Lab Gab summary: Grumpity, Mojo & Patch – SL Mobile, land, bots & more

via Linden Lab
On Friday, March 10th, 2023, Linden Lab streamed a special session of Lab Gab featuring the Office of Second Life: Grumpity Linden, Mojo Linden and Patch Linden.

The session was built around announcements and updates relating to various initiatives and product developments. Note that the following is not a direct transcript of the entire session, but is intended to record the key points discussed.

For ease of reference, timestamps are provided to the relative points within the video where specific topics are discussed, allowing readers who prefer to listen to the comment directly to be able to do so.

Table of Contents

A Little Background

Grumpity Linden: heads up Second Life Product team, where she has overseen a shift to growth, a stronger, more balanced economy, movement towards better community cohesion, and an overall forward-looking approach. She originally started at LL whilst working for The Product Engine, and was involved in the development of Viewer 2 (as designed by 80/20 Studio), prior to joining LL full-time in 2014. As the Vice President of Product, she is responsible for coordinating the various teams involved in bringing features and updates to Second Life, liaising with legal, financial and compliance to ensure features and capabilities meet any specific requirements in those areas, and so on; work which can involve looking at specifics within various elements of the overall SL product, such as UI design and layout, etc.

Mojo Linden: joined the Lab in 2021 at the Vice President of Engineering, filling the shoes worn for so long by Oz Linden. A 20-year veteran of the gaming industry, he has been responsible for launching numerous games across multiple genres and platforms, and has a strong understanding of platforms, architectures, and product development and technical capabilities. In his role at the Lab, he has shown enormous openness and candour in seeking to increase the platform’s functionality and performance, and in pushing to expand SL’s capabilities.

Patch Linden: originally a Second Life resident and business owner who joined the platform in 2004, and became a Linden in September 2007. He worked across a number of teams within the company – notably within the support and product spheres, and is responsible for developing the Land Operations team, and more recently setting-up the company’s support office in Atlanta, Georgia. Since 2019, he has been Vice President, Product Operations.

Second Life Mobile

[Video 0:00-4:42 and 6:36-7:57]

Grumpity Linden holds up a mobile ‘phone showing Second Life running on it using the upcoming SL Mobile capability
  • Built upon Unity.
  • Core development of this product began in October 2022, with the aim of gaining as high a fidelity of experience on mobile as is possible.
  • Works on all platforms – Android, iOS, tablets, ‘phones.
  • The product is still very much in development, with the focus having been on graphics fidelity, including full avatar rendering.
  • There is some way to go before the product is ready for release – work at the moment is on smoothing out some of the rendering edge cases before moving on to adding further functionality.
  • Initial release is planned for late 2023 with limited functionality, which will then be iterated upon to add more and more functionality and capabilities.

Land Pricing and Fees

[Video: 8:59-12:06]

  • See: Infrastructure Investment Update: Buy/Sell Fee Change and Land Pricing Effective Mar 6, 2023 – official blog post.
  • Grumpity re-iterated the drive (initiated by the late Ebbe Altberg, not long after he joined LL as CEO in 2014) to lower the cost of virtual land in SL – as had long been called for by SL residents – whilst also offsetting the lower land tiers through increases in fees elsewhere within the platform.
  • The fee increases  – as noted in the official blog post – also relate to increased costs LL has faced, thanks to the general economic situation.
  • The fact that the option for paying for land using L$ (restricted to Premium Plus subscribers and limited to one region only at the time of writing) is higher than the USD fee for the same is explained as being a combination of the facts that the L$ to USD exchange rate, the fact that LL have to do the lifting of conversion from L$ to LSD through the LindeX, and as such must participate in the SL economy.
  • It was also noted that paying in L$ means subscribers avoid being charged VAT / state sales tax / similar.

Bots and Policies

[Video: 12:09-13:05]

  • Most likely raised in relation to ongoing concerns about the amount of data being gathered by the BonnieBot system (which has done much to raise the visibility of bots (aka Scripted Agents) in general), and which has also seen some heavy-handed forum moderation on the part of LL. So details can be found threads  – see Has anyone else noticed the B[xxxx] accounts? Sorry. This is not OK. B bots profile scraping and Questions for the Lindens.
  • Whilst the BonnieBot website has take steps away from publishing information which might be regarded as being within Second Life under the expectation it is private (a point that Linden Lab seemingly missed in their initial responses to forum thread postings), the Lab has recognised the need for clearer / better policies and has promised to provide them.
  • These new policies have gone through the necessary compliance and legal reviews within Linden Lab, and will hopefully be published in week #11 (commencing Monday, March 13th, 2023).
  • In addition, a new set of estate / region controls are being developed to enable estate / region holders to better control the use of Scripted Agents within their land. These will be deployed “soon” – hopefully within weeks of this session being aired.

PBR – Physically Based Rendering and Graphics

[Video: 13:10-18:00]

  • (Note: this topic is also covered within my Content Creation User Group meeting summaries.)
  • In brief: PBR essentially models the flow of light within computer graphics in a manner which mimics light reflections on surfaces in the physical world.
  • It represents a significant technical step forward in graphical rendering for SL (in the order of 10 years).
  • The core of this work is to support a new approach to material maps / surfaces either directly on products development for SL by content creators or which can be used on suitable objects within Second Life, which give they sense of physical world lighting and reflection.
  • In particular, it draws on the Khronos glTF 2.0 specification, and allows creators to more readily use a range of tools supporting that standard (including Blender) and also contents libraries, etc., in support of their work.
An Intel-developed scene imported by Nagachief Darkstone and WindowsCE to demonstrate reflection probes (note the reflections on the knight’s armour – these are not generated by attached environment lights but by a reflection probe within the building structure. Image courtesy of Rye Cogtail
  • Also included in the PBR work is reflection probes – which in simple terms enable light sources to generate reflections of an in-world scene on suitable surfaces (i.e. those using the materials system).
  • None of this work does not necessarily mean users need higher specification computers in order to view it; however, reflection probes can impact system performance, so the viewer will include an option to enable / disable these if they prove to be a performance hit for people.
  • Demos of the PBR work, including an imported Sponza scene, can be found on the following regions on Aditi (the Beta grid):  Materials1; Materials Adult and Rumpus Room 1 through 4.
  • The PBR viewer itself – required to see the content on Aditi, is (at the time of writing) still in the Project Viewer stage (so not ready for use as a primary viewer!) and is available through the Alternate Viewers page.
  • The next stage of the project is to provide support on Agni (the main grid) and promote the viewer to Release Candidate status, both for more widespread testing, but there is no set time frame for this to happen.
  • This work does not mean LL are investing in a new graphics engine – this work, and the recent performance improvements work has been on updating and enhancing the existing graphics engine to better support users and what might be regarded as recognised graphics standards.

Mirrors in SL

[Video: 16:23-17:26]

  • The PBR work takes SL some way towards provisioning real-time planar (that is, flat) mirrors.
  • Once the initial PBR work has been deployed, LL plans to start work on offering planar mirrors in some capacity.
  • Further details on this can be found in my 2023 week 7: SL CCUG and TPVD meeting summaries: Mirrors! article.

Graphics API

[Video: 17:27-18:00]

  • While the graphics rendering engine is not being changed, per the above notes, the graphics API will be changing.
  • As OpenGL is going increasingly old (and has been deprecated by Apple), plans are in hand to move the Graphics API to Vulkan (and MoltenVK for Mac).
  • This switch will further enhance SL’s graphics capabilities, and work on the switch-over should commence later in 2023.

Viewer Updates

[Video: 18:00-19:50]

Inventory Updates

  • (Note: Updates on the progress of the Inventory work can generally be found in my TPV Developer meeting summaries.)
  • Work is in progress to provide updates to Inventory management, some of which are designed to help with avatar customisation.
  • The first part of this is to provide an “Inventory thumbnails” capability – offering a thumbnail image of items in Inventory.
  • Alongside of this will be a single folder Inventory view.
  • These are not seen as major gamer changers, but rather quality of life improvements for new and existing users.

Emojis

  • LL is still working on integration the Catznip Emoji code contribution to all emojis in chat and IMs.
  • A project viewer for this should be available in “weeks”.

Linux Support

[Video: 20:48-21:30]

  • The current stop-gap for Linux is running the Windows viewer through Wine or Proton.
  • The need to provide direct Linux support is recognised, but updating the tools to make this possible is not on the roadmap for 2023.

SL and VR

[Video 19:56-20:47]

  • VR still requires a consistent 60 fps left eye / right eye), and for many; the feeling at LL is that  SL is not there yet even with all the recent performance improvements.
  • Various initiatives – adoption of Vulkan, the Puppetry Project – should help improve things further,  and LL might reconsider VR headset support in 2024.

Marketplace Updates

[Video: 21:33-24:52]

  • Marketplace Search was updated with significant changes to ElasticSearch (the underpinning Second Life and Marketplace Search) – see: We’re Improving Marketplace Search
  • This was a large update (lifting the search engine from version 2.3 to 8.4, and did involve some issues on deployment, which are being addressed – see: Updates to Marketplace Search.
  • Further fixes and improvements to the update will be deployed in due course, the first of which will be Boolean searches.
  • A fix for Featured Lists not updating correctly is also due to be deployed “soon”.

New User Experience (NUX) Mesh Avatar

[Video: 25:49-27:46]

A preview version of the new, single mesh (head-to-toe) avatar, which will use by mesh clothing and Bakes on Mesh, and be open for creators to design clothing and accessories
  • That said, the project has taken longer to develop than had been anticipated.
  • There will be a dev kit for creators wishing to support the NUX Avatars. This will be launched ahead of the release of the new avatars.
  • The entire system is intended to be “PBR ready” in that PBR materials may not be included in the clothing and accessories released by the Lab, but the items will be capable of supporting the use of PBR materials on them.

Linden Homes Update

[Video: 27:30-28:09]

  • A full update will be coming soon.
  • The first range of Premium Plus Linden Homes is nearing completion.
  • Updates and expansions to the current Premium Linden Homes – like the Victorian – are being prepared.

Second Life User Group Meetings

[Video: 24:54-25:47]

Closing Comments

[Video 28:10-End]

Everyone is pretty much having fun with the SL Mobile project, and hopes were expressed that a “blooper” reel could be made available. It was also indicated that news on the theme for the 20th Second Life Anniversary event (SL20B) will be made available in due course.

2023 SL Puppetry project week #10 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, March 9th, 2023 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

General Project Description as Originally Conceived

LL’s renewed interest in puppetry was primarily instigated by Philip joining LL as official advisor, and so it really was about streaming mocap. That is what Philip was interested in and why we started looking at it again. However since Puppetry’s announcement what I’ve been hearing from many SL Residents is: what they really want from “puppetry” is more physicality of the avatar in-world: picking up objects, holding hands, higher fidelity collisions. 
As a result, that is what I’ve been contemplating: how to improve the control and physicality of the the avatar. Can that be the new improved direction of the Puppetry project? How to do it?

Leviathan Linden

  • 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 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).

Additional Work Not Originally In-Scope

  • Direct avatar / object / avatar-avatar interactions (“picking up” an apple; high-fives. etc.
  • Animations streaming: allowing one viewer to run animations and have them sent via the simulator to all receiving viewers without any further processing of the animations by those viewers.
  • Enhanced LSL integration for animation control.
  • Adoption of better animation standards – possibly glTF.
  • Given the project is incorporating a lot of additional ideas, it is likely to evolve into a rolling development, with immediate targets for development / implementation decided as they are agreed upon, to be followed by future enhancements. As such, much of what goes into the meetings at present is general discussion and recommendations for consideration, rather than confirmed lines o development.

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 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

Viewer Progress

  • An updated version of the project viewer is due to be made available once it has cleared LL’s QA process. This includes:
    • Using the binary protocol for the LEAP module communication, with new logic which causes LEAP modules to one be loaded by the viewer when they are used.
    • The AgentIO LEAP module adds the ability to adjust the look at target, viewer camera and agent orientation.
    • Support for sending the joint position of your avatar to the server, which is then available in LSL.
      • The code reports the post animation location for attachment points, allowing the the sever to know where things like hands and wings, etc.,  are, and this in turn allows LSL to query where that attachment point is in space and how it is rotated.
  • HOWEVER, the animation streaming code (see previous Puppetry meeting notes) will not be in the next viewer update.

Server-Side Work

  • The simulator code now has llGetAttachmentPointAnim() support, which should be recognised by the upcoming viewer update.
  • The Aditi puppetry regions are to be merged with the updated code so this can be tested.
  • While there has been some work completed on animation imports since the last meeting, there was nothing significant for LL to report on progress at this meeting.

General Notes

  • There is additional work going on to try to improve the IK system, with the aim of having the basics working better than is currently the case – better stability, etc. This work may appear in the viewer update after the one currently being prepared to go public.
  • Performance:
    • To prevent puppetry generating too much messaging traffic (UDP) between the viewer and simulator, a throttle is being worked on so that when the simulator is under a heavy load from multiple viewers running puppetry code, it can tell them all to tone down the volume of messages.
    • There will also be some switches and logic put into place that can be used when needed, helping to protect regions in case the load gets overwhelming.
    • A further suggestion made is to ensure the simulator does not broadcast puppetry messages for avatars seated and not using the code (such as an audience at a performance) to further reduce to volume of messaging, this is viewed as a potentially good avenue of work to consider.
    • There is also a threshold in place – if an attachment point does not move beyond it, it is not considered as moved, which will hopefully also reduce the amount of messaging the simulator has to handle.
  • LSL Integration:
    • See: OPEN-375: “LSL Functions for reading avatar animation positions”.
    • This work is now paused. Rider Linden developed a proof of concept, but found that in order to better manipulate parameters within the constraints, a configuration file should be used. He is therefore refactoring the code to do this before proceeding further.
    • The configuration file will be called avatar_constraints.llsd and it will live alongside avatar_lad.xml in the character directory.
  • Questions were again raised on whether Puppetry is for VR / will enable the viewer to run VR.
    • It was again pointed out that while Puppetry lays more foundational work which could be leveraged for use with VR headsets, than is not the aim of the Puppetry project.
    • Providing VR headset support is a much broader issue, which would require the involvement of other teams from LL – Product, the Graphics Team, the viewer developers, etc.

Date of Next Meeting

  • Thursday, March 23rd, 2023, 13:00 SLT.

An artistic dedication in Second Life

Onceagain Art Gallery: Celestial Demon – Les Fleurs du Mal

Les Fleurs du mal, an exhibition of images by Celestial Demon being hosted on a sky platform at Onceagain Gallery by onceagain (Manoji Yachvili), is an interesting installation in that its title appears to be juxtaposed with its intention to venerate, something which immediately piques the curiosity.

Across the platform, which is dressed as a garden – or perhaps a meadow in which is centred a small, modern building apparently built within the ruins of a slightly larger, older, house – there sits a total of six small display areas, each home two images of women presented with floral surrounds which may have been part of the original set used to create each of the images or added during post-processing – although which might be the case isn’t actually important.

Onceagain Art Gallery: Celestial Demon – Les Fleurs du Mal

Reached by selecting Les Fleurs after clicking the teleport disk at the entrance to the ground-level of the Onceagain gallery spaces, the building-within-a-building of the garden platform acts as a central introduction and hub for exploring the six pairs of images, On the wall, in both English and Italian, can be found the dedication for the installation, which reads:

This moment of my life is dedicated to the marvellous creature called woman.
To her who despite the storms and demeaning periods, she always manages to flourish.
To her who blossoms into a smile despite the incessant rain of the darkest night.
May the earth beneath her feet be always soft.
For her, Les Fleurs du mal.

It’s a charming and disarming dedication, encapsulating the central theme of reverence for women; however, it cannot be denied that the idea of presented women who have so captivated with les fleurs du mal jars a little; or perhaps the expression is used in reference to those self-same storms and rains of dark night the subjects of these images have overcome. I’ll eave that for you to juggle with when visiting.

Onceagain Art Gallery: Celestial Demon – Les Fleurs du Mal

What I will say is that is little doubting the expression of reverence and the desire to off a visual dedication to the women – to all women, perhaps – presented through these pieces, each of which is available for purchase on a limited number basis.

Through graceful posing, a degree of soft focus through depth of field, and the employ of a plain white background and in some either the softest touch of a primary tint to match the floral arrays and or a gentle suggestion of shadow, the 12 presented pieces are eloquent and captivating in their depth of beauty and narrative. Each image is attended by more words – again in Italian and English – as an expression of the character and nature of the individual featured in each piece.

Onceagain Art Gallery: Celestial Demon – Les Fleurs du Mal

Poetic, graceful and set within a location in keeping with the ideas of reverence and dedication, a garden one can wander in silence and come upon each pair of images and their words free from the distractions of surrounding pieces, complete with places where one can sit and contemplate, Les Fleurs is an idyllic exhibition of art from a gifted teller of visual tales.

SLurl Details

Remember to use the teleport disk to reach the exhibition platform.

A white knight’s garden in Second Life

The White Armory-Silvan Moon Designs, March 2023 – click any image for full size

Held by Bee Dumpling, Emerald is a Full region setting with multiple faces, all of which make for an engaging visit – particularly for those who enjoy Medieval / fantasy and combat.

The Landing Point sits on the ground level, located between The White Armory Apparel, wholly owned by Bee, and Silvan Moon Designs, a brand co-owned by Bee. The two stores sit within an open, semi-woodland setting, surrounded by mountains. A curtain wall of cliffs runs north-to-south across the region. It is cut through by an archway, separates the stores from a garden area designed by Gidgy Adagio (Gidgette Adagio).

The White Armory-Silvan Moon Designs, March 2023

As with all of Adagy’s designs, the garden is simply delightful, well-designed and very easy on the eye. Screened from the sea to the east by trees and shrubs, the garden is cut through north-to-south by a large pond and stream running southwards. A single bridge spans the water, a path of stepping stones laid out over the grass to link the bridge and the archway leading back to the stores.

Beyond the bridge, the steam opens into a small bay in which sits a stone gazebo, one of several places where visitors can sit and relax. Another might be found on the small dock extending over the water; a dock which might otherwise serve the little elven-style boat floating amidst the flowers on the water of the northern pond. Carvings and statues give the gardens an air of mystery, as do the tall mushrooms from which strings of lights are draped.

The White Armory-Silvan Moon Designs, March 2023

Colour is added to the setting by slanting rays of sunlight filtering through trees, the light playing off the waters, bursts of flowers and the surrounding mountains. These all combine to give the garden a further air of mystery and enchantment, both encouraging visitors to explore – and to sit and pass the time.

Located on a sky platform accessible via a teleport disk can be found several more locations, all of them – as with the ground-level stores – put together by Bee. They include a period village (the buildings of which are unfurnished), a Renaissance-style hall (which is set as a ballroom and sitting before formal gardens; a Tai Chi garden, a fortified hall and a walled castle – each with formal gardens, and various tournament / combat areas –  jousting, archery, training. Overlooking everything on a table of rock is an elven hall, reached via a natural path angling up the rock face, while  as with the ground level, mountains surround the setting, giving it a greater depth.

The White Armory-Silvan Moon Designs, March 2023

Region-wide the platform is well put together, the paved paths acting as boundaries to separate them one from the next, whilst still leaving room for water features streams, wild woods and  a memorial walk. These settings appear suitable for role-play – although to be honest, I didn’t pry too much in order to find out; the region is linked to The Last White Knights of SL, a private group with the description:

Charged with defending the principles of truth, honour, and kindness. To defend those who cannot defend themselves from those who would seek to cause pain.

But beyond that, I just appreciated the settings in their own right.

The White Armory-Silvan Moon Designs, March 2023

With a subtle soundscape available on both the ground levels and on up on the sky platform, and with plenty to catch the eye and the camera, Emerald makes for an interesting and photogenic visit.

SLurl Details

2023 SL SUG meetings week #10 summary

Aurelias, January 2023 – blog post

The following notes were taken from the Tuesday, March 7th, 2023 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

  • On Tuesday, March 7th, the SLS Main channel servers were restarted without any deployment, leaving them on simulator version 577734.
  • On Wednesday, March 8th:
    • The majority of RC servers will be updated to simulator release 578370, first deployed in week #9 to the BlueSteel RC.
    • In addition, there may be a deployment to the Ferrari RC comprising new LSL Functions llList2ListSlice, llSortListStrided, and llListFindListStrided (per BUG-231545). It also has a fix for DATA_SIM_STATUS from llRequestSimulatorData(), and doubles the amount of memory available for Linkset Data (LSD) to 128k.

There have been no official viewer updates to mark the start of the week, leaving the various pipelines as follows:

  • Release viewer: Maintenance Q(uality) viewer, version 6.6.9.577968 Thursday, February 2, 2023.
  • Release channel cohorts (please see my notes on manually installing RC viewer versions if you wish to install any release candidate(s) yourself).
  • Project viewers:
    • PBR Materials project viewer, version 7.0.0.578526, March 3, 2023 – This viewer will only function on the following Aditi (beta grid) regions: Materials1; Materials Adult and Rumpus Room 1 through 4.
    • Puppetry project viewer, version 6.6.8.576972, December 8, 2022.

In Brief

  • Several general discussions:
    • Camera tracking for one’s own camera.
    • Particle size limits seen as possibly more a Content Creation User Group meeting discussion.
    • An idea to allow mesh vertices to be edited in-world without generating new assets in the process.
    • Using Media on a prim with HUDs, and the limitations therein (also related to the week #9 discussion of sending the contents of notecards in response to HTTP requests.
    • Image uploads and compression.
    • Please refer to the video for more on these.

2023 RFL of SL: SL Living Expo 2023

SL Living Expo 2023

Currently open in Second life is the SL Living Expo, a mega event held on behalf of the American Cancer Society (ACS) and the Relay for Life Second Life (RFL of SL) campaign for 2023. Taking over from the Home and Garden Expo, the SL Living Expo carries forward many of the signature activities from the former event, whilst adding its own new features and opportunities, with everything running through until Sunday, March 12th, 2023, inclusive.

For 2023, the Expo is taking place across regions built around five landscape themes:

  • Seaside – with vibes of a New England seaside village, perfect for maritime, beach and water-loving folk.
  • Countryside – for laid back and easy living, is great for equestrian and farming communities.
  • Fairgrounds – for community, family and fun-loving groups, the fairgrounds feature rides and games to keep folk attendees entertained.
  • City Life – put put the pedal to the metal on the paved streets and watch the tall buildings and busy city stream by.
  • Mountainside – take to the air and fly through the mountains as they overlook rest of the region.
SL Living Expo 2023 – Artwalk

With multiple exhibitors taking part, the event offers something for anyone who is looking for a new home, ideas for furnishing and décor, wishing to improve their building (or other) skills, or who just wishes to keep abreast of the latest building / home trends in Second Life.

As always, the Expo there will be a range of entertainment and music, games and tournaments, auctions and raffles. and new to the Expo such as the Drivers of SL sponsored Vehicle Show, featuring “off-the-shelf” and custom built road vehicles. Meanwhile, the Interior Decorating Contest, and the Expo will include a number of special Linden Auctions, including:

  • Dinner with the Lindens: enjoy a relaxing dinner over the course of an hour with Patch Linden and three of his friends and three friends of your own.
  • A Premium Plus Subscription Package comprising:
    • TWO 12-month Premium Plus Subscriptions – one for you and one to gift to a friend.
    • A Homestead Region with no monthly maintenance fees for 12 months.
  • A 12-month Premium Plus Subscription.
  • A 3-month Premium Plus Subscription.
  • A 12-Month Premium Subscription.
  • One free name change.
  • A 1-hour Hangout/photo time with Patch.

Bidding on any / all of these can be made via the Auction Area at the Expo’s Welcome/Landing Hub.

Also new to the Expo is the Art Walk, providing artists across the grid the opportunity to share their talent and creative minds.

Each artist is able to display two pieces of art, for sale, one of which is available through an ACS vendor with 100% of proceeds of sales benefiting ACS / RFL of SL.

The best way to find your way around the Expo is to visit the the Events Transportation centre at the Welcome / Landing Hub. within it is a vehicle rezzer to transport you to the major regions of the Expo, and visitors can obtain a shopping HUD, Event HUD and Interactive Map, and details of the event’s Hunt.

SL Living Expo 2023

SLurl and Information Details

All SL Living regions are rated Moderate