i commend Tyche Shepherd for doing such a great job tracking and sharing Second Life data on her Grid Survey site. she displays many different data points and i check it out from time to time to see how SL is doing overall
Second Life’s “health” does impact OpenSim in several ways. advances and additions to SL code spur advances in OpenSim code and concurrency plus privaye sim stats indicate overall satisfaction with SL. if concurrency climbs and private sim numbers go up, then people are liking something that is going on at Linden Lab
over the last few years, concurrency and private sim ownership has slowly been declining. that makes sense as people get burned out, major issues like lag continue to be “priorities”, and policy changes make it harder to own multiple sims. add to that things like the global economy and the huge advances in OpenSim stability and Linden Lab suffers. the decline is very slow and their numbers are so big that it is not a collapse, just a slow and steady decline
but these last two weeks seem to show an inordinate number of private sim losses. between 1 oct and 7 oct there was a net loss of 119 private sims (240 sims left but 121 were added). if i count properly, there has been a loss of 202 private sims between 25 september and 7 october!
in relation to the 23,972 total private sims, that 200 is a tiny number but it’s a large number in a short time – large enough that on Tyche’s 2 october weekly report, she notes that the week ending that day saw the largest loss of private sims (174) since january of 2009!
to put in perspective what the loss of 200 sims means, if they were all full sims that would be a monthly revenue loss of $59,000 USD!!! i dunno about you, but that would affect my poutine budget!
again, in the light of their total sims, 200 is not a lot but it’s enough that the bean counters at Linden Lab must be flipping out (or getting downsized – $59K is serious monthly salary money)
if so inclined, check out her site, and i particularly like her graphs on concurrency and private sims











Three good friends have moved to InWorldz this month and bought sims having either downsized or sold all their SL land.
The pure economic reality of the cost of a prim in SL vs. OS is just not going to go away.
Giving away some furniture to Premium Members is not going to change anything.
soror Nishi
8 Oct 11 at 5:16 am
Interesting though these figures are they only tell part of the story. For example, they can’t tell you how much of the land owned by landlords and land barons is actually occupied. Fact is a lot of it is vacant. The land barons fair better than landlords because they get preferetial rates so can undercut the small estates and they are likely to be suffering more losses than the big guys. This has the knock-on effect of putting the landlords out of business and land barons are able to buy up the ailing estates on the cheap. Interesting that the land Barons get the lower tier rate on the land they buy too.
Doesn’t surprise me the small landlords are getting out.
My land lord has just sold out to Zoha Islands and given up on SL. I had 4 sims, one of which was a homestead that was not grandfarthered after the Open spaces business a few years back so I was paying well over the top for it at around $L40k. I had to drop it along with one more and my landlord asked me to buy him out which I turned down. So he sold out to Zoha and I actually benefitted by a tier drop.
What is curious is that the none-grandfarthered homestead is now the same rent as my exisiting homesteads after the price drop
Gaga
8 Oct 11 at 8:13 am
Actually, the thing that surprises me is that there isn’t more loss. So much open space for sale and it’s been that way for a very long time now.
Micheil Merlin
8 Oct 11 at 8:47 am
Assuming education sims are included in the private sims category, would also account for the dramatic loss.
A year ago LL announced they were no longer allowing discounts for education and not for profit organizations. This effectively doubled their tier,motivating them to learn to how to install, operate and migrate to OpenSim.
The majority of well organized and built content in SL has been created by educators and their students. Most of what remains is stranded here due to Intellectual Property restrictions and will disappear from all Virtual Worlds as those educational/not for profit leases expire.
Josain Zsun
8 Oct 11 at 9:27 am
[...] Read on: iliveisl blog [...]
iliveisl: Second Life loses 202 private sims in 2 weeks « The Eternal Sunshine of the Metaverse
8 Oct 11 at 9:47 am
This is a scary scenario as SL is the noob nursery of all grids….
Mera
8 Oct 11 at 9:48 am
I too, am worried about the loss of land in Second Life. I don’t know if OpenSim has enough momentum on its own to survive if Second Life disappears. Second Life introduced a generation to the idea of a metaverse, and continues to do so.
I still have my hopes set on an AOL-style marketing push, where they send the software on a CD to everybody in the U.S., living or dead. :-) Or on USB dongles. Or strike a deal with manufacturers and pre-install it on every computer. Or create a Unity 3D viewer and preinstall it on every tablet.
Ah, dreams… what would we do without them?
Maria Korolov
8 Oct 11 at 12:31 pm
I’m not sure what would happen if SL were to come to an end, though, if they continue with how they do things, it likely will. I am sure that a huge majority of current SL residents would make the move to an OpenSim grid. But, for complete newbs? I don’t know. I think that their innate curiousity would keep them looking around. And perhaps OpenSim grids would become more … vocal, for lack of a better word, about their existence.
One thing to consider, though, is SL like a huge oak, who’s shadow robs the OpenSim saplings of sunlight? Would those saplings grow and blossom without that oak there?
Sarge Misfit
8 Oct 11 at 1:01 pm
I really doubt SL is going anywhere anytime soon. They still have many happy and loyal customers.
Even if SL did run into trouble, assuming that everyone else would just bumble around in the dark without them is ludicrous. There are groups and individuals involved in this industry that could make up for the loss for all those looking for a place to stay in a short amount of time.
Just because we’re not some big corporation doesn’t mean we’re not capable, I’m really getting tired of seeing that type of thinking. Even twitter, facebook and google started small.
Tranquillity
8 Oct 11 at 2:46 pm
When it comes to Opensim Region number reports, usually by Maria over at Hypergrid Business, Eurominuteman posts one of his spluttering rebuttals about the validity of such reports.
If we are unlucky, we get thrown in a link to some business model, and if we are really unlucky, Maria’s competence is called into question.
So, here we have Linden Labs, with all their “Monetization”, “CMMI” maturity levels, “Quality”(rather that “un-quality), and loosing very quantifiable income.
Where are the linden sock puppets now?
The “Burden of Proof” has been provided – Second Life is what the cat dragged in.
Breen Whitman
8 Oct 11 at 5:55 pm
It seems to me this is a classic case of a company losing sight of who their paying customers are, and seeing them lose interest, or move on.
I fear there is too much focus on new customers, new products, new markets at LL. That’s fine when there is something bigger to replace the millions of SL users, but in the meantime they are gambling with the existing customer base, and losing.
It’s not too late for SL by any means. I think most people (including myself) want LL to recover from this and rebound. What is good for SL is good for the whole virtual world industry. There’s a lot of room for growth of them all. However that will not happen until they regain their focus on keeping existing residents happy.
And as long as there are much more affordable alternatives like InWorldz where there is a focus on functionality, reliability and customer satisfaction, SL is going to continue to bleed.
I think what upsets the veteran SL residents is the failure by SL to acknowledge that the policies of the last few years has created serious bleeding, and the failure to do more for that existing customer base to contain the bleeding.
LL should also look at what happened in leading up to October 2008 and June 2010 that caused a significant reversal of the trends.
Jim Tarber
8 Oct 11 at 8:42 pm
@Jim “I think most people (including myself) want LL to recover from this and rebound. What is good for SL is good for the whole virtual world industry.”
You are correct. It is the pragmatic view.
Though, me being me, and I am prone to injecting human emotion into things. If Second Life was to crash into a smoking crater, I for one, would dance a happy jig.
And rising from the ashes would be a melting pot comprising JustinCC, Intel enginners, InWorldz and like worlds, Kitely, plus a host of other talented people. In support would be bloggers like this blog spreading the good word.
Maria dreams of an AOL like saturation of Opensim marketing. A dead Second Life would be the fastest route to that dream.
It would be very do-able.
“Death is very likely the single best invention of Life. It is Life’s change agent. It clears out the old to make way for the new.”
- Steve Jobs, 2005 commencement speech at Stanford University.
Breen Whitman
9 Oct 11 at 12:06 am
It will also be interesting to see how long it takes Maria Korolov to address cinema-class 3D virtual worlds as an iPad app (versus cartoon-class virtual worlds, like SL and Opensim), like the product category of Zegna_InStore iPad app…
And more important, in what magnitude and what short time Gamer-like outreach metrics for out-world newbie adoption of an iPad app of this sort is achieved…
Thanks Steve Jobs! http://youtu.be/jH1Mlh3nHsI
Eurominuteman
9 Oct 11 at 9:20 am
I haven’t seen that Zegna_InStore even uses the term Sim or Grid Operator… only an Internet connect, installations and implemented shop owners count as far as I can see… and of course the customers walking into the shop…
Eurominuteman
9 Oct 11 at 9:26 am
What else does an out-world newbie and shop owner need to quickly adopt things, and get to the bottom line of Return-on-investment ROI…
Tinkering around on a tool is really not of utmost gravity…
Eurominuteman
9 Oct 11 at 9:30 am
Note that Zegna_InStore helps shop owners to “make real-life money” in a 3D virtual world by “selling real-life goods/services” that are only portrayed and cinema-class rendered in a 3D virtual world.
The buying power of virtual money and Linden dollars has no relevance or gravity at all if you implement this iPad app.
Eurominuteman
9 Oct 11 at 9:55 am
Euro, are you a shill for a commercial nonOpenSim virtual world?
Sarge Misfit
9 Oct 11 at 10:03 am
How long do you think people (out-world newbies) are going to look at a cartoon-class platform with virtual money if a cinema-class iPad app enables the sales of real-live goods/services for real-life money?
Eurominuteman
9 Oct 11 at 10:08 am
So, how are you going to ultimately achieve Outreach Metrics by deploying a cartoon-class platform with virtual money?
By swinging a grand wizard’s magician’s stick? By dancing & chanting?
Eurominuteman
9 Oct 11 at 10:34 am
Euro your entire premise rests on the false assumption that people only use virtual worlds to buy and sell goods.
Virtual goods are only a consequence of a social virtual world. They are not its primary purpose. Note also that you’re comparing buyers of real world goods with buyers of virtual goods.
Tranquillity
9 Oct 11 at 11:07 am
i don’t know anything about Zegna but i don’t see how i could what i am doing using it. everything i have done so far i could do using OpenSim for free on my local machine. and then when we are ready to go public, it only costs us $160 a month
sounds like Zegna is way over my head
OpenSim allows collaborative and shareable 3D work and does so for a very low cost (InWorldz is an ideal example for anyone looking for a place to start with tons of resources and people to learn from)
as to Zegna, i know there used to be a candy bar named zagnut and it reminds me of that =)
Ener Hax
9 Oct 11 at 11:27 am
My statement is based on:
- the year-long observation that the mass market gamer market outperforms 3D virtual worlds by far, in outreach metrics,
- 3D virtual world Concurrent Users stagnate, SL + Opensim ones,…
Counting ghost town sims only tries to hide the fact that truly assessed Outreach Metrics is based on Concurrent Users, and how the domain and audience number of Out-World Newbies is penetrated…
And not in the body-counting of badly defined Sims using badly sampled Grid Operators…
- out-world shop owners and customers are more likely to stare at cinema-class products/services + real-life money platforms, which in turn accelerates the penetration and growth of Outreach Metrics… namely the Outreach Metrics of a cinema-class iPad app…
That comparison is exactly what the eyes of an out-world newbie does to assess his Opportunity Costs…
Your assumption is false to sidestep the economical and procurement comparison process of the Opportunity Cost approach…
So how are you going to increase Outreach Metrics and penetrate the domain of the out-world newbie audience?
Your statement is incomplete without a reverse solution answer.
I asked you for a tangible reverse solution answer…
Eurominuteman
9 Oct 11 at 11:36 am
Watchdogging the domestic in-world belly-button is not the solution.
Eurominuteman
9 Oct 11 at 11:46 am
If you want a decent statistical confidence level, this is how you measure Outreach Metrics and Concurrent Users…
MayaRealities
http://youtu.be/I9g1PpVNmAw
Slow death of NOAA sim
SL Traffic Report using MayaRealities Metrics
http://ow.ly/6yd9g
Eurominuteman
9 Oct 11 at 12:03 pm
World of Warcraft shows just how popular a “cartoon-class platform with virtual money” can be. Let’s see, there’s also The Sims, Everquest, Runescape, Star Trek Online, Star Wars the Old Republic, Call of Duty, Mass Effect, Resistance and on and on and on.
And then there’s your comparison of the graphics on an Ipad versus a PC. An Ipad’s graphics is hardwired in, so graphics designers can take full advantage of the hardware thereby providing cinema quality graphics. PC graphics, though, have to be developed for a wide range of graphics hardware, all of which have their own particular way of processing the data. You are comparing mangoes to bananas. They both grow in the tropics and hang from trees, but that’s just about it as far as any comparison can go.
And your year long observations and conclusions do not take into account the mass market ADVERTISING the gaming market uses, while SL & OpenSim rely only on our word-of-mouth. OpenSim will gain a huge influx of people once we start our own marketing campaign(s). Nor does it take into account that those games out there are already mainstream technology, while the metaverse still has years to go to become mainstream.
Clearly, your conclusions are skewed and erroneous.
Sarge Misfit
9 Oct 11 at 12:11 pm
Hi Euro,
Of course games outstrip virtual worlds. Not everyone actually enjoys the “no built in consequence or reward” of virtual worlds. There is no story to follow, you have to make your own. I think this was covered in another recent topic by Ener.
On the quality of content. Did I see Milla Jovovich in that video? I don’t think the average producer of virtual world content can afford her, nor would they have a reason to. I dont think it’s fair to compare the graphic quality a professionally designed static app to a user designed, dynamic, virtual world.
Most of the people creating content in virtual worlds are doing it for themselves and most of them are not professional 3d artists or designers. Does that mean they shouldn’t be allowed to create because it diminishes the quality of a platform compared to a professionally designed game? Absolutely not. I think the internet above all places is allowing the amateur artist, musician, writer to bloom and be recognized. This also applies to those same type of people in a user created virtual world. Is it really considered “un-quality” to be niche by nature?
How to grab new users, and get them interested? Well, that’s just something that companies and groups are going to have to form their own strategies on. I wouldn’t expect these groups to publicly post their ideas on public forums though.
As for me, I’m going to continue building infrastructure until it’ll support the levels of interest we want. After that we’ll see what happens when we actually are at the point where we can try to attract large amounts of new users.
Tranquillity
9 Oct 11 at 12:18 pm
Besides, it’s very easy to check what the Gaming industry does…
Nobody in the Gaming industry body-counts the number of role-play sims! It’s always about measuring the outreach metrics and traits of out-world users!
Industry Facts about Gamers http://www.theesa.com/facts/index.asp
Eurominuteman
9 Oct 11 at 12:28 pm
> Sarge…
1. Games are not cartoon-class, they are long the cinema class of CryEngine 3.
http://youtu.be/ZqNHJ-ekMR4
2. It’s not about the technical implement of cinema-class, it’s about the market-delivery result side of cinema-class that works.
How cinema-class is done technically is irrelevant. Who cares if a rodent or a rabbit turns a wheel to get it, or not. The cinema-class results count, which enable shop selling against real-life money as use case.
3. Well, where did Promotion strategy go down the drain? A standard 4P marketing mix includes Product, Price, Promotion, and Place… Semester one economics… Yearlong hypeing of SL didn’t get the Outreach Metric results.
I’m sorry, all of your items are not in line with economic market delivery thought. You are captured under your technical developer hat.
Where are you wearing the market delivery hat of picking up the out-world newbie at his busstop, using his requirements and his use case?
The iPad app is only in a YouTube video and Apple’s App Store that goes mouth-to-mouth…
Eurominuteman
9 Oct 11 at 12:51 pm
Ok Euro, can you for once stick to the title of the blog.
Why is Linden seeing a 202 sim decline?
Can you answer that?
Breen Whitman
9 Oct 11 at 12:53 pm
> Sarge… Make Opensim work like a cinema-class platform so out-world newbie shop owners can set up shop to sell quality rendered products/services against real-life money…
That’s the Use Case requirement… no more, no less…
Eurominuteman
9 Oct 11 at 12:54 pm
> Breen… because other and better opportunities exist…
Eurominuteman
9 Oct 11 at 12:55 pm
Exactly the Opportunity Cost approach answers the question of why people choose this or that…
Eurominuteman
9 Oct 11 at 12:57 pm
> Sarge… Stop developing Opensim for developers, like SL was developed… SL developers developed SL for developers.
Start developing for the market delivery use case…
Eurominuteman
9 Oct 11 at 1:05 pm
> Tran…
1. I know that a limited number of people have fun in bulding…
But now after years of nuturing this and that, things are ultimately declining… and not booming in fuzzy fake statistics of ghost town sims… and margin of error…
And now an iPad app enables to assess things using the Opportunity Cost approach, on top of things…
Clarity now exists as to a Use Case requirement for 3D virtual worlds > Cinema-class shops and real-life money selling…
People will turn towards other and better opportunities, you can bet on it…
2. Of course it’s fair to use the Opportunity Cost approach and compare, that’s how people decide, and go about in their procurement affairs. Monopoly lock-in is unfair, and illegal.
I don’t know Milla… so I have no opinion here… It doesn’t seem to me that that iPad app is static, how did you get that…
I can only say, if I am a out-world shop owner > I want cinema-class presentation of my products, I want a dynamic environment, and I want real-life cash. If these requirements are met, the message is going to spread like selling hot buns…
Cartoon-class rendering and Linden dollars are a useless opportunity…
3. I never said a builder should do Either/Or…
I said achieving Outreach Metrics and penetrating Out-World Newbie Audience is in dire need… and this is performed by shifting the opportunity costs of things, by shifting the utility and benefits of the procurement decision…
4. I would bet that such a builder would easily and swiftly change his colors if the opportunity costs and procurement conditions shift.
The decline is actually happening, so that indicates that some utility and benefit thing is chipping away at the initial procurement decision.
Eurominuteman
9 Oct 11 at 1:50 pm
Euro, I’m not developing OpenSim for developers.
I’m not a developer, period. While I know how to write code, and have experience doing so, I am so outdated that it would take a few years to get back up to speed.
I’m also not a tester, though, again, I have experience testing computer systems and software.
I am not an IT technician, though I maintain and service a small peer-to-peer network for a non-profit and have put together my own computers all my adult life.
I am not a marketer/advertiser, though I have done some minor marketing for local businesses in the past.
I am only an end-user with an avid interest in computer technology in general and virtual world development in particular.
Euro, time and again, I and others have pointed out the flaws in your logic, the errors in your understanding of related issues, and your misinterpretation of facts.
Sarge Misfit
9 Oct 11 at 2:04 pm
> Sarge… In contrary, your logic is economically flawed.
Check what I wrote again. I can repeat it again in different words if you itemize what you refer too… and relate to previous answer I made… It seems you havent bridged the gap to what I explained…
In sum, I haven’t seen an alternative solution… denial to a change of affairs has not fruited… What solution are you all proposing to resolve the problem.
- How are you going to increase Outreach Metrics? Meaning the number of Concurrent Users increases…
- How are you going to penetrate the mass market Out-World Newbie audience, and pick him up at his busstop, meet his requirements, comply with his use case?
Eurominuteman
9 Oct 11 at 2:22 pm
Even if you are a dentist, you need a patient on the dentist’s chair, before you can pull a tooth…
Virtual worlds are basically not getting the patient on the chair… things are not really sustainable… it’s not like Apple.
Ener writes: “these last two weeks seem to show an inordinate number of private sim losses”
Eurominuteman
9 Oct 11 at 2:44 pm
@Euro “these last two weeks seem to show an inordinate number of private sim losses”
Ah true, so using your Dentist analogy – Linden Dentist Lab gets their customers in the chair, wheels it the window, and tips the client out, sending them plummeting to the ground below.
:D
Breen Whitman
9 Oct 11 at 3:15 pm
“your logic is economically flawed”? “denial to a change of affairs has not fruited”?? Wtf does that mean??
The gap in what you explained, Euro, is that you haven’t explained anything that can be understood. Your explanation is like the Grand Canyon, its ALL gap. And I have dealt with mental health consumers in a professional capacity. When it comes to understanding someone’s explanations, I do a pretty good job of it.
Sarge Misfit
9 Oct 11 at 5:31 pm
> Sarge… You missed the economic view of things, which went off the brim of the present technical hat you are wearing. No problem though, I can explain the gap difference as industrial engineer…
Eurominuteman
9 Oct 11 at 11:06 pm
@Euro “. No problem though, I can explain the gap difference as industrial engineer…”
Thanks. Please explain.
Breen Whitman
10 Oct 11 at 12:15 am
I didn’t miss anything Euro. You don’t explain. You make a statement then add a link that is only vaguely related to the discussion. Furthermore, any explanation that has a gap in it is not an explanation, its a futile exercise in telepathy as nobody can read your mind to fill in the gap.
Sarge Misfit
10 Oct 11 at 12:17 am
> Sarge…
I also have a plot of land in Second Life, for which I am seeking leasees, as a shared land model (like a shared apartment).
This has the effect of substituting monopoly-style land-based SL fixed costs against time-based Kitely variable costs. Kitely has No Vendor Lock-in, so SL flops strong on this requirement.
Eurominuteman
10 Oct 11 at 12:28 am
> Breen/Sarge…
I answered once above already, so where do you have questions?
What don’t you understand in that answer.
Eurominuteman
10 Oct 11 at 12:31 am
“Second Life loses 202 private sims in 2 weeks” is the title.
Substituting monopoly-style land-based SL fixed costs against time-based Kitely variable costs is an economic step under opportunity cost considerations.
Eurominuteman
10 Oct 11 at 12:35 am
If I saw a further oppportunity of implementing my use case on a cinema-class platform. I would assess it and go for it.
Blue Mars and Vastpark.com are candidates for this, and now we have an iPad app making mobile use cases feasible. I would expect an Android one soon.
I might keep in touch with legacy platforms, and research cross-platform opportunities, but I have no problem switching and adopting a new utility provider.
Eurominuteman
10 Oct 11 at 12:37 am
Again, if Opensim really wants to keep pace with the innovation speed, I don’t think that SL is the measuring benchmark as cartoon-class platform.
Eurominuteman
10 Oct 11 at 12:48 am
You would need to know that there is a further innovation step called “Unlimited Detail”. This is the sequence of categories now:
Cartoon Class > Mesh > Cinema Class (CryEngine) > Unlimited Detail
Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]
http://youtu.be/00gAbgBu8R4
Eurominuteman
10 Oct 11 at 1:10 am
If you like building, this one sells like hot buns… Minecraft
Light In-World Building Tool for Newbies
http://en.wikipedia.org/wiki/Minecraft
In September 2010, after an impromptu “free to play” weekend, the game had a spike in sales of over 25,000 purchases in 24 hours.
On January 12, 2011, Minecraft passed 1,000,000 purchases, less than a month after reaching Beta. At the same time, the game had no publisher backing and has never been commercially advertised except through word of mouth.
By April 2011, Persson estimated that Minecraft had made €23 million (US$33 million) in revenue, with 800,000 sales of the alpha version of the game at €9.95, and over 1 million sales of the beta version at €14.95.
As of June 13, 2011, Minecraft had over 9 million registered users, and over 2.5 million purchases.
Eurominuteman
10 Oct 11 at 1:26 am
@Euro: “Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD] http://youtu.be/00gAbgBu8R4”
lol, you cretin, Euro. Proof you dont read the crap you link to. You post the Euclidian link, then post the minecraft link which mentions Minecraft creator Notch Persson, who happens to call the Euclidean tech “a scam”.
Here is Notch’s official blog. He tears the Euclidean “Unlimited Detail Real-Time Rendering ” a new butt-hole….
http://notch.tumblr.com/post/8386977075/its-a-scam
Oh well, Euro, the quality of your crap doesnt matter, as long as you get to your 12 scoop.it spam pages. 10 down, 2 to go.
Breen Whitman
10 Oct 11 at 2:30 am
> Breen… I disagree… as soon as someone goes flaming, name-calling, and has rhetoric propaganda, you are on the bandwagen.
What are the tangible arguments?
Eurominuteman
10 Oct 11 at 3:17 am
@Euro “What are the tangible arguments?”
Here they are:
http://notch.tumblr.com/post/8386977075/its-a-scam
Breen Whitman
10 Oct 11 at 3:22 am
> Breen… The article writes “It’s a very pretty and very impressive piece of technology, but they’re carefully avoiding to mention any of the drawbacks”
wow wow wow I forgot to mention the wow-zer bandwagen you jump on.
I didn’t say its a matured development, neither is Opensim… so what.
I said it’s a rendering category that exists, and is progressing. That’s the fact of the situation.
Eurominuteman
10 Oct 11 at 3:29 am
@Euro “I said it’s a rendering category that exists, and is progressing. That’s the fact of the situation.”
“They’re hyping this as something new and revolutionary because they want funding. It’s a scam. Don’t get excited. Or, more correctly, get excited about voxels, but not about the snake oil salesmen.”
-Notch Persson on the Euclid Voxel Technology.
Breen Whitman
10 Oct 11 at 3:40 am
The article writes “It’s a very pretty and very impressive piece of technology, but they’re carefully avoiding to mention any of the drawbacks”…
They admit it exists and say it has drawbacks… like everything, so what…
You are hyping your wow-zer bandwagen about every hair you find in the soup…
Eurominuteman
10 Oct 11 at 3:48 am
The facts remain…
This is the sequence of rendering categories now:
Lego Class > Cartoon Class > Mesh > Cinema Class (CryEngine) > Unlimited Detail
Eurominuteman
10 Oct 11 at 3:50 am
Each category has changing advantages and changing drawbacks.
For my procurement process, which category, platform, or app matures and crosses the finish line of my use case requirements…
If benefits increase somewhere else, I won’t hesitate to look at the opportunity costs and make a new choice…
Eurominuteman
10 Oct 11 at 4:30 am
cartoon worlds will have a plac e for a long time and are very successful (Habbo Hotel and farmville)
cinema-class will always cost more and awesome graphics do not mean success 100% of the time
Ener Hax
10 Oct 11 at 9:37 am
“cinema-class will always cost more and awesome graphics do not mean success 100% of the time”
Do you have access to some cost accounting data??
How do you come to this conclusion?
Who expects success 100% of the time?
But I agree, expect failures…
Eurominuteman
10 Oct 11 at 11:17 am
cinema class is more expensive and that is from my perspective as a content creator. i know Blender from years of doing it on and off for work and doing cinema class graphics takes more time to create, tons of time to render, and lots of hardware (i have a 20 pc render farm at work)
cinema class is anywhere from 10 to 1000+ times more time intensive than OpenSim and the return for our project be far from worth it
Ener Hax
10 Oct 11 at 12:05 pm
@Euro “Lego Class > Cartoon Class > Mesh > Cinema Class (CryEngine) > Unlimited Detail”
Mmmm, yes. Except the “unlimited Detail” part is currently at the scam stage.
And as for the Cinema Class part, you do realise that the Blue Mars product halted as we knew it, and now its just an overlay on a 360 degree panoramic photo? Are they even using CryEngine any more?
Breen Whitman
10 Oct 11 at 12:25 pm
[...] week i wrote about an apparent 200 private sim drop in a very short time period of two weeks whereas the overall last year decline was about an 800 [...]
16 month decline in Second Life sims at i live in science land
13 Oct 11 at 10:16 am
I signed up for SL. Can log in but the lag is too bad to play the game but I’m on dial up.
I can play Everquest, WOW, Starwars and many others online.
I tried OpenSim but can’t download it. The server drops me before I can get 2mb downloaded.
I create 3d content for DAZ Studio, Poser and Zbrush so I’m uploading and downloading every day on dial up with no problems yet I can’t get these tiny files from OpenSim or even Linda Kelly and I became interested in OpenSim after seeing her work.
Her server breaks at the end of the download on a 16mb download…that’s tiny compared to my graphics files.
Imprudence viewer is the same.
If you want to grow follow the 3D community. Make downloads easy!
zizzag5150
30 Jan 12 at 10:53 am