Matthew Ball Full Interview

Matthew Ball Interview: The Metaverse Author on Mainstream Awareness, Negative Implications, NFTs & Blockchain — and an Exciting New Vision for Interoperability (Part 1 of 2)

Matthew Ball metaverse interview Wagner James Au

Matthew Ball’s The Metaverse: And How it Will Revolutionize Everything is now available in bookshelves and online. (Get it on Amazon hereon Apple Books here, or on Bookshop.org here, which contributes a cut to indy bookstores.)

I’ve been avidly reading my review copy of The Metaverse over the last couple weeks, and while I feel way too biased to write a full review, seeing as I’m now writing my own book on the topic, I will say this: It’s an essential and indispensable resource to understanding the concept, and the key business, technology, and policy facets we need to comprehend now, to create a Metaverse that’s truly worthy of the name. 

I spoke with Matt earlier this week, delving into many topics from the book, beginning with what’s been expanded on from his online Metaverse Primer (which I wrote about here last year):

“The first and last thirds of the book are entirely new,” he tells me. “The first third gets into the history of the Metaverse in science fiction and in virtual game worlds and platforms, why gaming seems to be at the forefront of this next generation of the Internet, defining the Metaverse as I see it, and why it is a successor of state to the Internet rather than just application for experiences on it… 

“There are a few sections that are dramatically different; the hardware section in the Primer is about 600 words; in the book it’s 12,000 or 13,000. It’s fundamentally deeper and richer, part of which is to explain why the future we hope for VR and AR remains far outside of our grasp, while also looking at the other input devices that we might use, such as holography. The section on payments was dramatically changed to talk about the importance of regulation in the space.”

Speaking which, Matt also wrote an entirely new section about how much — or how little — blockchain relates to the Metaverse.

“I don’t believe that the blockchain is the Metaverse,” he puts it to me bluntly, “I don’t believe that it’s a technical requirement. I think there are some interesting potential applications, but it is so relevant to the discourse that I wrote a chapter trying to explain why people think that, what the various perspectives are, and what may or may not need to change for those perspectives to clarify.”

Part 1 of our conversation below, including some of my reader questions about NFTs and negative effects of the Metaverse, and an intriguing new way of thinking about interoperability.



Matthew Ball metaverse book
Wagner James Au: As you know, developers have been working on creating a Metaverse for about 25 years. So why do you think your Primer and this book have suddenly gained so much mainstream interest? 

Matthew Ball: I’ve known about the Metaverse, played around in virtual worlds from World of Warcraft, Age of Empires, Starcraft, Second Life, and so on for decades. My focus on the metaverse began really in 2018 when I was spending a tremendous amount in Fortnite and on Roblox, and it was there that I started to get the sense that this long-considered fantastical opportunity was becoming a practical business opportunity…

That coincides with three or four years later; that formalizes with more companies are going after this opportunity, the pandemic fundamentally changes our perspective on virtual existence, and the technologies [which undergird it]. So I think the simple answer is a sense that it was time for this idea to go mainstream. And I think time has suggested that was right, and there weren’t many voices talking about it; it kind of connects with why I’m so excited about the future. I’m really excited for more and in particular more diverse voices to join a discourse that relatively few people have had a large share of historically.

WJA: Getting back to interoperability. I was really interested in this part: You mentioned how the broadly shared desire to tap down on abusive racist trolling and such might encourage different metaverse platforms to interoperate. 

MB. We talk about inter operation usually with the idea of, “I’m a giant banana in Fortnite, I want to use that skin in Call of Duty… It’s not clear how valuable [that] is. And devs constantly say, to the extent it has value, we’re skeptical that it’s worth the investment. 

So what you’re talking about is inter-operation of data and identity. This is much easier technically. And I think it’s a lot more powerful. 

The classic example is credit score systems. Banks used to believe that their credit information on customers was the single most important thing that they had. Because it allowed them to make the best judgments on who to lend to. The problem is no one benefits from default. And so there were customers who would have poor credit with Bank A and go to Bank B to get a loan. So they opened up their credit systems to the benefit of all. 

We are seeing with Epic, with Microsoft, with Sony, and myriad different startups, an effort to say, Let’s interoperate not just our communication suites, but to cross-reference, corroborate, and integrate our player information. So that someone who behaves poorly on Game A or platform A, can’t just shift to game B or platform B. Because no one, not players, not publishers, not platforms, benefit from toxic behavior. Airbnb and VRBO are doing the same thing, because bad hosts and bad renters hurt everyone, including the commissions that need to be paid by good users. 

So that’s a great way to think about inter-operation — not of 3D objects, but of identity and systems in the growing virtual world.  

WJA (asking a question from reader Iggy O): Smartphones lead to distracted driving, dumbing down of  content, and other unpredictable effects. What do you think the negative effects of the Metaverse might be? 

MB: If the Metaverse means a growing share of our existence goes online, than almost all societal problems online exacerbate: inequality of access and opportunity, income, data rights and privacy at large; toxicity, abuse and harassment, election engineering and radicalization, all of these things will get harder and worse. 

I’m hopeful that what the Metaverse does provide is not an obvious answer to that, but an opportunity for us to learn from the past 15 years and also to change who leads. I really like that the philosophy of game developers and social world platforms are different. I think [game devs are] more happiness and player-centric, versus algorithmic, like today’s social networks. And so I’m hopeful that that disposition, the cultural training, the objectives, positions us better in the future to address old problems or to change them… 

[At] the end of the day, the biggest challenge is the real threats tend to be the hardest to predict. We thought a lot about misinformation and disinformation in the early Internet and in the late 2000s, but the ways in which it would be weaponized for election interference was certainly not something that we’ve probably predicted. We’re still struggling to figure it out.

WJA (asking a question from reader Adeon Writer): Why do CEO’s trying to push NFT/Crypto as part of the Metaverse, even though there is so much resistance to it from the people who actually actively use VR / virtual worlds?

MB: I don’t have a good answer. One hypothesis could be that as everyone is rushing to the Metaverse in a talking track, that is one thing that you can actually deploy plausibly to earn some revenue quickly. So if you don’t have a metaverse strategy, you don’t have a virtual strategy, you can say, “Metaverse, web3, maybe they’re the same?” They’re not, but they might think that. Or at least they’re proximate enough that we can just ship it — “That’s good. We rally, we learn, we tell something to investors.” That’s a hypothesis. 

I think the bigger problem is: Are NFTs, are crypto, are blockchain an important part of gaming for the future or the Metaverse? I don’t know, I don’t think we can know. That’s not to say that I think it will or I think that would be good.

What I do know is that the statements from various unspecified publishers that lead with economic opportunity or the supposed logic, and don’t at all explain why players would want it, is kind of crazy to me.

And more importantly, there’s no reason to say anything at all. Even if you had a good argument that you did articulate to players as to why you’re deploying this technology. just deploy it. Prove that it’s fun, prove that people like it. No game has ever thrived because the logline of the mechanic was compelling. That boggles my mind.

The Metaverse Author On Government Regulation, Advice for Beginners Getting Started & Second Life’s Importance to Its Future (Part 2 Of 2)

Matthew Ball metaverse book

Update, July 22: Bumped up for weekend reading/conversation!

Read Part 1 of our Q&A here

In his book The Metaverse, Matthew Ball touches on Second Life and even speaks with the late, beloved CEO Ebbe Altberg about the dangers of breaking user-generated content through platform updates.

During our Q&A this week we had a chance to chat about what Second Life can teach new metaverse platforms.

“We’re discovering so many things about virtual societies and communities, there’s so many emergent behaviors, and many of them have been discovered or surfaced before,” Matt tells me. “Second Life is such a great example. I was telling you the other day when I was asked that question, Is Second Life over or underrated?

“I think it’s underrated, because we and I for a long time underappreciated how many behaviors evolved that actually can’t really happen elsewhere that teach us a lot about what to build, what not to do, and how to speak to users upon which you rely on for an economy and user-generated content. Learning that history is important.”

As to the future, much more of our conversation below: Advice for getting started in metaverse development, the important metaverse news announcements that have come out since his book was published — and what he’d say about government regulation of the Metaverse, if someone like Senator Elizabeth Warren asked:


Wagner James Au (asking for reader Zack Day): As someone just getting into software development, I am curious to know what kind of skills a person should develop if they wanted to make things or test ideas in the metaverse?  

Matthew Ball: Unity has several-fold the number of developers [than Unreal]. It’s easier, lighter, faster to build on, and deploys to more devices. It’s easier to hire other people and find people that you can work with, and that’s a compelling proposition. 

I’m really excited about Unreal, but I’m mostly excited about what Tim Sweeney has teased, which is Unreal Editor editing in Fortnite Creative. So you have that no code platform, but then you’ll have the ability to supplement it with code injections and customization’s. Just like when you go to WordPress, you can drag and drop, or in Square-space you can use a template, but if you want to do light customization’s that doesn’t require extraordinary sophistication and learning, you can. 

And that’s gonna mean that for someone trying to learn first, you’re accessing a major platform, you’re using one of the most powerful customization tool kits in the world, and you can onboard or learn in stages. 

Matthew Ball in Breakroom metaverse platform

Matthew Ball speaking in the metaverse platform Breakroom in 2021

WJA: What have been the biggest Metaverse news announcements since you submitted your book that fits your thesis or challenges it most?

MB: I don’t believe that the crypto crash proves or disproves the relevance of blockchain as yet. But I do think that it shows how far and impractical and unscalable applications, the narrative and market value have become.

I mentioned earlier that it was about promise and hype, not proven experiences. And so having that context rather than speculating about it — I write in the book about how wide that difference is and that a crash is likely — that context helps to color what was speculative with practiced reality.

I talked about in the book how hard the XR hardware problem is, and we’ve seen further evidence of Microsoft’s struggles to get HoloLens into shippable, even enterprise devices. And Mark Zuckerberg said in 2015 that mixed reality headsets would replace the smartphone by the end of that decade, that time has come and gone. And we’ve seen that Facebook has pushed out the first consumer release of their AR devices until the back half of this decade. So that helps to provide more context as to the timeline. 

Beyond that, my goal was not to really encapsulate a specific time or moment or dependency, but how I thought the Metaverse would unfold in the coming years and technologies upon which it relied, and the theses around that. And so I think it holds up as a result. 

The only other thing that I would mention is Unity and Roblox have seen precipitous drops in their stock prices, not yet any [loss of users]. And so that provides additional context, at least to who is likely to be pioneers in the future and where the profits are.

For example, the sell-off in Unity and the acquisition of Iron Source seems based on the fear that the game engine itself is not a lucrative part of the value chain. And that’s not altogether dissimilar from Epic; Unreal’s not a profitable business, it’s not particularly large; almost all of their revenue and profits comes from content and distribution. And so I do think that taking a look at the last six months starts to provides more context.

WJA: You touched on government regulation in the book, I would love to get down to specifics — for example, what if Elizabeth Warren or another tech savvy politician asked you for some policy recommendations to implement as soon as possible. What would you suggest?

MB: If you look at what exists today, that’s the easiest starting point. The EU is obviously focusing a lot on the unbundling of hardware operating systems and payments and software distribution. That’s the Epic versus Apple lawsuit. I’m a firm believer that we need to unbundle app distribution from payments and both from an operating system. 

We’re seeing that Elizabeth Warren is, again like the EU, focused on port standardization to USB-C — let’s go to a common standard, not a proprietary one. 

If that’s important, then the portability of core user data, your social graph is even more important; your search history. The feedback loops to a digital ecosystem as more people join and more usage is accrued are only going to grow. And so I think that’s key. 

And the other one to take a look at is where we want to define rights to virtual investments or property in the quote unquote Metaverse, and I don’t mean crypto assets. What I mean is when a developer licenses Unreal or Unity, when they invest tens of millions of dollars in a system built on those engines, what rights do they have versus the tech vendor?

I write in the book about how Tim Sweeney has changed the Unreal Engine licensing agreements in two ways: Number one is they can never retroactively change the licensing terms for a build. They of course can come out with Unreal Editor 6 and it can be different from 5.2, but they can’t change 5.2. 

He’s also said that if they ever have a dispute with a license — [Third party UE developers] haven’t paid, or perhaps they’re arguing that the technology is being used out of Terms of Service — they need to go to the court and get an injunction to shut them down. And that’s a reflection of, you’re asking people to invest their livelihood, millions potentially and years, building in virtual space. Not online asking a [real life] tenant to move into a rental space to build a storefront; landlords don’t have the right to just lock you out, to take your things, to delete your stuff. 

And so I think it’s important for governments to take a look at and say what is to the right of the platform versus what is actually just a virtual version of a real world problem that we’ve already adjudicated. And so I admire Tim for voluntarily giving up rights that everyone thinks should be kept forever.

And in a sense saying, the best form of decentralization is democracy.

Matthew Ball’s The Metaverse: And How it Will Revolutionize Everything is now available in bookshelves and online. (Get it on Amazon hereon Apple Books here, or on Bookshop.org here, which contributes a cut to indy bookstores.)

Have a great week from all of us at Zoha Islands/Fruit Islands

The Melt and a story of H is Second Life

The Melt and a story of H is Second Life

Lovr&Love Factory Art Gallery: Selen Minotaur – H

Two immersive exhibitions are awaiting discovery at the Love&Love Factory Art Gallery that are well worth visiting by anyone who appreciates art with a message and a story in Second Life, produced as they are by two artists skilled in the art of narrative presentation.

Before getting into details, these are two installations that should be experienced with the following enabled in the viewer:

  • Advanced Lighting Model (ALM) – Preferences → Graphics → make sure Advanced Lighting Model enabled. Note that you do not need to have Shadows enabled (should ALM activate them) – while projectors are used, it is sufficient to just have ALM enabled to see them in action, so Shadows can be safely disabled via the drop-down to improve performance.
  • Shared Environment should be used for best viewing of both installations (World → Environment → make sure Use Shared Environment is checked.
Lovr&Love Factory Art Gallery: London Junkers – The Melt

The first of the pairing – and I use that term loosely, as these are very much individual installations is The Melt by London Junkers.

This is a single, magnificent sculpture, framed by a poem – also called The Melt – set within an environment suggestive of the sea and under a night sky, both of which evoke a sense of age. The centerpiece might be an iceberg or the face of a glacier; cold and blue, it seems timeless – but pieces have clearly broken away and are caught mid-fall, hinting at the actual state of things – the vast piece is in fact melting and breaking, caught in a continuous state of flux.

It is a state of flux mirrored by the poem itself. Outside of the skeleton of the long-dead great whale, details might not be immediately apparent – but look closely and you might start to make out features: the suggestion of a broken nose here, the outside of an eye, the drop of icy tears.

Lovr&Love Factory Art Gallery: London Junkers – The Melt

What do we make of this? To me, The Melt sits as a commentary on the existential threat of global warming; of all we stand to lose if the required actions needed to curb our own massive contribution to the increasing rate of climate change are not taken: that the loss of the glaciers and ice caps is but the precursor to the loss of all life itself, as symbolized by the whale skeleton and the bones of human at the foot of the sculpture.

Meanwhile, Selen Minotaur presents H, a multi-media immersive piece offering its own statement of life – both physical and virtual. Within it, we follow the story of “H”; a neutral character whose very initial suggests either male “H(im)” and female “H(er)”, and their travel through life, told in part through local chat and through our following the path through a “maze” which eventually leads to a series of rooms – or rather, boxes.

Once upon a time…H. Since H was born, H loved boxes. H started to build some as soon as H was able to. So H was sleeping in a box, H was eating in a box, H was working in a box, H was shopping in different boxes. When H wanted to have fun, H was visiting dedicated boxes: one to meet friends, one to dance, one to listen to music, one to watch a show, and so on. Even after death, H planned to be laid down and locked in a box. Isn’t this weird?…

Lovr&Love Factory Art Gallery: Selen Minotaur – H

Again, the core theme is clear; through the maze, we follow H as they try to make sense of life; then through the various rooms (be sure to accept the Experience when prompted at the end of the maze by walking into the sign, and then walk into the additional signs to be auto-TP’d between rooms).

Within these rooms we witness the places and activities H users to define their life – be sure to sit on objects, click walls to activate media, etc). However, this is not intended to be purely a means to put us on the strange journey of someone called “H”; rather it is a reflection how we all increasingly live our lives; reliant as we increasingly are on the role of “boxes” – devices, electronics, apps (including Second Life, where we spend all our time in “boxes” – regions), and so on for our sense of connection and engagement. That despite all the so-called promise of a “connected world” offered by the Internet, the web, and – as the hype would have it – “the metaverse”, we are perhaps becoming more an more insular in our search for “meaning” (or at least engagement) in life.

Lovr&Love Factory Art Gallery: Selen Minotaur – H

Both H and The Melt are marvellously expressive and deeply layered in the potential for interpretation and consideration.

SLurl Details

Incanto is rated Adult

  • Love&Love Factory Art Gallery main landing (use the teleport disk to reach installations)
  • The Melt direct SLurl
  • H direct Surl                                                                                                                                                                                                                                                                                                                                                                                                                                                         Have A Great Week From All Of Us At Zoha Islands/Fruit Islands

Linden Lab Should Offer Per Country Pricing?

For the Estimated 1 in 3 Users Not In Wealthy Nations (Comments of the Week)

SL developing nations virtual metaverse economy

Very good point from reader “Alelangel Verenova”, responding to my survey on interest in Second Life’s new Premium+ account offering, which will costs up to $25 USD a month:

Here in Latin America there will be a major NO answer, basically because the exchange to our local money. It’s an important amount per month, even per year to consider only for a “game”. Maybe it could be worth it if you are a creator and you earn good money on Second Life, but besides that, for this side of the world, it’s expensive and useless.

It’s a very valid point! Based on recent user data, roughly 1 in 3 visitors to SecondLife.com are from Latin America and countries across Asia and Europe (see the full below) outside the wealthy G7 nations, where $25 a month is pretty modest fee for many hours of online entertainment. Here in Los Angeles, for instance, 25 bucks will pretty much get you just two (2) movie tickets, i.e. 3 hours of entertainment. In most other parts of the world, however, $25 is enough to buy a week or two of groceries. 

To reader Luther Weymann, a retired tech exec who now enjoys Second Life in his free time, the solution is obvious:

 

One of the core problems with the marketing of Second Life is its USA-centric thinking and lack of global focus. For example, many international companies have successfully achieved enormous sales increases with “per country pricing.” In India, you get Netflix Standard 1080p with almost all the movies for $8.50 a month or about half the USA price. In Asia, GoDaddy pricing for hosting varies from one-fourth to a little more than one-half of USA pricing. The giant Unilever multinational consumer goods company sells its products all over Asia for slightly more than 60-70% of the USA and much lower than Euro pricing. And the result? A considerable increase in overall revenue and net profit for companies who understand the sales possibilities when pricing their products by what the market will bear in each country.

Very good advice. To emphasize it, here’s the Second Life website’s user demographics by country, shared with NWN by analytics service SimilarWeb in 2019:

  1. United States (30%)
  2. Brazil (15%)
  3. Turkey (5%)
  4. United Kingdom (5%)
  5. Germany (4%)
  6. Spain (3%)
  7. Canada (3%)
  8. France (2%)
  9. Netherlands (2%)
  10. Italy (2%)
  11. Russia (2%)
  12. India (2%)
  13. Mexico (1.5%)
  14. Argentina (1.5%)
  15. Australia (1%)
  16. Japan (1%)
  17. Poland (1%)
  18. Portugal (1%)
  19. Chile (1%))
  20. Columbia (1%)
  21. Indonesia (.5%)
  22. Ukraine (.5%)
  23. Belgium (.5%)
  24. Venezuela (.5%)
  25. Peru (.5%)

If I’m counting correctly, 35% of these visitors live in countries where a $25/monthly fee would be pretty drastic. So why not offer them a country-based price they can actually afford?

Linden Research can get lists of IPs and proxies that most VPN providers use. It’s not an endless list; updated lists are available for sale. Linden Research can know when a consumer uses a VPN to get a lower price from another country. Netflix and many others do this also. It’s not foolproof but very effective in per-country pricing marketing. Linden Research can buy domain names by country or geographic area and have IP redirect to, with sign up, and pay for SL websites with per country or per area pricing. It is not an impossible task to assemble these technological and marketing components and set in motion a global method to expand Linden Research’s revenue and the SL user base. But doing something like this depends on whether you own Linden Research as an investment or if you’re into it like a true entrepreneur would be.

Jules Catlyn

I live in a one of the wealthier countries but i am on a fixed low income because of a disability. I cannot afford to invest any real life money into SL. So i had to make the choice to make my money inside of SL. I have many friends who had to make the same choice, from all over the world. In discussions about SL i often miss that viewpoint. It is possible to earn an income in SL to afford things such as land and the premium subscription. You just have to be dedicated and creative.

Kurtin

Totally agree with the logic behind country-based pricing! LL, if your intention is to make money, (with a bonus order of equity), change to country-based pricing!! Totally, totally agree.

Have a great week from all of us at Zoha Islands/Fruit Islands

Second Life University – How to Update your Avatar’s Body

 
 

Signature Gianni Mesh Body.jpg

Class is back in session! Second Life University returns today with two pre-recorded videos by Second Life Resident Boston Blaisdale as he shows you how to update your avatar’s body using a mesh body. These are the first two in a series of videos which will cover the variety of mesh bodies available on the grid. The two we are beginning with are the Signature Gianni Mesh Body and the Maitreya Lara Mesh Body.

Watch the premiere of the Signature Gianni Mesh Body video at 9:30am PT:  

Here is a glimpse at the topics he will cover in this video:

  • Shop for the body at the Signature store
  • Try a DEMO before purchasing
  • Remove clothing from current outfit on system avatar
  • Unpack Signature Gianni Body
  • Apply an Alpha Mask
  • Attach the mesh body parts and HUD
  • Wear a skin on the body
  • Modify your avatar’s skin
  • Modify your shape using appearance sliders
  • Expand the Signature HUD
  • Enable Advanced Lighting Model in Graphics under Preferences
  • Use the skin effects on the HUD to adjust glossiness and intensity
  • Tint your skin
  • Fix your avatar if it looks grey by activating BOM
  • Use the hands and feet menu in the HUD
  • Dress your avatar
  • Use the Alpha and Layers Menu in the HUD to hide parts of the body
  • Reset scripts if you get errors with scripts or animations
  • Redeliver the body to get an update or fresh copy
  • Read the Signature manual for more info 
  • Detach the HUD once you finish using it to save resources

Maitreya Lara Mesh Body.jpg

Watch the premiere of the Maitreya Lara Mesh Body video at 9:45am PT:

Here is a glimpse at the topics he will cover in this video:

  • Shop for the body at the Maitreya store
  • Try a DEMO before purchasing
  • Unpack the Maitreya Mesh Body
  • Remove clothing from current outfit on system avatar
  • Add the body parts and HUD
  • Add the correct Alpha Mask
  • Activate Bakes on Mesh
  • Wear a skin on the body
  • Edit your shape using the sliders in the appearance menu
  • Use body skins included in the HUD by changing the Alpha Mask
  • Use Advanced Options in the HUD to tint skin
  • Click Glossiness button to adjust Materials on the skin
  • Use Alpha tab in the HUD to hide body parts
  • Customize your nails in the Hands/Feet tab in the HUD
  • Change your foot shape in the Hands/Feet tab in the HUD
  • Click the Misc tab on the HUD to reset scripts, redeliver the body, teleport to store, and get more info from the Maitreya website. 

Stay tuned for future updates about Second Life University. Happy learning!

Have a great week from all of us at Zoha Islands/Fruit Islands

The metaverse?

The metaverse: a latter-day Second Life, without legs?

IMAGE: A Second Life logo with several scenes inside the virtual world
IMAGE: Second Life (Linden Labs)

One of the biggest concerns when discussing the metaverse, and particularly when those conversations are of a strategic nature, is whether it will be do-over of Second Life, the Sims or assorted immersive video games like Roblox or Fortnite?

With virtual environments such as video games, the character and the journey are vertical, restricted to gaming. It’s true that some young users use them as discussion forums as well, that concerts can be held virtually and that some platforms allow users to créate their own video games within a video game, but in practice, we’re still talking about video games.

That said, let’s not dismiss video games, after all millions of young people spend their spare cash on weapons, clothes, objects, on them. As technology progresses, their potential will expand.

Second Life was different, even if it was largely recreational (and for some people a first foray into virtual sex), transcending the video game and instead becoming a place where many companies came to acquire islands, to build environments and buildings, and to develop activities. In 2007 I gave some classes and lectures in Second Life, along with a few tips on using it (in Spanish). For the developer company, it was a major source of income: an island was equivalent to renting space on a server, and building anything on it meant additional payments, hiring designers and developers for it, etc. People also spent money on avatars, shopped and bought all kinds of clothing and accessories, and there were even companies that flirted with the idea of using it as a working environment — and we’re talking about 2003!

Now, in many ways, the rise of the metaverse evokes the same kind of sensations for many, albeit with an obvious caveat: although Linden Labs and Second Life are still out there, the reality is that their use became increasingly geekier, more extravagant and, moreover, less interesting. All those companies that invested money in Second Life at the time got out sooner or later, in many cases leaving their islands and avatars there, and the craze simply fizzled out. Just another fad.

And here we are again: the hype has attracted plenty of companies to the outfit formerly known as Facebook, with Microsoft and others interested in participating on their platforms, which in many cases are glorified video games with a virtual reality viewer to make them more immersive. Many companies make large purchases of these viewers to train their users, to give an image of modernity and to be able to say they’re in the metaverse… although they still have no idea why or how long it will last. Others acquire virtual “properties”, which are simply space on a server and virtual maps of leading cities, trying to convey a sense of urgency and scarcity that in practice, no matter how we look at it, is simply not there.

For academic institutions, the metaverse could be a place to educate their students, allowing them to feel comfortable enough to hold a meeting or undergo a job interview in a virtual environment, attend a class or give a presentation. After all, if a lot of companies are venturing into the metaverse, it may make sense for educators to follow them.

From there to the metaverse becoming the future, rather than a video game that will hopefully go out of fashion in a couple of years, depends on how many people decide to explore what in the final analysis is little more than an interface. Looking to the future, I think the idea of redefining the internet around blockchain, decentralization, tokenization, smart contracts or Distributed Autonomous Organizations, is much more exciting than an interface built on a video game engine and on a peripheral, the virtual reality viewer, which nobody would surely want to wear for more than 30 minutes.

In many ways, despite efforts to make the metaverse look like the future, we’ve already been here. Without visors, but with similar paraphernalia, and with companies desperate to look modern. Interesting? Everything in technology is, even if it’s déjà vu and subject to the usual hype cycle. Anyone who thinks the metaverse will be run by a single company selling space on it, along with the viewer, will be proved wrong, because the metaverse can only work if it is open, interoperable and with multiple participants. If you don’t believe me, take a look at Horizon Worlds, Mesh, Decentraland or the other pretenders: we lived through this at the turn of the century. And what’s more, we had legs.

of course we do share the opinion that “Second Life Is Dead nor is it just a fad”. We feel SL will live on as long as there are people like you that support what we do and keep creating such wonderful worlds that all of you do.

Have A Great Week From All Of Us At Zoha Islands/Fruit Islands

Second Life: Nvidia Driver 516.40 Issues

Update: the issues described blow have also been noted on Nvidia drivers 512.95 and 515.48. If you encounter similar issues please check for driver version (go to Help → About in the viewer and then look for the line “OpenGL Version: X.X.X NVIDIA YYY.YY”,  where Nvidia YYY.YY is your installed driver); if you note a different driver to 51.6.40, please consider adding a note to the two official Jira linked to below, and in a comment on Beq’s NvidIa forum report, so other can see potentially affected drivers. Thanks. 

It is being reported that the latest Nvidia driver version 516.40, issued on June 15th, 2022, is causing issues for Second Life Users running either Windows or Linux who have updated to use it. As a result, the general advice is not to update to this driver for the time being.

In summary:

  • The issues are apparent when running the viewer with Advanced Lighting Model (ALM) enabled.
  • They can cause objects to flash or blink in and out, or can display rings or lines across in-world objects (as shown in the image below).
Image showing some of the artefacts created during scene rendering following an update to the Nivida 516.40 driver. Image courtesy of ermanart / BUG-232264

The following bug reports provide further information on the problems reported thus far:

  • Firestorm:
    • FIRE-31746 – “Updated nVidia Drivers now ambient occlusion causes graphic issues”.
    • FIRE-31747 – “Graphical Glitch that’s too distracting to ignore”.
  • Official Jira:
    • BUG-232264 – “Nvidia driver update causes rough lines in Second Life rendering”.
    • BUG-232268 – “NVidia driver 516.40 causes visual issues on latest viewers with ALM enabled”                                                             
    • In addition, Beq Janus of the Firestorm team has reported the issue via the Nvidia forums – see: Driver 516.40 Causing visual artefacts on Windows and Linux for Second Life viewers (OpenGL).

      For those who have updated to driver 516.40, two courses of action are currently available to try to correct:

      • Minimum: disable ALM (Preferences → Graphics → uncheck Advanced Lighting Model. Note that this may not work when under Linden Water in Second Life, per BUG-232268 (above).
      • Recommended: revert to an earlier driver version or use the Nvidia Studio Drivers instead.

      Again, please note that the issues are driver-related, and so not something either Linden Lab nor TPVs can address themselves.

      Have a Great Week From all of us at Zoha Island and Fruit Islands