Virtual reality’s secret third front

When it comes to virtual reality, there are two fronts, two main technical directions that the technology is evolving in that everyone is talking about. But there’s also a third front, that hasn’t been getting as much attention, but which has the potential of being truly revolutionizing.

Videos and video games

One main direction is video-based virtual reality, where cameras such as Jaunt VR are used to create virtual experiences where the users are more-or-less passive participants. They can look around inside a scene, or pause it, but for the most part they’re limited to the kinds of interactions that they have with video content.

For example of video-based virtual reality content, check out Paul McCartney’s virtual concert app, or these three other music-related apps. And read more about Jaunt VR’s immersive video here and immersive storytelling here.

Paul McCartney concert. (Image courtesy Jaunt VR.)

Paul McCartney concert. (Image courtesy Jaunt VR.)


Hollywood has been getting into the act as well with the Game of Thrones and Pacific Rim experiences, X-Men and Sleepy Hollow, the Interstellar spaceship tour, among many others.

Then there are the branded experiences, such as Marriot’s virtual honeymoons or the Volvo test drive or the Merrell outdoor adventure promotion.

Marriott Hotels takes newlyweds to paradise honeymoon destinations.

Marriott Hotels takes newlyweds to paradise honeymoon destinations.

The other is video game-style virtual reality, where the 3D graphics are generated by computer and the users can fully interact with the world.

Instead of being a passive participant in a car ride, such as the Volvo VR experience, they can actually drive the car, as if they were in a virtual reality version of Grand Theft Auto.

The former — the virtual reality videos — are typically experienced with low-cost headsets such as Google Cardboard and similar smartphone cases, though the Comic-Con and Marriott experiences used the Oculus Rift for greater immersion. The focus here, right now, is on content creation since the interface is already good enough for passive experiences.

The latter — the virtual reality video games — are dominated by Oculus Rift and similar computer peripherals because they typically require more processing power and interactivity than a smartphone can provide.

Right now, horror games seem to be particularly well-suited to virtual reality, as demonstrated by PewDiePie in the video below.

Other games that do well in virtual reality are cockpit-style games, where the player inside the game is sitting down — either in a spaceship cockpit as in the Eve: Valkyrie game in the video below, or in the driver’s seat of a car, or in a submarine.

Right now, the focus is on getting the user interface right — mice and keyboards don’t work well when you can’t see them, touch screens are out of reach when they’re inside a headset, and moving in a virtual world using a joystick can be nausea-inducing if not done right.

Both the virtual reality videos and the virtual reality video games are dominated by “walled garden,” one-off experiences, typically running in commercial, proprietary environments.

The third front: the virtual reality metaverse

Then there’s a third front, an interactive, social, standards-based, open source virtual metaverse.

The leader here is OpenSim, which is loosely based on Second Life and allows people to go inside a virtual world and create stuff right from the inside.

It’s Oculus Rift-compatible. Anyone can download the software and create a virtual world. There are also OpenSim hosting companies offering quick and easy virtual worlds, starting at less than $5 per region — compared to $300 for the same region in Second Life.

Wheely Island on Alchemy Sims Grid in OpenSim as seen using the Oculus Rift viewer on CtrlAltStudio. (Image courtesy Ann Latham Cudworth.)

Wheely Island on Alchemy Sims Grid in OpenSim as seen using the Oculus Rift viewer from CtrlAltStudio. (Image courtesy Ann Latham Cudworth.)

There are currently over 300 public worlds running on the software, with about half a million registered users total, plus hundreds, possibly thousands more running inside schools, companies, government agencies, and on home computers.

The really amazing thing about OpenSim is that if I have a world, and you have a world, then, unless we specifically lock them down and keep them private, I can teleport from my world to yours with my avatar.

I can send messages to avatars on your world, and move content from your world to mine.

This peer-to-peer, infinitely scalable system is called the hypergrid, and its basically a 3D, virtual reality version of the World Wide Web. Of the 300 public worlds I mentioned, more than 200 are on the hypergrid, meaning that avatars, content, and messages can move freely between them. Well, more-or-less freely — some worlds have some of their content locked down, to keep it from walking away.

The Hypergrid Safari, a group of avatars who go on tours of other grids, visits the Hyperica hyperport.

The Hypergrid Safari, a group of avatars who go on tours of OpenSim worlds, visits the Hyperica hyperport.

For the past few years, OpenSim has been growing slowly, under the radar, much like the early Web did.

As with the early Web, most of the attention is going to go the proprietary, closed platforms at first — the virtual reality equivalents of AOL and CompuServe.

But the advantages of OpenSim — or whatever it eventually evolves into — are much like the advantages of the Web over AOL. The low cost. The fact that it’s open and completely scalable, with no centralized controls or bottlenecks.

An individual can have a little mini-world just for themselves and their friends. A book club can set one up. A roleplaying group. A school. A company.

Greyville Writer's Colony. (Image courtesy Nara Malone.)

Greyville Writer’s Colony on Nara’s Nook, a small world where writers gather to share their work. (Image courtesy Nara Malone.)


And the owner of the world has full control over it — who gets to come in and out, what content is on it, everything.

OpenSim’s in-world building tools are relatively easy to use, at least when compared with professional 3D modeling software that other platforms require. And people who don’t have the time, inclination or artistic skills to build their own virtual environments can download free, pre-made content from sites like Zadaroo or buy content from the Kitely Market.

This means that anyone, at any level of technical skill and with any budget, can create and manage virtual environments and share them with friends, family, students, or colleagues.

The Metaverse Museum in OpenSim. (Image courtesy Museo del Metaverso.)

The Metaverse Museum in OpenSim. (Image courtesy Museo del Metaverso.)

These environments can be used for socializing or for games. Or for virtual tours, educational simulations, business meetings and conferences, training programs, architectural walk-throughs and other practical purposes.

OpenSim already has a virtual music scene and virtual museums, virtual schools and virtual shopping malls.

Right now, OpenSim is even more cartoony than most virtual reality video games because, unlike video games — but like the Web — OpenSim environments are downloaded on the fly, in real time.

With video games, users download them ahead of time, and then play. The background environment — the landscape, the buildings — doesn’t change, or changes very little, as the game goes on.

With OpenSim — like with a Website — changes can happen at any time. So some content could be cached if you’ve been there before, but, for the most part, it’s all downloaded fresh. That means that graphics have to be lower quality, so that they can be transmitted and rendered with the bandwidth and processing power we have now.

As bandwidth and processors improve, however, OpenSim — or, again, whatever it evolves into — will also become increasingly realistic.

And it will transform our future.'

Maria Korolov

Maria Korolov is editor and publisher of Hypergrid Business. She has been a journalist for more than twenty years and has worked for the Chicago Tribune, Reuters, and Computerworld and has reported from over a dozen countries, including Russia and China. Follow me on Twitter @MariaKorolov.

39 Responses

  1.' Pam Broviak says:

    I think the potential here is huge. Lately I’ve really gotten into more fitness related activities and realized this winter how much everyone absolutely hates having to run or bike inside. Each time I’m there on the treadmill or the stationary bike I wonder how easy it would be to combine the machine with something like the Oculus Rift and offer users the opportunity to run through environments created in OpenSim or Unity3D. I’m thinking it would be so incredible of an experience.

    • You might want to check out the InWorldz fitness app, InShape:

      •' Pam Broviak says:

        Wow, I would love to try that. I did already have an avatar fortunately because I just tried to register again under a different name and email and the registration simply will not work. I must have tried it about 15 times. Anyway, I signed up for the inshape program under my old avatar! Thanks so much for letting me know about this Maria!!

        • Tranquillity (InWorldz) says:

          The end of this month will see InShape finally out of beta and active with some InWorldz sponsored regions always online for you to use and a tour system coming online for residents who have integrated InShape into their regions.

          We’re super excited by the interest we’ve seen around this. If you signed up for the beta on that page, you’ll get the launch email once everything is finalized. I hope that InShape and related content created by InWorldz residents can make your virtual experience and workouts a lot more fun.

    • LOL Create a world where you’re being chased by tigers or zombies or serial killers. Then jogging would be easier and way more fun.

      Or for some, the perfect fitness app is an OS build region filled with giant refrigerators filled with all sorts of delicious life sized treats and snacks…and they have to run through them to get points. Because for some, the most action they see is getting to the fridge for snacks during commercials ;-p

      •' Pam Broviak says:

        I like those ideas! It would definitely make running on the treadmill much more interesting – especially for those of us who are stuck inside all winter.

  2.' Dharma Galaxy says:

    I have problems with the word “realistic,” and thereby with the notion of Virtual Reality. If it’s my usual digilegs, my frequent kitty, or my occasional dragon — one thing I am NOT looking for is reality. It’s a Metaverse, not a Universe.

    • Maybe instead of “realistic” the adjective should be… lifelike? High definition? Convincing?

      So that, say, if you’re standing there next to a dragon, you should be thinking, “Whoa! There’s really a dragon here!” as opposed to, “That’s a nice mesh model of a dragon here!”

      •' Dharma Galaxy says:

        Convincing, however, in theater there is the notion of the suspension of disbelief. Our Town works just fine on an empty stage with a ladder, but The lord of the Rings certainly would not. If your point is that current processing power doesn’t do everything we want then I agree with you. If your point is that displays like Occutus Rift will be helpful, then I disagree. It think such are a side-show and a distraction. Bigger screens and better resolution, but not a half-assed attempt at 3d. The main things you want in a Metaverse client are good texting and easy to shift graphic presentation. 3d immersion is just a good way to get a headache.

        And no…you should be talking to the dragon, not getting all gooey-eyed.

        • Maybe other people have a different reaction to it, but for me, when I put on the Oculus Rift, it was a transformative experience. It goes so much beyond what happens when you get caught up in a book, movie, or screen-based virtual world.

          It does feel that you have stepped right into the world itself. I didn’t want to take the headset off — despite the fact that it was making me dizzy!

          There’s a reason why so many people, after they’ve tried it on, quit their jobs to work on VR or emptied out their pockets and threw all the money they had at it. It really is a new medium, and those don’t come along very often.

          I’m not saying it’s for everyone. Some people might never be able to get over the headaches and the nausea.

          But the Oculus is not like, say, 3D versions of movies. For me, for example, there wasn’t TOO much difference between the 3D and 2D versions of even something like Avatar, which was made for 3D. In the theater, 3D is pretty much a pretty gimmick.

          The immersiveness of the headset, however, makes the Oculus something different. It’s not just the virtual world with a fake-looking 3d effect. You actually do feel that you are inside the world. For me, it literally inspired a sense of awe. I can’t wait for the technology to improve, to come down in price, and for them to get the user interface issues worked out.

          •' TribeGadgets says:

            ” I can’t wait for the technology to improve, to come down in price, and for them to get the user interface issues worked out.” – Well yes exactly. And if it ever meets all that (and a few more issues) then it may be interesting? And agree on 3D movies – seen nothing very inspiring since the two coloured cellophane glasses – and even the Radio Times gave those away decades back

          •' Dharma Galaxy says:

            I’m looking forward to becoming a head in a box, if I live long enough. As far as I am concerned, VR is a side show — a fad.

        •' KnowledgeTransfer says:

          I don’t think you’ve tried the Oculus Rift yet, have you? Bigger screens are irrelevant when you can have an infinite virtual screens all around you.

          I still need to get into OpenSim with my Rift on. Closest I’ve been is JanusVR, which is similar.
          Just wait until you experience being inside of a live webcast video sphere with 30 other avatars, watching a live concert in the metaverse together. It’s FUN.

  3.' Maria K. says:

    This is an anonymous comment. Just kidding! It’s me, Maria, seeing if it’s possible to comment anonymously with the Disqus system.

  4.' Yichard says:

    Maria says in the article: “Right now, OpenSim is even more cartoony than most virtual reality video games because, unlike video games — but like the Web — OpenSim environments are downloaded on the fly, in real time.”
    So true, and probably one of the main reasons people are reluctant (after the accusations of paedophilia).

    This is true for the prims system, though. Meshes are much less cartoonish, and their level of quality can be as good as the best video games (which do not use a better technology). Just they keep slower to rezz, because of their web nature.

    Good meshes can attain an amazing level of quality, compared to prims. Add to this the much larger prim allowance in Inworldz and Open Sims, and even ith prims you have a much better quality than, say the old SL mainland, with its one prim buildings.

    The notorious disavantage of meshes, though, is that they require much more skill and learning, compared to prims. This is not very likely to change, even if they do 3D modelers with a real user interface.

    The solution here is that builders come with ready-made builds (or modules which can be combined like prims: trees, furnitures, rocks, machines…). In this way, even beginners of poorly skilled people can readily build an environment of their dream.

    I see in Inworldz a faery house which sells very well, by Julia Hathor. It is a complex build, yet affordable, with many places, features and rooms, so that everybody can find a use of it. Hence the success of this build, and of some others of the same kind.

    So this points at a solution: builders offering or selling ready-made high quality elements, allowing everybody to build their place, with a video-game quality. We already have several in inworldz, bringing high quality trees, houses, boats, planes, bikes, trains.

    Even the explosions I saw in GTA demos are not better than the ones I did in SL!

    •' lmpierce says:

      The issue of realtime download is an aspect of the issue of attaining a realistic look, but using mesh does not, in itself, solve the realism challenge. Suppose, for instance, you want a beach ball, or a box. You can build these quite accurately with prims and give them photorealistic textures, and they will still look ‘cartoonish’ in OpenSim. The core reason for this is the available quality of the render, which itself is largely a process of achieving accurate lighting. And the reason that true photorealistic rendering is not available in realtime for the typical user is that we are a few computer generations of consumer computer away from that.

      Games often look better than OpenSim for several reasons, but the main reason is that OpenSim environments can be changed in real time, so no pre-rendering of elements is possible. Games, on the other hand, can do a lot with their environments to make them realistic because most of the elements are fixed and can be managed much more efficiently at render time. Games also either run on dedicated consoles, or are typically run on gaming computers; unlike most OpenSim users, gamers expect to (and do) spend a lot of money on their machines.

      I’ve built a portfolio world for OpenSim. It contains a house that was originally modeled in Maya. There is no question that some characteristics of that house, especially small things like a kitchen knife or wooden salad tongs, are much more realistic looking in form when built with mesh. However, the overall look of the house is still more like prim environments in OpenSim than mesh environments rendered in Maya.

      The mesh house is available via Kitely. The world is called LMPierce and is Hypergrid enabled. Inside the house is a wall photo that shows the dining room as rendered photo-realistically in Maya using mental ray. (If you touch the image, it changes, flipping between a night and early morning lighting setup). You can see the same dining room from the same perspective by moving the avatar to the corresponding point of view in the OpenSim house – and you will see that rendering in OpenSim with mesh still looks ‘cartoony’ by comparison. In fact, the Maya rendered version could be taken further with even more work… as is, however, the Maya mental ray render took about two hours on a quad-core 3.2 GHz Mac Pro with 32GB of RAM. Now imagine creating 30 frames per second at that level of realism and you can understand why it will be a few computer generations of computer advancements before we can have truly photorealistic real-time adjust-on-the-fly virtual environments.

      •' Yichard says:

        we already had the stories of optimisations and pre-rendering as excuses for the slow fps in VRML. And the VRML scenes were not modifiable on the fly, so that these mysterious “optimisations” were possible.
        Already 10 years ago we had 10 times better fps and realistic foliages in games, while in VRML we still had the painful alpha texture bug and the ugly foliage sprites.
        Problem is that the SL-derived viewers are still using the same old renderer than the VRML renderer. Using state-of the-art renderer should much better the view, require less powerful computers, and so on.

    •' Anthony Leaman says:

      Talking about child av’s pedo’s oldies never get a choice of an age appropriate avatar..I do not feel comfortable with a young looking avatar so always have to grey up the hair..I think there are a few who present as different to their real life gender, but that seems harmless.. maybe debatable

      • Anthony — On gender, I’ve come to the conclusion that I don’t know anyone’s gender unless I actually know their real identity. Everyone else, I assume by default, could be something else. I’m betting most people eventually assume the same. Like Dr. House says, “Everybody lies.”

        And there are contexts where gender does make a positive difference to in-world interactions — I’ve heard from men playing female avatars that women are treated better, get to collaborate more, have higher sales, etc… And then there are men who are experimenting with actual gender transitioning, which they would like to do in real life but for whatever reason can’t do it yet.

        As long as you don’t try to sign a contract as an avatar (only an actual legal entity can sign a contract) or deceive someone you’re dating into thinking that they might be attracted to you when you’re actually not their physical type (wrong gender, age, shape, etc…) … or, worse yet, deceive someone into thinking you’re of legal age when you’re actually jailbait… basically, as long as it’s still a game, and isn’t getting, you know, REAL, then you can be whoever you want.

        But once a particular relationship hits a certain stage, you have to come clean. If you’re about to do business together, or take a romantic relationship to the next level, there’s stuff you have to disclose (both in real and virtual worlds). In the real world, for example, you should disclose if you have AIDS, or used to be a guy, or have ten kids, because those are deal-breakers for a lot of people, and you have to deal with them before you move on. Same thing in a virtual world — if a relationship is getting to the point where a transcript could potentially land you in jail if the other person turns out to be underage, or end up with you in divorce court if you were married, then you need to take a moment to slow things down, and confirm real identities before moving on.

        • Agreed ..I think opensim has been amazingly lucky so far on that front compared to other media forms ..the only bad stuff I have observed so far is some inter virtual world rivalry and petty squabbles which are mostly just a storm in a teacup,,

          • I don’t think OS got lucky as much as it’s probable that the whole child avi pedo thing was just fear mongering by a handful of paranoid sorts who probably had no first life so created drama in second.

            I’ve never, not one time, in my nearly decade long life as an avi in any virtual world come across any situation where crazy pedos were luring in children. Most of them would prefer actual children, not some overweight middle aged balding dude dressed up like a cartoon tot.

            I think some were just prone to protesting – like the whole “opensim is a wasteland of copybotters out to steal ur stuffffff!!! onoez!” I encountered it one time in SL and was so curious I got them to show me how. And they were totally ripping my stuff.

            In my opinion, back to the point, I think the internal drama and nonsense going on with OS users is such that they’re too isolated. Mainstream Public doesn’t give a crap about opensim, doesn’t even know what it is, and mostly thinks of us as no life having nerds.

            Opensim – and virtual worlds in general – suffer from a serious failure of mainstream marketing and promotion. :/

          •' Anthony Leaman says:

            You summed it up, I doubt it will change .that is mostly the way I see it too, but also think that is how most want it..I could never persuade mainstreamers to get involved in it, they see it as too hard and not worth the effort..I still think it is an awesome creative environment ,but it can be time consuming.

  5.' Rene says:

    This concern with realism, or better said, believable behaviors, is an important one. There are several uncanny valleys that trip up causal gamers or casual visitors to virtual worlds. The term ‘cartoony’ is apt because it describes succinctly how most people perceive incompletely or inaccurately rendered scenes – it looks like a cartoon to them. SL materials (aka specular and diffusion light rendering) helps tremendously to get rid of the flat or plastic look of objects. All OpenSim grids including InWorldz do not have this important feature. When it is finally fully implemented, scenes will look a lot better than now. The huge problem with all SL1-style grids is how the avatar moves and looks. One can have beautifully rendered objects and avatars, but lacking facial expressions, and lacking finger animations, and lacking proper pointing animations, an avatar looks downright creepy close up. Objects moving around stiffly without expected micro-deformations look downright weird (and cartoony). In a 3D immersive world, the player, driver, and other people watching need to see the hands and fingers move, the arms moving properly as people point at things or grasp things. Right now the best one can do is play some fixed animations that can’t even land properly on the grapple objects. All of that helper logic is missing entirely in the simulator or in the viewers to date. Avatars are completely divorced fro the gravity or kinetic fields around them. They are unrealistic always vertical capsules in OpenSim grids. SL1 is a little bit better in that the avatar capsule can take on physical perturbations in some cases. Objects are missing spring effects that when they move make them look entirely unbelievable to most people.

    Even if all that could be fixed, there are still issues with input methods that need to be thought through so that casual users can feel comfortable enough to use next gen virtual worlds. We all have to realize that current users of SL1, and OpenSim virtual worlds are a tiny minority of people who pushed through the steep learning curve of the current viewers, and suspended a lot of disbelief in the way we see and move through the current virtual worlds we inhabit. To gain more people here, a lot of work needs to be done. For the younger crowd and for people not used to old school virtual worlds it means get parity with the render features of games, full facial expressions, articulating fine motor movements, cloth physics so that clothes actually drape on avatars, solid spatialized voice, natural input methods for movement and looking, finer light rendering, mirrors, decent physics for the moving toys. Remember that in any immersive environment, everything is up close and personal. All the warts show up and the discomfort rises significantly. One of the reasons many immersive projects are just extensions and variations of telepresence is that at least what people see is quite believable – it is reality.

    This is a huge undertaking, which is why next gen virtual worlds are being developed from mostly the ground up. I do not have much confidence in the current OpenSim codebase evolving to meet these requirements. There is simply too much baggage to deal with to maintain backward compatibility and execute new development. A few examples of many: 80-bone animation has to be ditched for 100-bone animation. Only then can fingers be part of the animation. Facial expressions require redoing the avatar model so that muscle firings can be converted to face morphs in real time, the physically gridded space model (regions simulating a fixed volume) has run its course. There are now far better ways to scale out huge spaces (see High Fidelity and Windows Holographic for the commercial ventures).

    This isn’t to say that immersive experiences in current OpenSim grids shouldn’t happen. Clearly there are already such projects happening and the current population of users do have a great time experiencing that space. But to seriously increase the population of these experiences beyond the small population of pioneers, stepwise refinement will not get us there. There are projects, some open-source based, looking into these next gen worlds. Several have been mentioned here in HGB.

    •' Minethere says:

      Not sure why you think this;

      “SL materials (aka specular and diffusion light rendering) helps tremendously to get rid of the flat or plastic look of objects. All OpenSim grids including InWorldz do not have this important feature.”

      This simple google search shows a ton of information about materials in core OpenSim;

      The Kitely forums are full of materials discussion;

      Chic Aeon is doing regular blender tip posts as seen here;

      You are correct that inwz does not have materials though.

      •' Rene says:

        I say that because Materials is not fully implemented in OpenSim. Some of those links you posted are bug reports on the various failings. One cannot set aside the much needed polish required of an expanded population that includes new people to virtual worlds. My entire post is about the new crowd of people who expect things to be working well and not half done.

        •' Ilan Tochner says:

          We’ve had working materials in Kitely since Dec 2013. We also contributed the changes we made to OpenSim core so I’m not sure what you’re basing your statements on:

          There are also products sold on Kitely Market that use materials and some of those have been delivered to third-party grids with no issue or complaint from the people who bought them.

          •' Rene says:

            Yes, partially implemented and not scalable.That is not a full implementation. ConsumerVR is about catering to millions of people, not thousands. An implementation that blows out asset servers is not a good one. And, materials is not even the biggest problem to be dealt with either. Do you have 100-bone animation to do the finger articulations needed of immersive VR? Do you have full facial expression and input methods to transpose them from the person to the avatar? Do you have helper logic in either the viewer of simulator to play facial expressions based on what is typed or said in voice? I only mentioned the highlights of what is missing in the current codebase. Read past the materials mention. It’s a big list of development. The good thing is there are people working on all that in next gen commercial and open source platforms, none OpenSim. There’s nothing bad about that. The current code base is great but seriously dated tech. The transition to next gen virtual is inevitable and a good thing.

          •' Minethere says:

            I totally agree with this, as many of us would, and it will be fascinating I am sure.

            “The transition to next gen virtual is inevitable and a good thing.”

          •' Ilan Tochner says:

            A) Kitely developed its own cloud-based inventory and assets systems in 2012. They are both scalable and their architecture is designed to handle orders of magnitude more users than we have now. As for storage space efficiency, our systems do deduplication on all assets and we do not store materials in a way that wastes space. See:

            B) OpenSim uses the same viewer technology that Second Life does. The visual effects are exactly the same so there is no real point in comparing the two.

            C) I completely agree with you that the current SL viewer codebase is antiquated in many ways and won’t likely be the basis for mass market adoption.

            D) I’ve said time and again that if something better becomes a viable replacement for OpenSim then we’ll use it. If you look at our Kitely Market video you’ll see it’s designed to work with multiple virtual world architectures:

            As it currently stands, High Fidelity holds promise but is far from being market ready. We’ve already announced we’ll support delivery to it once it is:

          • Nevermind all that, Ilan…what about browser based worlds?! ;-p

            Just kidding. Kitely has been on such a roll it’s hard to keep up with it all. I feel like I’m starting brand new all over again…

            …but being able to host my world right on my website, have people log in via the browser and still build, create, share, travel…that is what I truly want to see. I’ve wanted a 3D website since I found out there was an internet.

            Some day…

        •' Minethere says:

          Rene says; “Some of those links you posted are bug reports on the various failings.”

          Yes, some of those links in that google search [just a quick and dirty one using the keywords “opensimulator materials” would need to take into account the dates.

          Yes, I understood the majority of your comment was about other issues.

          It is good to have clear information around, though, agreed?

      • Tranquillity (InWorldz) says:

        This is correct. We did not utilize the materials code available due to the creation of new assets any time material properties are changed in the viewer. When you’re managing tens to hundreds of millions of assets already, any additional wastage becomes a liability. We have a server side implementation in progress but the big delay is incorporation into the viewer while not introducing other issues with the deformer and related code.

    •' Dharma Galaxy says:

      Basically, so what?

      Maybe you are looking for something different than what most people who spend time in Opensim are looking for.

      May I point out how many people completely ignore things like voice chat?

  6.' Minethere says:

    Understood. I need to bow out of further commenting today but will take it up in my morning if needed. good night.

  7.' Minethere says:

    hugssss Tony-)) I am always happy to see you around and involved in things.

    • Same Same ..I am looking at the highfidelity virtual world currently using the Alpha stack manager executable which makes it easy ..I could never build from source I’m just following it’s progress.

  8.' Anthony Leaman says:

    Finally got an age appropriate Avatar in Highfidelity