Decentraland Moves to Unity, Releases More Pictures of Its Avatars

Decentraland (DCL for short) is launching its public beta at the end of this month, and more details are coming out about the platform and how it will work. Carl Fravel reports:

DCL just released SDK v6.1.1. By default it now uses the Unity rendering engine, performance is better. I see FPS of 120 to 160 on my GTX 1070 laptop. There are now shadows, [and] HUD UI elements.

When asked why they decided to move the project to the Unity game engine, which is not open source, Carl replied:

They were seeing such poor performance and severe scene limits with both WebVR and BJS [BabylonJS, an open source webGL engine] that they opted for a higher performance rendering engine. The rest of the stack above that remains open source, and they will be catching the open source BJS client up to the SDK 6 version, which means that if some wizard is able to come up with an open source rendering engine that performs well enough then they can work it into that environment in the future. Nobody seems to have an open source rendering engine that is fast enough to make scene devs and users happy yet. One can clone their open source reference client that uses BJS and deploy it on one own servers. That sounds pretty open source to me.

And on their Instagram channel, they have released some more pictures of what their avatars are going to look like. They’re looking pretty good!

I’m looking forward to actually getting in-world at the end of June!

Second Life Artist Bryn Oh’s Rabbicorn Trilogy

I first encountered the work of Canadian artist Bryn Oh in a whimsical yet menacing 2012 installation called Anna’s Many Murders, commemorated in this machinima created by the artist herself:

Since then, Bryn Oh has created dozens of evocative and compelling art installations in Second Life, skillfully using the virtual world as her canvas to tell many stories at the intersection of technology and art. Linden Lab has chosen to highlight her Rabbicorn installation trilogy in the most recent episode of their Second Life Destinations video series (created by Draxtor Despres):

If you have never experienced Bryn Oh’s art before, you owe it to yourself to pay a visit to her sim, Immersiva, and explore her work! Part one of the Rabbicorn trilogy is Daughter of Gears, followed by The Rabbicorn Story, and the third and final part is called Standby.

You can follow Bryn Oh on Flickr, Vimeo, YouTube, Facebook, Twitter, and Instagram, or via her blog.

VRChat in the Oculus Quest Has Been Somewhat Buggy and Rather Underwhelming So Far

So, I have been visiting VRChat using my new Oculus Quest standalone VR headset off and on since its launch two weeks ago, and to sum up my experience in one word, it has been… underwhelming. VRChat was the first app I tested on my first day using the Quest, and I wrote:

VRChat on the Oculus Quest works the same way as it does on the Oculus Rift, and in no time I was up and running. I selected a portal to an avatar shop and picked out an anime avatar girl. I also visited Al’s Avatar Corridors, a popular and well-known avatar shop in VRChat, but I was disappointed to find that most of the selections would not work in an Quest environment.

When you encounter someone whose avatar is too complex to render for the Quest, their avatar is replaced with a grey robot which has “PC”: stamped on its chest. I predict that many Quest users of VRChat will soon realize that they are missing a LOT of what made VRChat so attractive in the first place, as they visit place after place where most of the other avatars are grey robots. Will that impact how popular VRChat is with Quest users? Perhaps. Only time will tell. 

Well, two weeks in, I can report that there is a noticeable jump in the number of Quest-ready avatars at Al’s Avatar Corridors, which is very nice to see. I selected Winnie the Pooh as my avatar and set out to explore this evening.

And I was frankly disappointed in what I found. I would visit world after world packed with grey PC robots (which is what non-optimized avatars look like to Quest users), and when I made an effort to find Quest-friendly spaces like the Quest Café and the Bamboo Tample, I found them deserted or near-deserted (maybe I’ve just been unlucky?). I also noticed severely degraded performance in that any world I visited that had more than a handful of avatars in it (and quite often, the sound was very choppy). In one instance, I actually got VR sick and had to take off my headset, and that almost never happens to me anymore!

And I’m not the only one who has noticed that VRChat on the Quest is not that great an end-user experience. On the VRChat subReddit, a user named SevereMatrex posted:

Despite the title, being able to play VRChat on a mobile headset is very impressive. I didn’t think it would even be available. But, that’s not to say it’s enjoyable (at the moment). Here’s everything that makes the game currently unplayable on the Quest.

Crashes are very frequent. I crash to the Oculus home at least once every hour with no warning. I could be sitting in the default home and I would crash.

I get sent back to the default VRChat home at random. Not sure if it’s my internet connection (other online games run perfectly fine), but I often would just get sent back to my home at random while in worlds, or while joining worlds, which brings me to my next point.

Out of the (notably very few) worlds that are available at the minute, the optimization on some of them is horrible. Even the world such as The Box with just a couple people in it (all with the default PC avatar), I notice a huge drop in frame rate. And then there are worlds like Japan Shrine, which is a fairly popular and good-looking world, but not on Quest! I know this is because of the world creator, but many worlds are like this. Sky boxes are insanely pixelated and textures popping in and out make it feel like there’s no point of playing in VR, at least on the Quest. I know it’s a mobile device with only so many resources, but I still feel like it things could look better (at least eliminate the popping textures…)

90% of people are the default PC avatar. I know this will change in time as more people start converting their avatar to mobile friendly, but as it is right now, I genuinely feel out of place. It’s honestly lonely. It really makes it hard to make friends when everyone is a damn robot. You don’t even know how tall or short they are, so you have no idea if you’re looking at their face or if they’re some embarrassing avatar that you have no idea they are using.

SevereMatrex’s post has sparked numerous comments, so I would urge you to head over to Reddit and read the whole thing for yourself. There’s quite a bit of debate over recent changes VRChat has made which might (or might not) be contributing to technical problems, notably a switch from locally-calculated IK (inverse kinematics) to network-calculated IK.

Now, I am not an expert on IK, but what I do know is this: I had anticipated that VRChat on the Quest would be a lot more fun, and (at least, so far) it hasn’t been. I’m starting to wonder if trying to shoehorn the VRChat experience into the Quest was a tactical mistake, and that the game, as it is right now, is still too unoptimized to run properly on a standalone headset. It will be interesting to see how VRChat responds to these and other complaints from users, and how they will improve the service for Quest users over the next few months. It’s clear that at least some users aren’t happy, but it is still very, very early days.

But I’m also interested to hear what you have to say. What’s your take on playing VRChat in the Oculus Quest? Are you happy with it? What problems have you encountered? Feel free to leave a comment, or join the conversation over on the official RyanSchultz.com Discord server!

Sinespace Learns a Lesson the Hard Way: Pay-to-Play Marketing Can Backfire

Trilo Byte (a.k.a. TriloByte Zanzibar, one of the people behind the virtual fashion brand BlakOpal Designs, started in Second Life and now operating in Sinespace) reports on his blog that Sinespace has had a marketing scheme backfire on them, and it has created a serious griefer problem.

The problem is that at least one of the marketing companies Sinespace contracted with started offering what are called pay-to-play inducements, where new users are paid in IMVU credits or Roblox currency (Robux) if they download the app, create an account on Sinespace and use the program for a minimum length of time (e.g. 30 minutes).

This has apparently led to a unwelcome surplus of trolls, griefers, and online harassment in Sinespace:

According to Sine Wave, what is happening in-world is the result of a single marketing agency who they have already complained to about the practice. However, we’re still seeing these users coming in, often referred to by shady sites like this onethis one, and this one too (and those are just the sites users are posting links to in chat).

By virtue of being offered payment in another game’s currency, they are confirming from the onset that they have no interest outside of getting currency to spend on another platform. Do they really expect users coming in for IMVU or Roblux currency to abandon everything they’ve built? The promise of Sinespace may be great, but the world is far from finished.

It isn’t just a matter of setting themselves up for failure. It’s much worse. On top of bringing in a bunch of people who are very unlikely to join the community and even less likely to become economic participants, it creates the Sinespace griefing problem.

Now, other virtual worlds have made similar mistakes. For example, Linden Lab set up a Twitch bounty program which paid livestreamers to visit Sansar, which was abused by several people who trolled the platform (I’m not certain if that program was suspended or not).

What is clear is that companies in the social VR/virtual world marketplace need to think carefully about the unintended consequences of offering financial inducements to entice new users on to their platforms. This is an embarrassing episode for Sinespace, one from which I hope they recover quickly. Sometimes you just have to learn a lesson the hard way.

Thanks to Jospeh Zazulak for the news tip!