RL professional visual designer Penny Patton can make Second Life look as good as Fallout 4, even on an older computer, and writes great tutorials on improving SL graphics performance through better building. But that points out a key problem with overall SL performance: Many if not most Second Life content creators do not know how to optimize their 3D objects, and Linden Lab doesn't tell them. So often, unless they're lucky enough to read something like Penny's blog, their creations inadvertently hurt everyone's SL experience:
"SL's strength is that it allows enthusiasts to go wild with creativity, but in realtime 3D rendering there's practical limits on resources," as Penny puts it to me. "And Linden Lab has never really communicated this very well to the userbase. Or provided tools the average user can use to manage those resources. Lots of SL content creators truly believe that texture use has no impact whatsoever on performance, and when someone tries to explain otherwise to them, they point to things like draw weight, saying if textures were really an issue, Linden Lab would have included them more heavily in features like that."
The introduction of mesh has actually made this problem worse:
"Back in the days of prims you had a limited number of surfaces to apply textures to. An SL prim has a set number of surfaces that you can apply a texture to," Penny explains. "And you're limited in the number of prims you can link together. But with mesh, you can chop it up to apply dozens of textures."
It gets still worse with more recent feature additions: "Then you throw materials into the mix. If you're using spec and normal maps that's three textures per face instead of just one. And in 3D modeling, you create the 'UV wrap' dictating how the texture is applied to the model. And lots of creators do this very wastefully, using a 1024x1024 texture, but with over half of the texture being blank, unused space that just eats up memory for no reason."
Linden Lab's failure to explain these issues contributes to the problem, which is then compounded by community members who miss the larger tragedy of the commons problem at play:
"Whenever you bring up content optimization in SL, creators who don't understand it mistakenly see it as a restriction on their ability to create content," says Penny. "I'm banned from several stores simply for sharing my views on texture use in SL. People get really heated about it. But it's like Neil DeGrasse Tyson loves to say about science, it's true whether you believe in it or not. When people waste resources, we all pay the cost one way or another."
To explain what she means -- I acquired and uploaded some close-ups of poorly textured mesh objects from Second Life (names removed to protect the innocent!) for Penny to review. Read some of her advice for improving on them:
Is Second Life Not Growing Because Its Most Dedicated Users Keep Dying Off? (Comments of the Week)
Pictured at right: SL demographics as reported by Linden Lab in 2008
Why does Second Life keep getting hundreds of thousands of new user sign-ups, while it's monthly userbase refuses to grow? Longtime SLer David Cartier makes a point I hadn't quite considered:
I've been seeing a fairly large number of new accounts, lately, where the driver clearly doesn't have a fricking clue what they are doing, so we are seeing at least SOME new people. I've also known quite a lot of people who've simply died over the years. That has to be affecting the numbers just as much as getting tired of receiving the friendly - and yet dreaded - "Wow you're really OLD!!!" IMs. Given the generally older user base I'm guessing that is going to trend upwards in the future.
That is true. The last time Linden Lab reported SL user demographics in 2008, 15% of the population were over 45, and 23% were between 35-44 in age. (See chart above.) Ten years later, any of those users who are still in Second Life are in their 40s, 50s, 60s, even 70s and 80s. And the reality is, a small but significant percentage are, sadly, going to pass away every year. (Including pioneers like Lumiere Noir.)
Chic Aeon makes a related point from her perspective, starting out in Second Life over a decade ago as a student at an Ivy League school:
Continue reading "Is Second Life Not Growing Because Its Most Dedicated Users Keep Dying Off? (Comments of the Week)" »
Posted on Monday, April 30, 2018 at 12:41 PM in Comment of the Week, DEMOGRAPHICS | Permalink | Comments (2)
| |