Today’s VRChat Pick of the Day is called The Basement, created by atari. (You can find it by searching under the Worlds tab for “basement”.) It is very similar to the recently published Sansar experience Aech’s Basement, in that they are both Eighties-era suburban basements inspired by the novel/movie Ready Player One, so it gives me an opportunity to directly compare and contrast the two experiences. (If you’re interested, here’s my blogpost on Aech’s Basement.)
For example, I can post a link to Aech’s Basement via their Sansar Atlas listing (like I have in the paragraph above), while VRChat doesn’t have a similar feature (at least, as far as I am aware). Point to Sansar.
The overall lighting in a Sansar experience, especially with the Global Illumination feature turned on, is much better than in a VRChat instance. The lighting in The Basement is overly harsh, and it makes all the objects look flat and a little unrealistic. Point for Sansar.
There happen to be mirrors in both experiences. Aech’s Basement in Sansar is a “fake” mirror, made using what I believe to be a stereographic image, but The Basement in VRChat is an actual working mirror. Point for VRChat. This is a very nice feature to have!
Waving at my avatar in the mirror of The Basement
Also, you can actually sit down in the chairs in The Basement. You still can’t sit down in Sansar! Point for VRChat.
You can pick up and look at certain objects in both experiences, like game cartridges. Tie.
As for interactivity, both experiences feature interactive elements. In Aech’s Basement, you can trigger an audio account by Aech about many of the 1980s items you see in the basement. In The Basement, you can pick up and put the Atari cartridge into the console for a neat effect, and you can then teleport to special room where you can pick up a neat avatar, that looks like a cartoon version of Marty McFly from the Back to the Future movie series! Tie again.
So overall, the two experiences come out about the same. Aesthetically, I do find Aech’s Basement more visually appealing, though.
Note: I am using the built-in snapshot feature in SteamVR to take these in-world shots of VRChat. This apparently works for all SteamVR apps. I have no idea why they are all tilted like this! I thought I held my head up straight when I took the pictures, but I guess I didn’t (or perhaps I need to compensate for the tilt). Sorry!
Art galleries and virtual worlds are a natural fit. (Second Life has been home to hundreds of art galleries over its fourteen-year history.) I wanted to highlight some pioneering work which has been done in this area in the new social VR space, VRChat. (Yes, you can use it for more than just being a general jackass! There’s culture, too.)
VRChat user GM3 (a.k.a. Godfrey Meyer III) has created and curated four separate collections of paintings, photography, digital artworks, animated installations, and virtual sculptures. To find his galleries, simply search for “gallery” in the pop-up user interface in VRChat. You will find:
VR Art Gallery: ASCEND Art Show
Art Gallery: LEVITATE
“Three” Art Gallery Show
Art Gallery: FOUNDATIONS Art
Here’s a three-minute video overview of his ASCEND gallery, created last June:
And one of FOUNDATIONS:
And one of LEVITATE:
He is currently at work putting together art for the fifth show in VRChat. He has recently published an open art call for NEON ECHELON, created in Google Tilt Brush:
Here are some pictures I took at each of the four galleries created and curated by Godfrey (and yes, there’s even virtual wine and cheese!):
I highly recommend you visit each of Godfrey’s galleries. It’s a great way to immerse yourself in some thought-provoking art! I posted about my visit to GM3’s ASCEND art gallery opening last June to Google+.
God, there are days when I miss Friendster. Anybody remember Friendster?
Friendster was founded by Canadian computer programmer Jonathan Abrams in 2002, before the wider adoption of MySpace (2003), Facebook (2004) and other social networking sites. It was my first introduction to social media. Hell, it was most people’s introduction to social media. This was a brand new world! The hype about social networks then was similar to the hype over virtual reality now.
Jonathan Abrams originally meant for Friendster to be a dating site, but the people using it had other ideas. People began to game the system by connecting to each other to form ever-larger social networks. Friendster would give you statistics on the number of your connections, out to three degrees of separation (that is, friends of friends of friends). And people began to compete with each other to see who could amass the largest social network. We called ourselves “Friendster whores”.
Actually, danah boyd, then of the School of Information Management & Systems at the University of California, Berkeley, was (as far as I am aware) the first person to define the term “Friendster whore”. She was, at the time, researching Friendster and other online social networks, trying to understand how people present their digital identity, negotiate social contexts and articulate their relationships. (I actually did submit some stats of my huge, eventually-3-million-plus Friendster network to her.) Her definition, which I adopted, was taken from her blog Connected Selves, September 1, 2003: “Friendster whores — people who simply collect as many people as possible”
On top of that, people begin creating fake Friendster accounts called Fakesters (“Hi, I’m Jupiter, a huge swirling ball of gas!”). The Fakesters became a way for Friendster pranksters to connect with each other, and expand their merry mayhem even further.
Of course, the people running Friendster were not too terribly keen on people creating fake accounts, and they would delete them as fast as they could. (These agents were termed the “Friendstapo”.) That only made some people redouble their efforts to create fake accounts, and some of them were truly hilarious and inspired.
My favourite Fakester was someone who channeled the late-night-infomercial fake-Jamaican tarot-card-reading shaman Miss Cleo, who declared a run for President…
Dat’s right babies! Da will a’da spirits be dat
I should lead dis wonderful nation trew da comin
times! Due ta m’overwhelmin popularity and trust
wit’in da Friendster community, Miss Cleo be
runnin fer president! So call me now ta cast yer
vote!
Friendster turned into a very different beast from what Jonathan Abrams had intended. Now, who would have predicted that?
My main point is this: the people who create the software platforms think they have control, but it’s really the end users who shape the service and build the community that they want to see. Past a certain point, it’s completely out of the founders’ hands. Linden Lab understands this and, for the most part, they get out of the way of the insanely creative people who have built Second Life into what it is today. Nobody could have predicted all the fantastic directions that SL went into. And I can see the same thing happening already in Sansar, High Fidelity, and other virtual worlds.
Surprisingly, it’s the often-anarchic world of VRChat which is currently following the rigidly-controlled Friendster corporate playbook that’s doomed to failure. For example, from their Community Guidelines page, there’s this gem:
Petitions & Protests
All questions and concerns should be emailed to moderation@vrchat.com. Any effort to organize a petition or protest on official VRChat channels is forbidden. These include but are not limited to VRChat, the VRChat subreddit, and the VRChat Community Discord.
Hmmm…let’s see how long this little edict lasts, shall we?
I do remember reading somewhere that Philip Rosedale, the founder of Linden Lab and the creator of Second Life, was truly surprised when people took his platform and basically recreated the real world (big mansions, fancy cars, etc.), as opposed to creating things that were impossible to have in real space and time. Of course, that came about too, over time. But it turned out many people simply wanted to live out their fantasies of the Lifestyles of the Rich and Famous. I just came across this ad from the March 2018 issue of the SL magazine, Attention:
Which goes to prove my point. You can’t predict what’s going to happen. People may take social VR spaces and virtual worlds into as-yet-undreamed-of and unanticipated areas. Nobody can predict what the metaverse is going to look like.
Photo of Pamplona’s annual Running of the Bulls by Ethan Weil on Unsplash
Avatar capacity limits are the bane of all virtual worlds. They impact how many avatars can attend and participate in events, such as concerts and conferences. Everybody has experienced the frustration of trying to get into an overcrowded region, and how laggy an experience can be when it is packed to capacity.
Second Life sim limits are pretty straightforward:
Full regions: 100 avatars maximum
Homesteads: 20 avatars
Open spaces: 10 avatars
Of course, event planners in Second Life use such tricks as creating “in the round” stages at the intersection of four adjoining sims in order to increase potential crowd capacity.
So, I wondered, what are the avatar capacity limits of the newer virtual worlds? How many avatars can you pack onto a Sansar experience, a High Fidelity domain, or a Sinespace region? Are there limits in place for AltspaceVR and VRChat? So I went out to ask some questions of the various companies.
Galen tells me the limit for Sansar is 30+ avatars, but that they can always fit a few extra Lindens in. That would fit well with my own personal experience, where we’ve had almost 35 avatars in some experiences for Atlas Hopping.
Most VRChat worlds are limited to 30 avatars in a single instance. I’ve been told on the official VRChat Discord server that “the hard cap is twice the number they put”. A member of the VRChat Events Discord server named Gallium says:
I’ve been in instances with 40+ users. As for limits, theoretical max, not sure. I’m sure VRChat has a max possible users per instance but I don’t know what that is. When you make a world and upload it you set the max users, last I heard this is a soft cap. Say 32. Once it hits that nobody can join from the Worlds menu, but they can join friends who are in there via the social tab. Eventually the hard cap, which is double the soft cap, will hit and then I think it diverts people to the next instance.
In AltspaceVR, they have boasted about getting a crowd of more than 1,200 people at a Reggie Watts show, but this involved broadcasting across multiple instances. It’s not clear how many avatars you can pack into a single AltspaceVR area, but given the relative simplicity of the avatars, I would expect it to be a fairly high number. I’ve been told by someone on the unofficial AltspaceVR Discord server that the limit at the central Campfire is 40, which corresponds to my own experience. But someone else added the caveat, “except that those limits can be pushed by joining through friends or getting invited”.
The limits of Facebook Spaces and vTime are hard-coded: a maximum of four avatars can be in one space together. But then they’re meant more for intimate chat than hosting events.
But the clear winners here seem to be High Fidelity and Sinespace. High Fidelity blogged about getting 90 avatars together in one domain way back in February 2017. And XaosPrincess, a user on their forums, states, “In last year’s stress tests, up to 160 avatars (all in HMD) were hosted in Zaru”. That’s pretty impressive.
But Sinespace seems to have topped even 160. Digvijay from the Sinespace Skype group told me, “Theoretically about 200 [in Sinespace]; but 100 should be a safe number without any lag, etc.”. Adam Frisby himself says:
Officially 100; tests indicate we can do 200 safely. We have regions like Struktura with 700+ avatars using our NPC system that perform well. We’re thinking of doing another load test done to try [and] hit 200.
Over 700?!?? I’m not sure how Sinespace NPCs differ from real avatars in terms of server load, so I’ll accept the 200 figure. So Sinespace seems to be the current winner in this particular “Space Race”, with High Fidelity not too far behind! It will be interesting to watch how the various social VR spaces and virtual worlds will handle increased avatar capacity, especially as they may experience the kind of surge in popularity that VRChat recently experienced.
UPDATE 8:54 a.m.: Naticus from VRChat tells me in a comment, “The current soft cap max at VRChat is 40 and the hard cap is twice that at 80.” Thanks Naticus!