-glTF converter.
  • Terrain textures: LL is still looking at options for a future project to improve terrain textures.
    • One user-generated suggestion that has been accepted  for consideration is BUG-232769.
    • The Graphics Team are also looking at materials paint maps for terrain.
      • IF this approach were to be adapted it might comprise of a set of four materials per parcel, which could be painted onto the terrain “at some fidelity” (e.g. around 1/4 m or so), over the existing elevation-based texturing.
      • This would allow parcel owner to, or example, “paint” something like a cobblestone path through a part of their parcel or add high quality grass for  lawn, etc.
      • In particular, it could enable creators to provide “terrain ready” materials packs others can purchase and use in their parcels.
    • Note that currently, these are ideas. There is no actual project for revamping terrain textures in progress at the moment.
  • It was reiterated that there is an internal move to update the Second Life minimum system requirements to reflect the versions of required APIs which must be run on client hardware rather than specifying specific hardware (CPU, GPU, memory, etc.) as is currently the case.
  • The hoary old complaint of aviators having to fly through parcels with different EEP settings was again raised as an “issue”  (while not perfect, applying a preferred EEP setting to your avatar – Fixed Sky or Day Cycle – still seems the easiest option to overcome this rather than working to re-jig the viewer as a whole).
  • A  reminder Local KVP / “Linkset Data” should be deployed to the simhost RC channels in week #43. I’ll have a post out on this during that week.
    • When testing this capability it is important to not that data committed to a linkset will not survive the move of the linkset to a simulator channel that does not have the necessary support for the capability; ergo, all testing must take place within the defined RC channels following the initial deployment.
    • There will be a special article on this capability in these pages once it has rolled to RC.

Next Meeting

  • Thursday, November 3rd, 2022.

2022 SUG meetings week #42 summary

Green Acres, August 2022 – blog post

The following notes were taken from the Tuesday, October 18th, 2022 Simulator User Group (SUG) meeting. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording it.

Server Deployments

Please see the forum deployment thread for the latest updates.

  • On Tuesday, October 18th, the Main SLS and Events channels were updated with server release 575585.
    • This release should contain two new functions llGetObjectLinkKey (specified under llGetLinkKey) and llSHA256String.
    • In addition, a slight change to the simulator code may help with the issue of people’s on-line / off-line status not being properly reported. It  is not an actual fix for the problem, but LL would like feedback as to whether people are seeing an improvement. See : BUG-232037 for more information on the issue.
  • On Wednesday, October 19th, the simhosts on the RC channels will be restarted but remain on simulator release 575585.

Available Official Viewers

  • Release viewer: version 6.6.4.575022 – hotfix for Crash at ~LLModalDialog() – promoted September 15 – no change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance 3 RC viewer, version 6.6.5.575257, September 23.
    • Maintenance P (Preferences, Position and Paste) RC viewer version 6.6.5.575055 September 19.
  • Project viewers:
    • Puppetry project viewer, version 6.6.3.575529,  October 12.
    • Performance Floater / Auto-FPS project viewer, version 6.6.5.575378, October 4.
    • Love Me Render (LMR) 6 graphics improvements project viewer 6.6.2.573263, July 21.

Local KVP / “Linkset Data”

From the server deployment thread:

We have a new feature build on Aditi for a new feature called Linkset Data. This feature works similarly to Experience Key-Value store, but the data lives with the object that sends and receives the data. Only scripts in the same linkset will be able to read the data written with this feature. For more details, see the in-progress wiki pages https://wiki.secondlife.com/wiki/LSL_Linkset_Data. You can try out the new LSL functions related to this feature at the following Aditi Mainland regions:
  • Blake Sea – Arabian ; Blake Sea – Atlantic ; Blake Sea – Beagle ; Blake Sea – Binnacle ; Blake Sea – Black ; Gothlauth ; Jigglypuff ; Mauve ; Moonberry ; Sapas ; Smithereens
We’re looking for feedback on this new feature including bugs and input on anything that might be missing or not work the way you’d expect. Please file a BUG Jira in all of those cases

This work is currently with the Lab’s QA team, and if cleared, could be a part of an RC channel deployment in week #43 (commencing Monday, October 24th, 2022.

These upcoming release sparked a conversation on data storage and access – please refer to the video for details.

In Brief

  • BUG-232037 “Avatar Online / Offline Status Not Correctly Updating” – LL believe that have a “handle” on the where the issue is originating, but there has been no time to take a deep dive into the actual cause as yet.
  • Further discussion on making multi-region crossings by vehicle more robust.
  • A general discussion on lighting.

2022 Puppetry project week #41 summary

Puppetry demonstration via Linden Lab – see below.  Demos video with the LL comment “We have some basic things working with a webcam and Second Life but there’s more to do before it’s as animated as we want.”

The following notes have been taken from chat logs and audio recording of the Thursday, October 13th Puppetry Project meetings held at the Castelet Puppetry Theatre on Aditi. These meetings are generally held on alternate weeks to the Content Creation User Group (CCUG), on same day / time (Thursdays at 13:00 SLT).

Notes in these summaries are not intended to be a full transcript of every meeting, but to highlight project progress / major topics of discussion.

Project Summary

  • Previously referred to as “avatar expressiveness”, Puppetry is intended to provide a means by which avatars can mimic physical world actions by their owners (e.g. head, hand, arm movements) through tools such as a webcam and using technologies like inverse kinematics (IK) and the  LLSD Event API Plug-in (LEAP) system.
    • Note that facial expressions and finger movements are not currently enabled.
    • Most movement is in the 2D plain (e.g., hand movements from side-to-side but not forward / back), due to limitations with things like depth of field tracking through a webcam, which has yet to be addressed.
  • The back-end support for the capability is only available on Aditi (the Beta grid) and within the following regions: Bunraku, Marionette, and Castelet.
  • Puppetry requires the use of a dedicated viewer, the Project Puppetry viewer, available through the official Second Life Alternate Viewers page.
  • No other special needs beyond the project viewer are required to “see” Puppetry animations. However, to use the capability to animate your own avatar and broadcast the results, requires additional work – refer to the links below.
  • There is now a Puppetry Discord channel – those wishing to join it should contact members of LL’s puppetry team, e.g. Aura Linden, Simon Linden, Rider Linden, Leviathan Linden (not a full list of names at this time – my apologies to those involved whom I have missed).

Bugs, Feature Requests and Code Submissions

  • For those experimenting with Puppetry, Jiras (bug reports / fixes or feature requests) should be filed with “[Puppetry]” at the start of the Jira title.
  • There is also a public facing Kanban board with public issues – those experiencing issues can also contact Wulf Linden.
  • Those wishing to submit code (plug-ins or other) or who wish to offer a specific feature that might be used with Puppetry should:

Further Information

Meeting Notes

New Viewer Version – 6.6.3.575529 Dated October 12th

  • This viewer uses a different, more efficient data format sending updates up to the region, and from the region to viewers.
    • The new and old formats and viewers are not compatible; someone on the new project viewer will be unable to see puppetry rendered for someone using the older viewer version, and vice-versa.
    • It is hoped that severe breakages between viewer versions like this will be avoided going forward, but this change was deemed necessary
  • This viewer also a crash (deadlock) fix, and puppetry animations should fade in/out when starting or explicitly stopping (animations may stop abruptly should the LEAP plugin crash, or the data stream is lost, etc.).
  •  Those self-compiling viewers with the puppetry code should ensure they are pulling the updated code from the  6.6.3.575529 (or later as new versions appear) repositories.

Protocol Overhaul

Leviathan Linden Linden noted the project team is going to overhaul the Puppetry/LEAP protocol.

  • The intent is to replace all the current LEAP commands (“move”, “set_this”, “set_that”, etc.), and replace with just two commands: “set” and “get”.
  • On the “set” side:
    • It will be possible set avatar joint transforms, or specify IK targets, and also set various configuration settings as necessary.
    • These set commands will be “incremental” in nature (so that changes can be made to reach the final state), and once set, they stay at the defined value until modified, cleared, or the plug-in “goes away”.
  • On the “get” side:
    • get_skeleton and any other get_foo commands (if used) will be replaced with {get: [skeleton, foo, …]}.
    • A message will be generated and set back to the viewer making the Get request, but the form of the message is still TBD.
  • Meanwhile, the viewer will only do IK for your own avatar, and will transmit the full parent-relative joint transforms of all puppeted joints through the server to other viewers, and LL will make it possible for a plug-in to just supply full parent-relative joint transforms if desired (e.g. no IK, just play the data)
  • This overhaul will also provide:
    • A way to move the Pelvis. This will include both a pre-IK transform (which is just setting the Pelvis transform) and also a post-IK transform, in case the avatar is to be moved after setting all the joints.
    • A “terse” format for the LEAP/Puppetry protocol to simplify some “set” commands to reduce data going over the LEAP data channel. It will be possible to mix these “terse” command with long-form explicit commands.
  • Leviathan plans to break all of this work down into a set of Jira issues and place them on the kanban board for ease of viewing.

The overall aim of this overhaul is to make the protocol more easily extendible in the future.

To the above, Simon Linden added:

The data stream is radically different than what we started with. Essentially your viewer will do the work for your avatar: send[ing] all data needed for your puppetry animations [so] the people seeing you just have to use those positions – no IK or significant processing. That should help out in the long run with crowds 

Example Script

Simon Linden has produced a simple example script that is pushed to the Leap repository:

  • It reads a JSON file and sends that puppetry data to the viewer.
  • Using it, is is possible to edit some values, save the JSON text file, and see bones move as an example of doing so.

In Brief

  • BUG-232764 “[PUPPETRY] [LEAP] Puppetry should be able to ‘Get’ and ‘Set’ avatar camera angle” has been raised to go with the protocol overhaul, and while it has yet to be formally accepted, has been viewed as a good idea by the Puppetry team.
  • Puppetry does not support physics feedback or collisions as yet, and work for it to do so is not on the short list of “things to do next”
  • There is currently an issue of “near-clipping” within a a first-person (e.g. Mouselook) view and using puppetry (so, for example, holding a hand up in front of your avatar’s face in Mouselook results in the hand being clipped and now fully rendering). This is believed to by an artefact of the viewer still rendering the head (even though unseen when in first-person view), and this interfering with rendering near-point objects like hands. The solution for this is still TBD.

Date of Next Meeting

  • Thursday, October 27th, 2022, 13:00 SLT.

2022 SUG meetings week #41 summary

Wild Branch Brewing Co, August 2022 – blog post

The following notes were taken from the Tuesday, October 11th, 2022 Simulator User Group (SUG) meeting. They form a summary of the items discussed and is not intended to be a full transcript. A video of the entire meeting is embedded at the end of the article for those wishing to review the meeting in full – my thanks to Pantera for recording it.

Server Deployments

Please see the forum deployment thread for the latest updates.

  • On Tuesday, October 11th, the Main SLS channel were restarted with no deployment, leaving them on simulator release 574921.
  • On Wednesday, October 12th, the simhosts on the RC channels should receive simulator release 575585.
    • This release should contain two new functions llGetObjectLinkKey (specified under llGetLinkKey) and llSHA256String.
    • In addition, a slight change to the simulator code may help with the issue of people’s on-line / off-line status not being properly reported. It  is not an actual fix for the problem, but LL would like feedback as to whether people are seeing an improvement. See : BUG-232037 for more information on the issue.

Available Official Viewers

  • Release viewer: version 6.6.4.575022 – hotfix for Crash at ~LLModalDialog() – promoted September 15 – no change.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
    • Maintenance 3 RC viewer, version 6.6.5.575257, September 23.
    • Maintenance P (Preferences, Position and Paste) RC viewer version 6.6.5.575055 September 19.
  • Project viewers:
    • Performance Floater / Auto-FPS project viewer, version 6.6.5.575378, October 4.
    • Puppetry project viewer, version 6.6.3.574545,  issued on August 30.
    • Love Me Render (LMR) 6 graphics improvements project viewer 6.6.2.573263, July 21.

Local KVP / “Linkset Data”

From the server deployment thread:

Coming Soon. We have a new feature build on Aditi for a feature tentatively called Local KVP. This feature works similarly to Experience Key-Value store, but the data lives with the object that sends and receives the data. Only scripts in the same linkset will be able to read the data written with this feature. For more details, see the in-progress wiki pages [COMING SOON]. You can try out the new LSL functions related to this feature at the following Aditi Mainland regions:
  • Blake Sea – Arabian; Blake Sea – Atlantic; Blake Sea – Beagle; Blake Sea – Binnacle; Blake Sea – Black; Gothlauth; Jigglypuff; Mauve; Moonberry: Sapas; Smithereens
We’re looking for feedback on this new feature including bugs and input on anything that might be missing or not work the way you’d expect. Please file a BUG Jira in all of those cases

To the above, Rider Linden added:

The data is stored on the root prim of a linkset and if you link two prims together (each containing LinksetData it will migrate the new non-root’s data up to the the root). The data is accessible to any script running in the linkset [but] it is not visible at all from outside the linkset.

This functionality was the focus of the majority of the meeting, with questions and suggestions coming from those attending. To avoid confusion through summarising questions / suggestions and replies, please refer to the video below, and also see also this forum thread.

2022 week #40: CCUG meeting summary

Sweetwater Valley, August 2022 – blog post

The following notes were taken from  my audio recording and chat log of the Content Creation User Group (CCUG) meeting held on Thursday, October 6th 2022 at 13:00 SLT. These meetings are chaired by Vir Linden, and their dates and times can be obtained from the SL Public Calendar.

This is a summary of the key topics discussed in the meeting and is not intended to be a full transcript.

Official Viewers Status

No changes through the week, leaving the current crop of official viewers as:

  • Release viewer: version 6.6.4.575022 – hotfix for Crash at ~LLModalDialog() – promoted September 15 – no change.
  • Release channel cohorts:
    • Maintenance 3 RC viewer, version 6.6.5.575257, September 23.
    • Maintenance P (Preferences, Position and Paste) RC viewer version 6.6.5.575055 September 19.
  • Project viewers:
    • Performance Floater / Auto-FPS project viewer, version 6.6.5.575378, October 4.
    • Puppetry project viewer, version 6.6.3.574545,  issued on August 30.
    • Love Me Render (LMR) 6 graphics improvements project viewer 6.6.2.573263, July 21.

The Performance Floater / Auto-FPS project viewer includes a merge between the performance improvements from Firestorm integrated with the Lab’s auto-FPS capabilities.

PBR: Materials and Reflections

  • Please also see previous CCUG meeting summaries for further background on this project.
  • Test viewers continue to be made available to those on the Content Creation Discord channel. Requests to join that channel should be made in person at CCUG meetings. I am no longer able (at LL’s request) to furnish such information.
  • Viewer notes:
    • In order to make it clear when someone is working with PBR materials assets, there is an additional option within the viewer’s Build floater which, when selected, will open a dedicated PBR Materials editor, rather than munging the editor controls into the Build floater.
    • This also allows options like Glow (not a part of the glTF specification) to be retained and potentially used as an overlay on PBR materials.
    • Render work has seen the removal of the stencil buffer. This means that those build tools relying on the stencil buffer will be changing or completely going away from the viewer (e.g. the show grid cross-section checkbox, which has been broken for some time).
  • Work is in progress to integrate Linden Water into the new rendering pipe and support reflection probes.
    • This is also seeing some additional work on underwater refraction and on water reflections (e.g. no longer necessarily real-time reflections) so as to lighten the performance load.
    • The changes will mean Linden Water will look a little different as to how it looks at the moment.
  • Additional scripting functionality has been added to the glTF test regions on Aditi to allow the configuring the reflection probes:
    • llSetPrimitiveParams([ PRIM_REFLECTION_PROBE, /*integer*/ enabled, /*float*/ ambiance, /*float*/ clip_distance, /*integer*/ flags ])
    • llGetPrimitiveParams([ PRIM_REFLECTION_PROBE ])
    • Link set variants of these functions should also work. These are the flags you can use in the last parameter:
      • PRIM_REFLECTION_PROBE_BOX` – Flag that determines if probe is a box or sphere.
      • PRIM_REFLECTION_PROBE_DYNAMIC` – Flag that determines if probe will cause avatars to be shown in its reflections
  • Overall, it is felt:
    • That a plan / process is in place to future-proof the work for the additional of further glTF parameters down the road.
    • The test viewer is moving rapidly towards a point where a pubic Project viewer will debut.
  • The aspirational goal for this work is to have the viewer fully released by the end of 2022. However, this is dependent upon feedback and reaction to some of the compromises made, once the viewer gets to project status as a wider audience.

In Brief

  • Planar mirrors: if developed, these are seen as being similar to mirrors found in VRChat, etc., where they can reflect the local scene in detail, although at a performance impact.
    • There are potential ways to help reduce the impact – such as by limiting the distance at which a mirror is seen as “active” via the viewer (e.g. if you are within 5 metres, reflections are generated in the mirror; if you are beyond 5 metres from it, no reflections are generated) or by having mirrors touch-activated.
    • Ideally, such mirrors would have a specific function, and not merely another item of set dressing for a scene, and reflection probes will be used for generating environmental reflections (e.g. those seen on the shine of a car body or piece of silverware), rather than trying to make general object surfaces planar mirrors.
    • Note that any of this work would be for a future project, and is not part of the current PBR Materials + reflections work.
  • Custom pivot points: this work is described as currently “stalled out” due to investigations into supporting full hierarchies and similar, which have proven more complicated that first thought – although the benefits of having a full hierarchy is seen as being a major benefit.
  • LOD Clamping, etc. (please refer to my previous CCUG / TPVD summary for background on this: discussions are still in progress, and nothing definitive has been decided as yet. However, enforcing a hard clamp on setting LOD factors (including via the RenderVolumeLODFactor debug) is seen as a potential first step.
    • Were this to be done, TPVs would be given a suitable lead time to encourage creators to make suitable adjustments to their content.
    • This would apply only to in-world objects, although it is recognised avatars are a problem in their own right.
    • The latter have had some amelioration applied, as the Performance Improvement code ignores rigged attachment scaling, and only paying attention to the avatar bounding sphere, so a) LODs should be selected based on the size of the avatar; b) rigged attachments should change LOD depending you your camera distance from them.
    • The above does not apply to rigged meshes with no LODs – so it is possible the Lab will start auto-generating LODs for these in the future.
  • Avatar imposters: SL currently leans heavily on the avatar imposter system to reduce the load of rendering avatars. It has been noted that a preferable route would be to generate mesh proxies for avatars at a distance. However, whilst discussed within the Lab, this is not  – yet – a project.

Next Meeting

  • Thursday, October 20th, 2022.

October 2022 Web User Group: NUX, New Premium level

The Web User Group meeting venue, Denby

The following notes cover the key points from the Web User Group (WUG) meeting, held on Wednesday, October 5th, 2022.

These meetings:

  • Are held in-world, generally on the first Wednesday of the month – see the SL public calendar.
  • Are usually chaired by Reed Linden, who is the Lab’s Product Manager for the Second Life front-end web properties (Marketplace, secondlife.com, the sign-up pages, the Lab’s corporate pages, etc.).

A video of the meeting, courtesy of Pantera, can be found embedded at the end of this article (my thanks to her as always!), and subject timestamps to the relevant points in the video are provided. Again, the following is a summary of key topics / discussions, not a full transcript of everything mentioned.

Updates for the Last Month

[Video: 4:30-8:04]

Marketplace Search Overhaul

  • This will hopefully be deployed in week #42 (commencing Monday, October 10th, 2022), depending on how it clears its QA pass.
  • The initial deployment includes:
    • Updates to the Elasticsearch infrastructure.
    • Functionality improvements (e.g. better sorting, exact matches, etc).
  • From this is it hoped that improved filtering, etc., can be built-out, and the work on Styles (listing variants) can move closer to deployment.

 Land Ownership “Journey”

  • A complete re-write of every route by which users can obtain and hold land, from Premium (+Plus) Linden Homes, obtaining Mainland (incl. Abandoned Land), and private island regions, and renting from private estates.
  • The first element of the land work to be user-facing will be the new Land Portal, a central hub from which to get to all aspects of land “ownership”.
    • The Land Portal is still a development, and in the process of creating it, the team has embarked on building a design system so that the redevelopment of web properties can be undertaken with greater ease in the future.
    • Once available to the public, the Land Portal will thus provide insight into how the rest of secondlife.com will look at the web properties revamp continues.
  • [12:11-13:08] While incorporating private estates / rentals within the new “Land Journey”, the intent is not to manage private rentals, the idea is to make it more obvious to users that they can rent from private estates, how they might do so, and (potentially) provide a means for people to highlight their own available rentals.

Why Overhaul the Web Properties?

Effort is being put into the web properties as many relay on core designs and structures built well over a decade ago, and are thus dated in their look compared to modern websites and are difficult to maintain. The re-vamp is therefor intended to both update SL’s appearance on the web (and make it more attractive to the curious) and provide the means for more functionality and easier maintenance.

Premium Subscriptions – Beyond Premium Plus

[Video: 8:13-12:02]

  • The introduction of Premium Plus has opened the door to potentially having multiple subscription levels, and possibly an “a-la carte” capability (pick which benefit options you’d like, and pay on the basis of that selection).
  • As Premium Plus has been so successful in its take-up, the Lab is looking to deploy what might be the first of further Premium levels by the end of 2022.
    • A formal announcement of what this new level is is be called and what it includes is expected “pretty soon”, possibly late  October  / early November 2022, depending on how the final naming and marketing, etc., decisions go,
    • This is not a level to sit “between” Premium and Premium Plus, but is regarded by the Lab as more of a “side” version,  so levels are not necessary identified by price point but by options.
  • Reed’s view on additional Premium levels is that is the Lab develops ideas and takes feedback, so they will be able to offer choices (including a future a-la carte) that more fully reflect the hopes / wants / needs of users.

New User Experience

[Video 17:29-]

  • The New User eXperience (NUX) has been identified by the Lab’s Executive Team as a major area of focus for the at least next 12 months.
  • Some of the Lab’s work in this are has been previewed in terms of the upcoming “all mesh” New Starter Avatars (see here and here), but LL recognises more work needs to be done within the NUX as a while.
  • incoming suggestions for improving the NUX / user retention at this meeting were:
    • Inclusion of a “Getting Started” option in the viewer (or as an additional to the toolbar button?) to provide access to “approved” Second life You Tube tutorials (perhaps linking to the official Second Life University You Tube playlist?).
    • Introducing an actual “character creator” rather than just sets of starter avatars – this is actually already something the Lab is actually investigating at the moment.
    • Providing an over-the-shoulder camera view within the viewer, rather than / in addition to the current default camera placement.
      • Many already do this via the Camera Presets built-in to the viewer, and using “recognised” offsets such as those long provided by Penny Patton, and some TPVs provide an over-the-should view by default.
      • Doing so has many beneficial aspects to SL (such as the ability to properly scale building interiors) well beyond purely the NUX.
    • Making sure any gateway access points for incoming users have daytime EEP settings.
      • This is perhaps questionable where Community Gateways for specific role-play types (vampire / horror / space) are supposed to be dark – and having even a small area set to daytime might come across as counter-intuitive to incoming new players.
    • Improving the Inventory interface and ease the process of changing outfits, etc.
      • Some work on Inventory is being considered, which may include updates to things like available object icons, etc.. Alexa Linden has also been seeking broader feedback on inventory pain-points existing users experience.
    • Re-engineering the viewer so capabilities are only unlocked as new users visit in-world tutorial areas.
      • A problem here is that people come to SL for different reasons – so how do you ensure that their needs are meet both in terms of allowing them access to any functionality they require that may otherwise be “locked” &  ensure they can get to require required tutorial location(s) with ease?
      • Some also come in as a result of friends, and get hands-on support from said friends – so may not require “formal” tutoring  through dedicated locations – which then become regarded as a PITA in forcing people through them.
    • Providing structured hand-holding at the gateways where questions can be asked and answered – again something LL has re-experimented with, and many community gateways provide.

In Brief

  • [Video: 14:23-15:33] Marketplace Rebuild:
    • Still planned for a 2023 project.
    • No definitive take on what it might look like, etc.
    • Lab still interested in obtaining feedback from store holders and customers on what they’d like to see incorporated in a new MP / approaches they believe should be taken (e.g. Amazon-like; Daz3D-like, etc.), and where specific pain point lie within the current MP & its presentation.
  • General chat towards the end of the meeting on user retention, content creation, strategies for user acquisition, etc. Please refer to the video for details.

Next Meeting

  • Wednesday, November 2nd, 2022. Venue and time per top of this summary.