OpenSim Virtual World Provider Kitely Plans to Run a Grid Based on High Fidelity’s Open-Source Code, Even as HiFi Pivots Away from the Consumer Market

Maria Korolov of the Hypergrid Business website reports, in an article on High Fidelity’s pivot away from consumers towards the business market, that OpenSim provider Kitely is planning to launch a new grid based on High Fidelity’s open-source software:

Those communities that have already begun planning a migration to High Fidelity may be out of luck. Kitely, for example, has long had a strategy of being a multi-platform company, with High Fidelity part of their long-term road map. How will Rosedale’s news affect their plans?

It won’t, said Ilan Tochner, Kitely’s co-founder and CEO… “Our service doesn’t use High Fidelity’s grid services, we use our own proprietary systems for that,” he told Hypergrid Business. “So, as long as High Fidelity Inc remains committed to continue open sourcing their platform codebase we see no reason to switch to using something else.”

That will change if they decide to stop open development, he added. “Then we’ll evaluate whether High Fidelity remains a viable option moving forward,” he said. “We’re building our proprietary services with that contingency in mind.”

In response to a comment questioning this strategy, Ilan replied:

The High Fidelity open-source project has a lot of potential. We don’t judge it based on the default UI High Fidelity offers or how well High Fidelity Inc. managed a VR-focused consumer service while the demand for such a service was close to non-existent. [The] UI can be improved, we’re pursuing a different target demographic, and our company manages customer relations differently than High Fidelity Inc. does.

We still believe in the High Fidelity open-source project because it handles many of the hard engineering challenges that must be overcome to provide a good distributed multi-user VR experience. OpenSim is a lot more mature and includes many crucial components that are required for providing consumer virtual worlds. Most of those components are still missing from High Fidelity, but High Fidelity already has many VR-related capabilities that OpenSim currently lacks.

That said, most of the proprietary components we’re developing for our High Fidelity-based offering aren’t High Fidelity specific and could be used with our OpenSim-based Organizations offering as well. In other words, most of our R&D is invested in developing differentiating features for our own services and not on building platform-specific functionality for any of the virtual world options we provide.

You might not be aware that Kitely has already contributed a fair bit of code to the open-source High Fidelity project, which anybody can contribute to. There is a possiblity that Kitely may choose to branch off from the existing open-source code at some point in the future, especially if HiFi decides to go in a direction that doesn’t meet their needs.

Kitely is not the only company looking at providing services based on High Fidelity’s code. In March 2019, former High Fidelity staff member Caitlyn Meeks founded Tivoli Cloud VR, a company focused on providing supplemental services for virtual worlds based on the High Fidelity software, in response to High Fidelity’s recent announcements (here and here).

Thank you to Theanine for the news tip!

What Adam Frisby Has Learned From Working on OpenSim

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Adam Frisby

Adam Frisby, a co-founder of OpenSim and the Chief Product Officer of Sine Wave Entertainment (the creators of the virtual world Sinespace), has written a very insightful article for the Hypergrid Business website.

Titled What I learned about virtual worlds by helping found OpenSim, Adam talks at length about some of the lessons he learned from building virtual worlds over the past 12 years, particularly his experience with OpenSim:

For a while, there were some big names adopting the project in droves. Nearly every major tech company had some involvement — or at least one employee contributing — to OpenSim at some point. IBM had an entire team of OpenSim developers and was running internal conferences using the project. During my involvement, the OpenSim software was downloaded hundreds of thousands of times. In the years since, it’s found its way into many surprising places, from NASA to university courses.

It’s gratifying to see OpenSim still soldiering on 12 years later, in great part through the efforts of the educators who’ve embraced it, and through worlds like OSGrid, which maintains a small but dedicated user community, along with a host of other enterprises, projects and grids using the software.

And while OpenSim didn’t become the breakout success we hoped it would, I learned a lot from it, about building virtual world platforms — and what they need.

He stresses the importance of not reinventing the wheel:

Virtual worlds shouldn’t reinvent the wheel

This is true of Second Life and OpenSim, and numerous other virtual worlds and MMOs — attempting to build key features and functionality by creating them from scratch, when better options already exist.

At the time, the list of free or cheap 3D engines could be counted on one hand — Torque, Ogre3D, Irrlicht, etc. But today, we have dozens of fantastic high-end options, including Unity, Unreal, Lumberyard, CryEngine, and Unigine. If you were willing to shell out real cash, Unreal, CryEngine, id Tech and others have been available throughout.

Building your own graphics engine from scratch, however, is a dumb idea. It’s an insanely complex bit of software. Throw in a few thousand graphics cards and chips, various drivers, and you’ve got the recipe for a monumental headache on compatibility and support, let alone trying to stay up to date with the latest and greatest in 3D features. Trying to build your own is just going to result in you wasting a ton of talent reinventing the wheel.

Sinespace is built on top of the Unity engine, which allows it to leverage the usage of such cool, Unity-based tools such as Archimatix. Contrast this with Linden Lab’s Sansar, where Linden Lab has decided to develop their own engine. There are advantages and disadvantages to both approaches (for example, Sinespace has to scramble to fix bugs introduced by regular Unity updates, something that Linden Lab doesn’t need to worry about as much, since they control everything in-house).

Adam also talks about the importance of addressing non-Windows and mobile users:

Virtual worlds must be accessible — immediately

Even among gamers, the percentage of people willing to downland and install a client, then endure a time-consuming, multi-step login process, is vanishingly small. For the same reason, web and mobile access matter too. We know from our own efforts that if you want someone to download or install something, half of the people who sign up, won’t.

Today’s consumers don’t use desktops either – the web today is mobile, and I find myself using my phone more and more, switching only to my desktop to get work done. You need to be where the users are – and that, in my opinion, means friction- free and device-agnostic experiences.

I note that Sinespace is now available not only on the desktop (with versions for Windows, MacOS, and LINUX), but also for users in VR headsets (Oculus Rift, HTC Vive, and Windows Mixed Reality). They’re also currently testing viewers for both iPhone/iPad and Android devices. Sinespace even has a viewer that runs completely within a web browser (I’ve tested it and it works fairly well). And they are working on a client for OpenVR viewers for both Windows and Mac, too! I would have to say that, at this point, Sinespace is ahead of the competition in terms of mobile device and multiple platform support. They’ve got all the bases covered!

Offering lots of options for people to access your virtual world (particularly those which don’t involve downloading a client) gives you an advantage in an increasingly crowded market of metaverse products. And if you don’t believe that mobile-accessible virtual worlds are important, you really do need to check out both IMVU and Avakin Life. Both are very popular with children and teenagers, most of whom are on smartphones—and these children and teenagers are future adult consumers! Companies need to be paying attention to this segment of the market.

This is a very good article about virtual worlds from an industry veteran who is doing some innovative things in virtual worlds. I’d encourage you to go over to Hypergrid Business and read it in full!

AvaCon: A Brief Introduction

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AvaCon is another virtual world company that is notable for its work in organizing and hosting real-world conferences in the past. They run an OpenSim grid called AvaCon Grid, and they appear to have hosted a series of real-world Avatar Meetups:

AvaCon hosts and produces a series of educational lectures and community gathering meet-upsthat reach approximately 15 to 40 attendees per event and take place in various regional cities such as Austin, Boston, New York and San Francisco.

These meetups feature a single panel discussion, presentation, artistic or musical performance, or community event to foster knowledge sharing and social networking among attendees who are interested in broad technical, scholarly, scientific and creative uses of virtual worlds, augmented reality, and 3D immersive and virtual spaces.

These meetings appear to have stopped in 2014, however. Their news page hasn’t been updated since October 2017, and I notice a lot of somewhat dated content on their blog, which leads me to believe that AvaCon is not nearly as active at the moment.

I was surprised to discover that AvaCon produced the Second Life Community Conventions of 2010 and 2011. (There hasn’t been an SL Convention since then. I guess people just lost interest, or maybe the organizers got burned out. Organizing a convention is a lot of hard work!)

More recently, AvaCon was a co-host of the 2017 OpenSimulator Community Conference, so it would appear that they are still at least somewhat active in OpenSim projects.

Finding Your Way Around Hypergrid-Connected OpenSim Virtual Worlds

So, here’s my OSGrid avatar at Lbsa Plaza, all dressed up and nowhere to go:

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Where to go? Well, it so happens that there are a few handy directories to Hypergrid-connected OpenSim virtual worlds.

The first one is called OpenSimWorld, and it’s a directory that you can search by keyword (e.g. “freebies”) or you can just click the Browse Regions button and then select by Popular, Latest, Most Liked, or by category (e.g. “adult”).

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Another OpenSim directory is called Hyperica, which maintains a detailed spreadsheet of Hypergrid-connected OpenSim virtual worlds.

How do you travel from one OpenSim grid to another? It’s easy! Simply take the grid address (e.g. hg.osgrid.org:80), open up the Map on your client (I use Firestorm), and paste it into the address box and click the Find button. Once it locates the OpenSim grid on the Map, click the Teleport button. That’s all there is to it!

The OpenSimWorld and Hyperica directories also give you an option to click a button which then pops up the location in your already-open client software (just look for a button marked “HG” for Hypergrid in the OpenSim world’s description).

I have discovered that the overwhelming majority of OpenSim virtual worlds are Hypergrid-enabled. You can use OpenSimWorld, Hyperica, and other active grid lists like the one maintained by Hypergrid Business to find your way around. Hypergrid Business also maintains an up-to-date, handy list of the most popular Hypergrid-connected OpenSim worlds, if you want to start with the most popular ones.

Another grid list you can use is the one maintained by the OpenSimulator project website itself, although I’m not sure how up-to-date that list is. I have noticed that some of the grids listed, like Avination, have closed.

Another good spot to find out what is going on in OpenSim-based virtual worlds is the Google+ group called Opensim Virtual, which has over 2,000 subscribers.

Happy grid hopping!