Showing posts with label Dual Universe. Show all posts
Showing posts with label Dual Universe. Show all posts

Aug 1, 2017

SANSAR Dreams

Don’t call it Second Life 2


project-sansar-screenshot-liden-lab-second-life-2


As I sit here with my coffee, I find myself in a precarious position. Sure, the sun is shining and the wind delicately meanders through the leaves outside for a serene atmosphere, but something still doesn’t feel right.


In my mind, I find the duality of SANSAR and whether to call it something good floating haphazardly among countless other random thoughts.


On the one hand, I could take the easy route and just be an unabashed cheerleader for the new flagship virtual reality “experience” like so many others, but then I wouldn’t be giving it an honest review.


I remember back in the day, I had made mention on numerous occasions about the “SL Cheerleaders” who effectively have their lips planted firmly to the PR department of Linden Lab in exchange for preferential treatment. Yes, I’ve included folks like Strawberry and Draxtor in that group – but more often than not there was a missing context.


I don’t necessarily believe these are bad people. After all, they’re just performing their part and it is a crucial aspect of their purported fame in the virtual world. They talk it up, no matter what, and they get the exposure and access. It’s a sweet deal and it makes total business sense, however much you are willing to trade integrity for it.


But even today it is a bit of mental gymnastics to watch even Strawberry make videos trying to say nothing but good about SANSAR and having an immense amount of trouble finding those talking points.


What I see from SANSAR is a lot of smoke and mirrors – selective journalism from cheerleaders trying to narrow that angle of view to omit the bigger picture and show only the good, or in this case a totally non-critical viewpoint.


Even when we see pictures of maybe 50 avatars stacked on each other at Drax’s build in SANSAR, we see headlines like “People are piling up in SANSAR to get a look! It’s so popular!”


But we both know that’s not the case. For one, if they’re all piled up on each other at the entry point, that means they’re all logging in and not interacting or even moving when they get there. Secondly, it’s mostly a flash in the pan experience so to speak… if you logged in right now, that location is likely empty, barring all the folks reading this and logging in to check the validity of that claim.


And therein is a bigger point to be made about all this hype, which is exactly all it is… just a load of hype.


So I sit here with my coffee, contemplating how to go about this post. Believe it or not, I don’t enjoy shitting on every project. I know a lot of people spent years working on this project and it would be unduly harsh of me to tear it up. But it has to be done for the sake of honesty and integrity in virtual worlds journalism.




Nothing Special


Let’s get some things out of the way up front.


SANSAR is nothing special, regardless of what the hype machine is trying to sell you. As a matter of fact, it looks suspiciously like a clone of Avatar Reality BlueMars, though not using the Crytek engine.


Which brings me to a major sticking point – it’s built predominantly as a controlled and publish only environment. Don’t mistake SANSAR as “the next Second Life” because it’s anything but.


When you have a publish environment that is highly controlled for assets, then yes… obviously it’ll likely look a lot better. That’s the entire point of a publish environment, in that you can set things in “stone” and then apply additional shaders and effects to the scene because the scene nodes are “compiled”.


Insomuch as this aspect, the question begs to be asked:


If you’re looking for a published scene system that looks prettier but takes away the live editing and organic aspects of Second Life, then why not just use Sinewave Space? They’re essentially SANSAR but far better in that regard.


Authors Note: Sinewave Space actually does have a live editing ability alongside the publish model.


If we are to look at the “VR Headset Focus” of the SANSAR Model, I believe it’s a mistake to build an entire system like SL or even SANSAR on the premise of betting on the ubiquity of VR headsets. Sure, it’s a nice inclusion for a niche audience (because that’s what it is and will be for the foreseeable future), but it makes zero sense to build an application for a niche audience and then split that niche audience into an even smaller niche to cater to.


It’s a lot like getting into the automobile business and catering to just Bugatti Veyron owners with a bit of a nod to the peasants driving a Honda Civic. If your goal is to have market saturation and be the ubiquitous go-to for virtual worlds, this is not how you do it. Instead of trying to build an entirely different platform, one should learn what worked the first time and replicate those variables with better execution.


What Project SANSAR represents is a team of coders and executives who believe they actually understand the future of virtual worlds and attempting to make a flagship project based on faulty comprehension. Focusing on the wrong aspects of what makes shared virtual spaces like Second Life amazing, and distilling those out-of-context talking points into a product of its own misses the point entirely.


The sum of the whole is greater than the parts.


That isn’t to say they’re bad people. No… just very misguided on their understanding of what makes an amazing virtual world system. Second Life as a popular platform came as a sort of spontaneous quirk that Linden Lab wasn’t entirely prepared to either comprehend nor handle when it did happen.


Remember: It was billed as a game, and had game aspects before the inkling of open-ended, user generated, virtual world snuck in and things were rebranded to focus on those aspects in the rise of popularity for it.


It was a lot like building a video game and realizing that the modders are doing unintended things with it, however amazing… then you start catering to what the customers want and use it for to capitalize on it.


Hell, Second Life as a concept isn’t revolutionary (regardless of how Philip Rosedale would frame it). I mean, while he himself has said he had the idea in the mid-1990s but didn’t think it was feasible which is why he continued working at Real, that in itself is a fabrication… Because you know what else existed in 1995 when he insists such a virtual world system wasn’t feasible?


ActiveWorlds.


And while Activeworlds looks outdated by today’s standards, it would be a disservice to it if I didn’t also state that if you know what you’re doing with the platform, you can create worlds in there that are on par and sometimes even better than Second Life. After all, they have Zones and the ability to implement screen space particles for weather. Not to mention they actually have a built in particle editor that is dead simple and powerful to use, unlike coughs Second Life who (for the love of God) has access to Windlight and Nimble (the weather system that came with Windlight).


Oh, that and mirrors. Activeworlds has working mirrors and figured out how to do it without lagging the place up in the process.


But I digress. Yeah, that’s how old this open-ended virtual world concept actually is. Second Life is special not because it was the first or even the best. It is special because it improved on an already existing formula, even begrudgingly.


After all, they didn’t have the foresight to implement a marketplace online until years after XStreet did it – which goes to show that you, the virtual world inhabitants, are far more responsible for pushing the ideal virtual world system than the companies that produce the platforms. Your third party viewers and dedicated teams of volunteers are proof of this just the same. Your outright ingenuity in how you use the virtual world is just as responsible for its advancement – when mesh was implemented in Second Life, you used it as clothing and mesh bodies, and so on… Linden Lab didn’t think of that one (apparently) and so you didn’t have stuff fitting correctly.


Though even mesh was a non-Linden Lab innovation for an SL platform. It showed up years in advance via the RealXtend viewer and implementation, all while Linden Lab was saying it wasn’t possible. Once again, you are the innovators here – or at the very least, the driving force of it.


It is you who are continually driving that advancement – with or without the company running the platforms. OpenSim is a good example here, though not as coherent as a proprietary system like SecondLife.


What SANSAR is, in a nutshell, is a company trying to wrestle that power back from you and severely constrain your ability to innovate – to make themselves the sole channel of that innovation, and the sole purveyor of it. At the baseline, this is removing a large portion of the “magic” formula that is Second Life in the organic nature and trying to bottle it into bite-sized snippets under tight control.


It defeats the entire point.




Out of Context


The most interesting part about SANSAR is that if you took it out of context, it would be fine. But coming from Linden Lab, that isn’t quite possible. On its own, it’s a pretty nice piece of software – albeit nothing revolutionary in any manner.


When an “experience” is filled up – as in, you reach a set concurrency limit, the scene just creates a copy and starts teleporting the newcomers to the new copy instead. The term for this is “sharding”, and this alone makes me shake my head. Given the opportunity to start from the ground up and redesign the virtual world experience platform using modern approaches, Linden Lab immediately screwed up and built a sharded system. This is going to haunt SANSAR for the entire shelf life of the project.


What I see with SANSAR is a missed opportunity from Linden Lab to really push the boundaries and reinvent their flagship namesake, Second Life with modern technology and approaches, applying what they’ve learned since its inception. That being said, it seems like Linden Lab hasn’t learned anything over the past fifteen years.


Here we find that Linden Lab had the opportunity to design a single shard system and do it right this time, but failed to do so. After all, Novaquark is designing Dual Universe as a single shard universe and is what I would say an iteration of Second Life should have been from the get-go. It’s pretty bad when a crowdfunded system is kicking your corporate seasoned ass.



This isn’t news, if you remember the tenure from Rodvick Humble (Rodimus Prime).


Instead of moving forward, we see a company taking steps backward in their application of understanding the virtues of virtual worlds, while others are sailing ahead with innovation.


When I was giving my presentation at OSCC, I brought up Dual Universe as the winning baseline for the future of virtual worlds specifically because of its innovation in single shard technology. Allowing thousands of people to simultaneously be present in a single location persistently is a major factor.



Though that opportunity is now missed when it comes to Linden Lab and SANSAR due to its baseline model. In Dual Universe, you have a shared, persistent virtual universe that you can build in like in Second Life, but more importantly you can build a spaceship and literally fly, seamlessly, off planet and go land on another one.


That is absolutely incredible – a word I’d love to use about Linden Lab and SANSAR but is not justified.






What about Second Life?


Here’s an interesting tidbit about Second Life versus SANSAR that most probably wouldn’t know:


You can create a sim in Second Life that is comparable to SANSAR if you know what you’re doing. Just like you can use 20 year old ActiveWorlds to create worlds that would be comparable to Second Life.


That’s it… the big secret. See, if you baked all of your lighting and exercised control over the sim settings, you can come up with something similar to SANSAR. Will there be lag? Well, that depends on a lot of factors.


If you know how to create content that is game optimized, use standard tricks of the trade to do mesh and bake in lighting effects instead of forcing it on the high-end machines only, then Second Life can look absolutely stunning and on par with AAA titles. Albeit you don’t get things like HDR and God Rays in your shaders with Second Life, and sure you prolly don’t have Bloom effects like in SANSAR, but let’s be honest -


We already have shaders in Second Life, and adding HDR, Bloom and God Rays (etc) to the Advanced Lighting Model would put it on par with SANSAR.


But what about the lag, I hear you say?


I’ve already outlined here how to remedy the situation with the single shard technology approach that Dual Universe is using. However, that being the case, I’ve previously outlined how Second Life can retool their server approach on the back end to virtually eliminate that lag on multiple fronts.


1. Have the idle servers kick on to help co-process simulators that are popular. Much of the problem is that a single region is on a quad core server, which is fine until you push it to a breaking point. If they get to that level, there’s no reason why you should have thousands of idle servers and countless processing power just sitting there twiddling thumbs about it.


2. Remember SLGo? Linden Lab totally dropped the ball on that one. Yes, it was a third party system that Linden Lab wasn’t in charge of – but the take-away should have been crystal clear if they were paying attention. The cloud streaming system which allowed even a crappy tablet or phone to run Second Life on Ultra Graphics should have been built into Second Life itself as a Premium option. This is added value proposition in a nutshell. It was a unique added value proposition that wasn’t replicating pre-existing services from their community – and that is what counts.


3. The Fu** Off  button. Yes, that’s what I originally called it when I jokingly asked for it on Twitter. You have one now in your viewer and it simply derenders everyone in the room except friends. Why is this important? Well, because a majority of you lot have no clue about optimizing your avatars for looks and speed to be considerate of the sim and surrounding avatar resources. All of your high-end mesh attachments and high-resolution mega textures for skins and items may work when it’s just you and one other person, but it absolutely tanks a server and other computers when there’s a group in the same area.


4. Content creators need to up their game (collectively). The very thing that makes Second Life awesome is the organic nature of user created content and world creation, but it’s a double edged sword – because those same content creators are making things without the explicit understanding of optimized game assets. So we see these high poly, massive texture using, monstrosities being sold for all manner of use which in turn brings anything but a NASA launch console to a screeching halt. Then on the other side of the coin you have badly designed assets that look like absolute shit. Because of this dichotomy of melting pot mentality, we have a mixed bag in a virtual world where one minute you could see a breathtaking sim and the next a bunch of assets from the turn of the century.


As I’ve already said, I don’t see any reason why Second Life couldn’t look as good as SANSAR here and now, and even be optimized enough to drastically lower lag. To do that, it’ll take a concerted effort on our part as content creators and world designers, as well as on the part of Linden Lab to apply better management approaches to how SL runs.




Final Thoughts


SANSAR for all the hype isn’t special, however much it may look pretty at this time. The publish model alone harkens back to the early 1990s with Worlds Inc, and more recently BlueMars. In my opinion, it is the theme park to our virtual world lives.


Which is to say – it’s a nice place to visit, but we live elsewhere. When you want a short term experience, SANSAR is a good vacation (though Sinewave Space is still better at it), but when you really want to spend time in a virtual world that is organic and user-generated – you should stick to Second Life.


If Linden Lab understood the reasons why we love Second Life, they would have never made SANSAR the way they did, but instead made a true successor to Second Life.



Aug 10, 2016

Ready Player One

A Glimpse Of The Metaverse

 

 

The Stacks

 


 

As the room around me loaded into view, the rickety wooden stairs moaned under the weight of my descent. With each careful step, the musty air of the basement greeted me among the phosphorescent glow of retro nostalgia against the far wall. Unfinished structure enclosed the space, revealing the studs at a regular interval as if I had wandered into the skeleton of years gone by.

 

Aside from a few worn couches to my right, there was the obligatory shelf containing a plethora of Atari games accompanied by an old CRT television by which was connected to the artificial wood grain and black plastic containment of pixelated wizardry which defined my childhood.

 

This was no ordinary basement in Second Life, but rather it was the Basement from the book Ready Player One, lovingly recreated by the VSTE staff for their book club discussions.

 

Over the summer, they and a handful of students have been reading the novel which is currently in production for a feature length film by none other than Stephen Spielberg.

 

Pulling out my virtual reality copy of the book, I held it in my hand.

 

It was a personal creation of mine, a Universal Book Prop that I thought was relevant for the occasion – borne of my attention to detail in the existence of both the Alice’s Adventures in Wonderland and The Complete Sherlock Holmes I had conjured through digital spellcasting, otherwise known as the toolbox.

 

But it was the arcade replicas against the back wall which I felt most proud of for this Basement – Joust, Tempest, and a Pac-Man machine specifically created to have that iconic 1981 US Quarter on the marquee. In this moment, I felt like Halliday, the creator of OASIS and the very same mindset permeated throughout me as I surveyed the room.

 

On August 8th, 2016, I had been invited to attend the final discussion for VSTE for the book club, of which Ready Player One had been chosen, and it was here in this recreation of The Basement that we gathered together. Some wearing outfits inspired by the characters, while others appeared in casual clothes.

 

I was wearing my favorite long coat jacket, a type of Civil War era style (I would imagine) and a simple pair of blue jeans with white sneakers. Of course, I had on my obligatory glasses, which in a virtual world seems like a hipster accessory at best, but I’ve always strived to represent myself in avatar form as closely as possible to my real self.

 

As I greeted everyone in the room, I quietly took a seat at the end of the garishly colored sofa, admiring the decorations in the room and attention to minute details – just as Halliday would have wanted it.

 

And so it began, my foray into the realm of educational inspiration in a virtual world, partaking in an immersive experience straight out of a book that all in the room were familiar with. Participants from around the world, all gathered in this virtual world experience.

 

For a moment, my mind drifted to the OASIS system as I found parallels to Second Life as a sort of pre-cursor. Would something like the OASIS be the revolution we’re waiting for when it comes to a full scale Metaverse?

 

In a way, I believe that to be true. However it comes with a few caveats.

 


 

Into the OASIS

 

Ready Player One Book Club - VSTE in SL - Aug 8 2016 B

 

 

While not the highest fidelity attainable, the open sandbox type virtual world model in and of itself happens to be the best choice for underlying mechanic when it comes to the Metaverse. However, that is where things get more muddled in comparison.

 

See, in a construct such as OASIS in Ready Player One, it is explained that making a character is free, but any sort of substantial fast-travel is going to cost you. In effect, a tax on teleportation. There is (of course) the marketplace type system whereby the user generated content, plus system level artifacts (created by Gregarious Systems) and resources could be bought, sold and traded.

 

Sure you can teleport at will, but because it was tied to a scarce resource model (credits or energy) you would notice that other means of hierarchy arose. A long while back, I had proposed a similar type of system as a checklist of what a Metaverse would likely encompass, and while the OASIS in the fictional sense of Ready Player One comes very close, it isn’t spot on.

 

For instance, you would likely have to have a resource mining system in order to facilitate the raw materials needed to create items. This in and of itself helps regulate the prices and availability of items which we can sell, trade, etc. Especially if those items will degrade in some manner during usage or over time.

 

As it stands in Second Life, items simply do not degrade or effectively break. So when you buy something off of marketplace, that item is pretty much infinite and lasts forever (or until you trash it).

 

There is also the underlying idea that virtual worlds should be on spherical planets, with a full “outer space” to explore. Somewhere in the digital universe are other planets, or if you’ve made one (instead of exploring) it would be nestled at a coordinate somewhere in space.

 

This follows the OASIS line of thought. If you build a space faring vehicle, you should be able to launch into outer space and explore other planets.

 

In the same manner, you should be able to mine for resources to facilitate the creation of items using an in-world toolbox (user generated content and environment). There should also be a centralized Marketplace for the purchase and sale of those creations.

 

By way of comparison, Second Life isn’t really a Metaverse system. In my original definition, it would look a lot more like OASIS from the book Ready Player One, with the caveat that the planets themselves wouldn’t be a central company (OASIS) importing pre-existing virtual worlds under a single umbrella (World of Warcraft, etc) but instead, a company like OASIS would create the underlying toolkit, SDK and APIs to hook into OASIS and allow those third party systems to participate in a decentralized manner.

 

So maybe Blizzard Entertainment would merely add the APIs and such to the existing World of Warcraft, allowing it to exist in OASIS as a planet, but still housed primarily on Blizzard’s servers for their world.

 

As a result, we would see something like a combination of OSGrid, HighFidelity, and OASIS put together. Recently, I came across a video which highlighted these basic premises together under a single engine – While it is still in early technical alpha phase, I found it quite intriguing.

 


 

Dual Universe

 

 

The real life version of OASIS

 

 

 

If I were to build a Metaverse system from the ground up, my first inclination would be to begin with Dual Universe as the underlying engine. In turn, Dual Universe uses CSSC (Continuous Single-Shard Cluster) technology that they have developed themselves, but is along the same lines as how  Improbable works in order to facilitate the massive multi-user scalability which enables them to do a full universe like this on a single shard.

 


 

CONTINUOUS SINGLE-SHARD CLUSTER

 

To handle potentially millions of players simultaneously in the same universe at the same time, NovaQuark have developed their own technology, that they call a Continuous Single-shard Cluster. The challenge is to handle situations when thousands of players will gather in tight spaces, like in a city, or a space battle and to do this without interrupting the gameplay. This involves what they call "Dynamic Space Splitting", server nodes are assigned to regions that are more densely populated, and these change the frequency of updates of remote entities to maintain a fluid experience for nearby entities.

 


 

Upon reading their definition of CSSC, I’m quite excited because they are essentially putting into practice the very idea that I said would be able to break the concurrency limit for a single shard full universe. When I originally suggested it in the research paper, and later to Linden Lab (who effectively patted me on the head and ignored it), the idea was simply this:

 

If you have many servers running and each server handles a region – why not take the compute power of the entire datacenter and intelligently increase or decrease the processing where it is needed?

 

In effect, all the areas that see low traffic would have tons of compute cycles going to waste, while the high traffic areas are crumbling under the weight of crowds. Why not just assign the extra workload to the unused computer power in the entirety of the datacenter throwing effectively a distributed supercomputer at the areas that required it, taking from the areas that didn’t?

 

As Dr. Gilbert, Dr. Dionisio and I had written in 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities in 2013:

 

“From the surveyed work, an overall architectural strategy based on DSG (with a high-performance “world state” system like Red Dwarf at its core), peer-to-peer openness as seen in Open Cobalt and Solipsis for broad distribution of load (not an exclusively technological challenge), and reduction/optimization techniques like action-based protocols appears to hold the most promise for massive scaling of an integrated virtual world system.”

 

ACM Computing Surveys, Vol. 45, No. 3, Article 34, Page 31

 

 

In the same train of thought, I also suggested that everyone’s cache be part of a redundant, distributed peer-to-peer file storage cluster (much like how Ownerless File Format works). Then you add in the peer-to-peer architecture of something like Solipsis in how your avatar updates in relation to others (cascading information) and you have a very powerful system capable of millions of concurrent users in real time for a persistent contiguous virtual universe. While there is still the underlying centralized computer clusters from the main company (like Linden Lab) a lot of the power ends up being offloaded in high-concurrency areas through the Solipsis methodologies.

 

In contrast, Second Life technology, whether it is represented by Linden Lab or a derivative of OSGrid (OpenSim) uses many shards with a fraction of the concurrency per region. It’s not very efficient as a baseline architecture, but it’s good for what it is considering how long ago it was created.

 

Something that bothers me, though, is how the instances of published spaces are still the normality in new projects (like SANSAR). I wouldn’t expect SANSAR or even hifidelity.io to have a full universe contiguous and single shard like Dual Universe does.

 

So I would be borrowing the mentality of decentralized planets, each maybe owned by a different person or entity and running independently, but all hooked into an OASIS style universe represented accordingly.

 

Of course, the planets are spherical and able to have user-generated content on them, as well as editing the terrain and so forth. This takes care of the age old question: Where will I sail my boat? With this underlying setup, there is no such thing as “region crossing” because it is all entirely contiguous and fluid transition – whether you are moving around a planet or leaving the atmosphere into space.

 

If anything, by structuring a Metaverse like this, we not only allow but create a need for these standard methods of travel. By introducing the resource scarcity and need into the simulation, we organically watch civilizations grow out of necessity. The towns, cities, highways, space ports, airports, and so on. Trade routes arise organically as a result.

 

The thing here is – Dual Universe likely isn’t going to take these latter routes for a Metaverse, but stay a walled garden only.

 

Nonetheless, the potential is already there if it ever wanted to be something bigger like the OASIS system.

 

 

Up close with Dual Universe

 


 

The Paradox of Movement

 

Another unanswered question concerning the recreation of the OASIS would simply be “How do we allow people to move freely in this virtual universe?”

 

This is a major question to ask, because as of yet we haven’t really answered it. With Oculus Rift, HTC VIVE and other head mounted displays for virtual reality, the best practices manuals all directly state that allowing free movement of the avatar/character should be avoided or else you’ll cause motion sickness (cybersickness).

 

The solution, as of this moment, isn’t really a solution so much as nerfing the virtual world altogether.

 

Teleport Movement mechanic is the chosen strategy… and I’d like to say that while it does work, I think we can do much better than that. For most of these games and experiences, we’ve taken a highly complex simulation of a 3D world in lush detail and nuance, and then turned it into a point and click adventure.

 

There is only A + B point to point, but nothing in between. With systems like Dual Universe (and Second Life) you need to be able to move around freely and not via point to point teleport. You need to be able to simply walk from one location to another without getting sick.

 

Sadly, the HMD alone can never solve this (no matter what Oculus or HTC tell you). Because at the end of the day, the visual systems might be fixed to reduce or eliminate sickness, but movement hasn’t been fixed. The problem is now down to the visuals telling your brain that you are running or moving, while your inner ear tells your brain that’s a lie.

 

Scenes in Ready Player One where Wade is sitting in the van with the headset on wouldn’t likely be possible for using OASIS because he’d get very sick from doing so.

 

More plausible is when he is later attached to the full haptics rig for OASIS, in which case I’d absolutely agree it was possible. At the very least you need a good omnidirectional treadmill to let your physical body know when you are actually moving around.

 

But I digress (as usual). The point is: The Metaverse is arising out of unrelated parts and projects, and it is now possible to actually build it properly.

 

 

Until then, I guess we’ll just have to use out imagination, read a book, and watch the movie next year when it’s released.

 


 

Let the hunt begin!