UPDATED: A Comparison Chart of Twelve Popular Social VR Platforms

UPDATE Nov. 25th: I have updated the comparison chart! You can see it here.

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From my recent blog reader poll results, I got the following results on who has created user accounts on which social VR spaces:

The “Big Five” social VR platforms

After Second Life and OpenSim, the next biggest section of the reader responses were these five newer social VR platforms:

  • Sansar (149 readers, 8.87%)
  • High Fidelity (145 readers, 8.63%)
  • VRChat (101 readers, 6.01%)
  • Sinespace (83 readers, 4.94%)
  • AltspaceVR (68 readers, 4.05%)

Not far behind were a few more newer competitors

  • Rec Room (54 readers, 3.22%)
  • Somnium Space (53 readers, 3.16%)
  • Bigscreen (35 readers, 2.09%)
  • Facebook Spaces (29 readers, 1.73%)
  • Oculus Rooms (26 readers, 1.55%)
  • vTime (20 readers, 1.19%)
  • TheWaveVR (16 readers, 0.95%)

So, I decided to draw up a detailed comparison chart of just these 12 social VR platforms. Note that in this chart, I excluded platforms that did not have VR support (e.g. Second Life, OpenSim-based virtual worlds).

I also did not dwell on technical details, such as the underlying game engine, user creation tools, etc. Instead, I focused on the three things of most interest to consumers:

  • How you can access the platform;
  • What options do you have for your avatar;
  • And whether you can go shopping!

This print on this chart is a little small to show up on the constrained width of this blogpost, so I saved it as a picture to Flickr. Just click on the chart below (or the link above) to see it in Flickr in full size. You can also use the Flickr magnifying glass to get an even closer look!

Social VR Platform Comparison Chart 22 Oct 2018

You can also download this chart from Flickr in any size up to its original size (1656 x 914 pixels).

If you feel I’ve made any mistakes, or left anything out, please leave me a comment below, thanks! I do hope that people who are trying to figure out which social VR spaces to explore will find this comparison chart useful.

UPDATE Oct. 23rd: Someone on the Virtual Reality subReddit has helpfully pointed out this thread on the official Sansar website’s Feature Requests section, where it would appear that Sansar does now work with Windows Mixed Reality headsets. Sansar user Vassay wrote in July 2018:

After Windows 10 April update, WMR headsets work with Sansar in full scale – meaning all the benefits, including moving your avatar. Tested and confirmed on several systems already.

One thing to be weary is that Sansar works with WMR headsets through SteamVR libraries, so some updates to SteamVR can sometimes break things. But from what I’ve seen, things are mostly stable and work correctly.

Happy VR to all 😉

Also, there is an interesting comment on the discussion thread about this chart over on the High Fidelity user forums:

Clothing in High Fidelity is doable, but is limited at this time to whichever avatar is was made for, since global clothing options isn’t really a thing.

So can you have clothing in High Fidelity? Yes, and not just attachments either. Apparently Ryan forgot that Menithal’s robes are completely separate, that items made in Marvelous [Designer] do work here, or that I had a greeter uniform before all greeters got one…

Menithal in Clothing.jpeg

To which I would reply: Yes, technically you can make clothing for your custom avatar in HiFi (if you have the skills), but there is still no default, dressable avatar for which you can buy clothing from the marketplace, like you already can in both Sinespace and Sansar. Note that I am making a specific distinction between actual avatar clothing that conforms to your body and the simpler avatar attachments (such as hats and wings) currently offered at the in-world stores in High Fidelity.

Second Update: It turns out that Windows Mixed Reality headsets will work with any SteamVR-compatible virtual world. High Fidelity users report they can use their Windows MR headsets to navigate very well in HiFi.

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!

UPDATED: Linden Lab and Other Social VR Companies Sued Over Virtual Reality Patent

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Image by witwiccan on Pixabay

I was skimming through my Flipboard newsfeed on virtual reality over my morning coffee when I came across the following news item:

Second Life, VRChat, Others Sued Over Virtual Reality Patent

  • Virtual reality company says defendants infringed interactive theater patent
  • Company has sued 21 companies over patent

The makers of Second Life, VRChat, and other virtual reality games are facing claims that they infringed an interactive virtual theater patent.

Plaintiff Virtual Immersion Technologies Aug. 30 brought patent suits against seven companies, including Linden Research Inc., Sine Wave Entertainment Ltd., VRChat Inc., and Raytheon Co., Bloomberg Law data show.

The companies are infringing U.S. Patent 6,409,599, which allows people to interact in a real-time, virtual environment with live performers, according to Virtual Immersion’s nearly identical complaints filed…

A quick Google search on Virtual Immersion Technologies pulls up numerous lawsuits filed by the company against corporations such as Ford, Lockheed Martin, and Boeing. A 2017 lawsuit by the company against AltspaceVR led to the following spirited discussion over on the Vive subReddit:

Patent Troll.png

According to the Google dictionary, a “patent troll” is:

a company that obtains the rights to one or more patents in order to profit by means of licensing or litigation, rather than by producing its own goods or services.

At the time, Reuters reported:

A Texas-based company filed separate lawsuits on Wednesday against Boeing, Lockheed Martin and e-sports platform Sliver.tv, accusing them of infringing a patent on virtual reality technology.

The complaints filed in U.S. District Court in Delaware by Virtual Immersion Technologies of Georgetown, Texas are nearly identical to six others it filed in Texas last year against several other companies and one that it filed Tuesday in Delaware against Redwood City, California-based virtual reality startup AltspaceVR.

It would appear that Virtual Immersion Technologies is once again issuing patent infringement lawsuits against various players in the VR industry, including the companies behind Sansar, Sinespace, and VRChat. Unfortunately, fighting such lawsuits is a common part of the business landscape in America. Comedian John Oliver did a brilliant video on the problem:

UPDATE Sept. 28th: the EFF has weighed in on this patent.

Money in the Newer Virtual Worlds

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Image by TheDigitalWay on Pixabay

The best things in life are free
But you can give them to the birds and bees
I want money
That’s what I want
That’s what I want
That’s what I want

Your love gives me such a thrill
But your love won’t pay my bills
I want money
That’s what I want
That’s what I want
That’s what I want

Money, the Flying Lizards


In-world currency systems are an integral part of many social VR/virtual world platforms. Second Life can be seen as the perfect example of a virtual world whose popularity exploded once people realized that they could make money on the platform, inspired by a 2006 Businessweek cover story on Second Life entrepreneur Anshe Chung:

Anshe Chung.jpg

This blogpost is an attempt to provide a comprehensive overview of how the newer virtual world platforms have implemented in-world currencies and set up systems for commerce.

Sansar

Linden Lab has, of course, 15 years of experience working with Second Life‘s economy and in-game currency, and they have applied that expertise in the setup and operation of the economy for their new virtual world, Sansar. You can buy Sansar dollars in two ways, directly in bundles or via the Sansar Dollar Exchange (SandeX), a currency exchange. There are more details on the SandeX in this document:

 The SandeX is the official virtual exchange of Sansar, run by Linden Lab, where you can:

  • Buy Sansar dollars at the current market rate.
  • Make limit buy offers at a requested exchange rate.
  • Sell Sansar dollars at the current market rate.
  • Make limit sell offers at a requested exchange rate.

All SandeX transactions are subject to transaction fees.

Market buy and sell

Market buys and market sells are the quickest ways to purchase or sell Sansar dollars on the SandeX. The SandeX automatically matches your order with the best exchange rate. The quoted exchange rate includes transaction fees associated with buying and selling on the exchange.

Limit buy and sell

Limit buys and sells allow you to specify the amount of Sansar dollars and the exchange rate you are willing to accept. The SandeX automatically matches up buy and sell offers as they come in. If you are buying, you must have sufficient funds in your US$ wallet to pay for the buy order.

Creators can sell their creations on the Sansar Store, and can also receive statistics on how well their items are selling. There is as yet no in-world commerce like they have in Second Life.

Sinespace

Sinespace has two in-world currencies, called silver and gold. According to their wiki:

Gold

Gold credits can only be purchased for real money by spending users and can be converted back to real money by Sine Wave virtual goods partners.

Gold credits trade at 100 / 1 fixed ratio with USD$

Silver

Silver credits are free promotional credits given to users as rewards for participating in the community.

Silver credits cannot be converted to real money but can be used by creators to promote their content to new platform users who have not yet purchased gold.

Sinespace has a Marketplace built into its client software, and a few vendors like BlakOpal have also set up in-world stores.

High Fidelity

High Fidelity has attracted a lot of recent media attention due to the fact that they have decided to set up a blockchain-based in-world currency, called High Fidelity Coins (HFC):

  • Blockchain Technology: Our new currency, High Fidelity Coins (HFC), will be a public blockchain with a consensus group of multiple parties. A blockchain is essentially a digital ledger of transactions. We are using blockchain technology to track and record transactions made using HFC. All information on a blockchain exists as a shared database, which means the records are public and verifiable. It is not centralized. We are also using the blockchain to store information about digital asset ownership in High Fidelity. This enables us to protect intellectual property by embedding certification in items in the blockchain. HFC will eventually be convertible to local currencies or other cryptocurrencies at popular exchanges.
  • Cryptographically-secured Wallet: Users will be able to participate in transactions using their Wallet, which will be an app on their tablet in High Fidelity. Your Wallet is secured using a security picture and a passphrase which includes ECDSA public-private keys pairs. These key pairs are used to sign each transaction.
  • Proof of Provenance (PoP) certificate: This certificate is generated for every transaction between a user’s Wallet and the Markeplace. This certificate’s ID is stored on the blockchain. The certificate contains static properties that can help in identifying the item and the owner. These properties cannot be altered, except by transfer of the PoP Certificate. Currently, we only support objects that contain a file type .JSON. Support for avatars and other file types will be coming soon.

Currently, the only way to get some HFC (a free one-time grant) is to go to the Bank of High Fidelity domain at their open times and meet with the banker. Here’s some more information of HFC from the High Fidelity website:

We are currently giving out the currency for anyone interested in participating in the closed beta for High Fidelity Commerce. If you want to get your inital HFC grant, you first need to set up your Wallet.

These coins are to be used as currency for any commerce transactions in the Marketplace. Since we are using blockchain technology, all transactions with HFCs will be publically recorded and stored.

Your Wallet will be secured using ECDSA public-private key pairs, security picture and passphrase. Learn more about your Wallet here.

HFC is not intended for speculators to hold and should be used in transactions in High Fidelity. HFC is intended to be a stable currency and used to support a healthy and vibrant virtual economy for digital goods and assets.\

High Fidelity has an online Marketplace where vendors can sell their products (users can also access the Marketplace listings using their tablets in-world). Avatar Island is the first domain set up in HiFi where you can try on and purchase items for your avatar in-world.

VRChat

VRChat currently does not have any sort of commerce or in-game currency, although there is a thriving real-world business for people designing and rigging custom avatars for VRChat users. It will be interesting to see what happens when/if the company decides to implement an in-world economy on the most popular of the social VR platforms.

AltspaceVR

As I recently reported, AltspaceVR seems to be gearing up for commerce, but at the moment, there is no commerce or in-game currency system in place.

OpenSim

Different OpenSim grids have different solutions to the problem of an in-world currency. Every grid has in-world stores which offer merchandise for sale. Some grids issue their own currencies; others use the Gloebit system, which has the advantage of being one standard currency which is transferable and usable across a large number of participating OpenSim grids. The Kitely Marketplace is a popular shopping mall for the many OpenSim virtual worlds:

Kitely Market can deliver items to all Kitely avatars, as well as to avatars on all other OpenSim grids that support the Hypergrid. Our marketplace also delivers items to avatars on several non-Hypergrid grids that have been set up to receive deliveries from our system.

Kitely Market has been used to deliver items to thousands of OpenSim users on more than 100 different OpenSim grids.

Virtual Universe, Decentraland and the Other Blockchain-Based Virtual Worlds

Virtual Universe, Decentraland, Mark Space, Staramba Spaces, VIBEHub, Ceek, and Terra Virtua (among many other products in this increasingly crowded marketplace) are issuing their own blockchain-based cryptocurrencies or tokens for future use on their platforms. all of which are still in development. The product closest to a launch date appears to be Virtual Universe, which plans to start a closed beta sometime in the fourth quarter of 2018.

I’ve already strongly warned potential investors to do every. single. scrap. of their homework before investing a penny in any of these blockchain/cryptocurrency ventures (link). Caveat Emptor!

Other Social VR/Virtual World Platforms

I can’t think of any other metaverse products which have in-world currencies at the moment, besides the adult virtual worlds like Oasis and Utherverse/The Red Light Center (these links are safe for work). If I’ve missed one, please let me know in the comments, thank you!