Could Improbable Technology Make Massive Virtual Worlds Possible?

I have just read an article on Endgadget : Better than ‘Destiny’: Studios now make massive games in just months. The article centres around technology from a company called Improbable and this sounds very interesting indeed. The CEO of Improbable, Herman Narula, is quoted in that article as saying :

It’s about having no game server. What you’ve always seen has been game worlds where there’s one server for one region and another server for another region, these very neat lines. And the servers are actually just the same game engine that’s running on your computer. … But what if you didn’t do that? What if, instead of that, actually you had thousands of tiny, very limited processors — call them mini servers, like a swarm of insects? And what if, instead of having boundaries, actually they all moved around many, many times a second, migrating to deal with simulation in a particular area? And they’re all able to work together to model a world much bigger than any one of them could understand.

Whereas the focus in the articles I’ve read on the Improbable technology have been about games, I’m pretty sure these concepts could also apply to virtual worlds. Indeed one of Improbable’s employees, Dave Hillier, once worked on Second Life, so the company have someone with knowledge of virtual worlds on the team.

The Endgadget article explains a little bit more about what Improbable is and isn’t :

Improbable isn’t just a series of servers. It’s cloud-based, but it’s not cloud rendering; it’s almost an operating system. It follows in the fresh footsteps of other studios crafting large worlds with just a few people.

What they seem to be talking about is a potentially huge world that reacts in a permanent fashion to player actions, talking about the game Worlds Adift, the article states :

the game world reacts in permanent, persistent ways to players’ movements. Build an airship and drop a boulder overboard, knocking down trees and crushing players below. Come back to that same bit of land months later, and those trees will still be knocked over, perhaps with other plants growing around them, or with other players harvesting them for resources. Real persistence, real in-game consequences to physical actions. This impacts not only mechanical moments, but also the story that Worlds Adrift tells.

Those are the sort of concepts that make me ponder whether this sort of technology would be suitable for a virtual world environment, because in virtual worlds, especially user content generated worlds, changes are largely persistent.

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High Fidelity Raises $11m In Funding, They Are Hiring And Open Alpha Will Be Their Next Big Milestone

In a blog post entitled This One Goes To Eleven, High Fidelity reveal that they have raised a further $11m in funding from Paul Allen’s Vulcan Capital :

We are happy to announce today that we have raised an additional $11M in funding, in a new round led by Vulcan Capital and with participation from other new and existing investors. This is certainly great news for us, but also great news for the overall VR ecosystem as we continue to see more and more validation from the investing community that VR presents enormous opportunities.

The point about validation is very important. At the moment I see a lot of hype and technologies emerging with regards to virtual reality but the proof of the pudding really lies in investment. Whilst investment is still rolling in, it suggests that many people really do believe that something concrete will emerge.

High Fidelity itself is still progressing at a nice pace. I’ve been impressed by the fact that they haven’t tried to rush into producing a product that isn’t ready for prime time. An article over at TechCrunch regarding the new funding exemplifies the point about High Fidelity’s progress :

The main idea driving High Fidelity forward is the ability to quickly generate a virtual space to meet in and interact with. While the interface is far from final, it’s already at the point where you can pick a template, choose a name, and instantly have a space accessible by others. Each space is essentially a small video game world, filled in with the same 3D models you’d build for a game built with Unity.

Creating your own world in High Fidelity is a lot easier than it once was, you can be up and running fairly quickly these days with some starter content already included. However High Fidelity is still very much Alpha and that should be taken into account if you see or visit a High Fidelity world. The TechCrunch article is well worth a read if you’re interested in High Fidelity. However back to the High Fidelity blog post :

Our next big milestone will be an open alpha version of our system which will allow everyone to start deploying interconnected shared VR spaces.

Although the blog post doesn’t inform us just how far away open Alpha is, it is encouraging to see the High Fidelity team mention this.

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High Fidelity Talk About The Ease Of Setting Up High Fidelity Local Servers

Dan Hope of High Fidelity has blogged this week : Stack Manager Makes Local Servers Easy to Setup. The post is aimed in the main at those who have been in High Fidelity Alpha and have attempted to setup a local server before. However the post is also worth a glance from those who may want to know where High Fidelity is heading.

Stack Manager is the name of the application that allows people to setup a local server in High Fidelity, this amounts to running a server on a local machine. The application has been through a lot of changes, and in the past people found it a bit cumbersome. However the latest version makes setting up a local server a breeze, as High Fidelity engineer Stephen Birada explains in the blog post :

Basically, in less than two minutes — from download to installation to running the Stack Manager — you will have a local server, and you can start to build with it.

Basically that’s it, you download the application, run the setup and then start the server and you have a High Fidelity world running on your local machine. At the moment you need be an alpha tester to download and try Stack Manager I believe. However in the future anyone will be able to use Stack Manager, as the blog post explains :

After creating a new world, the next step is to invite people to visit, and Stack Manager is designed to streamline that process. Create a temporary place name — even without a High Fidelity account — and connect friends without making any firewall/NAT changes to your router or computer. If you like the domain, buy a place name in our directory to preserve it.

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The Future’s So Bright You’ve Gotta Wear Goggles But Don’t Write Off Second Life Yet

As we enter 2015 an awful lot of people seem to be getting very excited about the forthcoming VR boom. I do anticipate a VR boom, I just don’t see it really happening this year. Virtual worlds such as Second Life, OpenSim, Kitely, Inworldz are more likely to keep hold of their communities in the short term because, that’s where the communities currently are and the brave new worlds aren’t ready yet.

However some people feel that 2015 will be the year where VR goes big, I’m more in the camp of 2015 being a year of tease and talk rather than mass adoption. However there are new and interesting things on the horizon that will get people interested in VR and they’re not just in games and virtual worlds. Storytelling is a big potential market here as is live music and theatre performances.

Peter Diamindis over at the singularity hub is, not surprisingly, excited about the future of VR : These 11 Technologies Will Go Big in 2015 :

Expect a lot more action on the virtual and augmented reality front. 2014 saw the $2B acquisition of Oculus Rift by Facebook. In 2015, we’ll see action from companies like Philip Rosedale’s High Fidelity (the successor to Second Life), immersive 3D 360-degree cameras from companies like Immersive Media (the company behind Google’s Streetview), Jaunt, and Giroptic. Then there are game changers like Magic Leap (in which Google just led a $542 million investment round) that are developing technology to “generate images indistinguishable from real objects and then being able to place those images seamlessly into the real world.” Oculus, the darling of CES for the past few years, will be showing its latest Crescent Bay prototype and hopefully providing a taste of how its headset will interact with Nimble VR’s hand- and finger-tracking inputs. Nine new VR experiences will be premiering at the Sundance Film Festival this year, spanning from artistic, powerful journalistic experiences like Project Syria to full “flying” simulations where you get to “feel” what it would be like for a human to fly.

I’m certainly a big fan of the direction High Fidelity are heading in and with the platform being so open, there’s a lot of potential for people to grasp hold of it, but I think High Fidelity is also a good example of how much ground work has to be done before people adopt. I’m excited about the future of High Fidelity and I certainly expect to see a lot more people experiencing and talking about High Fidelity in 2015 but I don’t see many thousands of people leaving Second Life for High Fidelity just yet.

Over at AD Week Christopher Heing is talking about marketing creativity with VR : How Oculus Rift Is About to Reshape Marketing Creativity Brands are enamored with the potential of 360-degree storytelling. The storytelling angle sold this to me, but the article also talks about Second Life :

Nancy Bennett is a virtual-reality marketing veteran. (Yes, such people actually exist and are about to become hot commodities among talent recruiters.) In the mid-2000s, Bennett had her avatar boots on the Internet-code-built ground of Second Life, constructing cyber experiences for her employer at the time, MTV Networks.

Of course, Second Life never really took off. So with her been there, done that perspective several years later as chief content officer at Two Bit Circus, she does not deal in hyperbole when it comes to the impact the much-hyped virtual reality headset Oculus Rift will have on marketing. Rather, Bennett leans on data. One-third of her agency’s new business in 2014 was powered by the Oculus Rift developer’s kit, helping grow her 2-year-old Los Angeles digital shop from 15 to 35 employees.

When people talk about Second Life never really taking off they’re really talking in terms of mass adoption by the mainstream and that’s something that can’t really be argued with. However the point people miss so often when they talk about brave new worlds is that they recognise that there’s something in virtual communities and communications but they can’t quite figure out what that is. The Oculus Rift may well answer some of the questions, or it may be that the answer is that virtual worlds are simply a niche product. Time will tell.

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2014 Reviewed All In One Post

If you’re read my other two posts reviewing then there’s nothing new here in this one, it’s just a merging of the two posts to make it easier for future reference. This means it will be a long post, with pictures, videos and probably some errors.

January

January started with a look back to 2013 and the number of private region losses. The scores on the door from Tyche Shepherd displayed a slow down on the number of regions leaving the Second Life grid, something that would continue during 2014.

  • 2012 Net Private Region Losess – 2865 (12.0%)
  • 2013 Net Private Region Losses – 1719 (8.2%)

The virtual world of Kitely moved to a different pricing model which largely did away with the pay by the minute options as these had not been popular.

Blackened Mirror poster should be here
The Blackened Mirror Poster

Season 2 of The Blackened Mirror was taking a mid-season break but would return by the end of January. The show was recorded in Second Life.

Linden Lab were Raising The Roof : The HTTP Project. This project, which had started in 2012 was aimed at improving HTTP communications to improve the end user experience. Linden Lab would continue working on improvements during the year.

Second Life users were getting frustrated by tax and account information requests from Linden Lab. They would continue to be frustrated by these requests throughout the year despite Linden Lab improving their communications and information on these issues.

Second Life got a mention in the comedy show, 2 Broke Girls.

Then came the storm to warm up many a chilly January evening, Cloud Party announced that they would be closing their virtual doors on February 21st.

Pirates? Ahoy?

This was quickly followed by even more news to warm up January, Aston Villa fan and Linden Lab CEO, Rod Humble, was leaving Linden Lab. This created a Twitter storm.

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