Recent Statistics Show a Slow But Steady Increase in Sansar Users (Also: The Most Popular Worlds in Sansar)

Image by Mediamodifier from Pixabay

I do find it somewhat ironic that the two Sansar users who have posted user concurrency statistics for the platform in the past—Galen and Gindipple—have both largely moved on from Sansar to other projects.

However, I did receive a recent statistics chart generated by Gindipple, courtesy of Medhue (thanks!), which I wanted to share with you:

Gindipple’s stats show slow but steady growth in the number of concurrent users on Sansar. The monthly average concurrent Sansarians figure (bottom chart) has roughly doubled between March 2018 and October 2019.

Galen’s statistics page shows a similar growth in users, including peaks of up to 150 concurrent users at one time:

Even Wagner James Au, of the long-running blog New World Notes, who has often criticized Sansar for its low user concurrency figures in the past, posted the following “infographic” based on Steam usage figures (drawn by the talented artist Danielle Feigenbaum, creator of the regular feature Nylon Pinkney is Online comic on his blog):

Now, I do have a couple of criticisms of this image.

First, it is not an infographic; it is a cartoon. The zig-zag graph in the background is purely decorative, not informative.

Second, the small print along the bottom is almost impossible to read. It says:

Total concurrent users across all platforms potentially 2-3 times larger than Steam CCUs (concurrent users). Numbers based on Steam stats in September 2019 – Source: Steam Database Info

Even Wagner cannot deny that Sansar has had a recent jump in usage:

As of last month, in terms of peak concurrent users, VRChat remains the 800 pound Knuckle [a reference to the Ugandan Knuckles meme], with Rec Room maintaining its distant second place.  There was also a small surprise bump for Linden Lab’s Sansar… After concurrency rates that averaged in the mid two figures (yes, that low) for most of the year, Sansar peak concurrency for September jumped to 220 last Friday. Thanks, at least in part, to a VR dating show hosted by online celebrity Jesse Cox and probably more key, the launch of an official Hello Kitty experience…

The problem with relying solely on Steam statistics in the case of Sansar is that there are two different ways that people can download the Sansar client software:

  1. Via Steam (which does publish public statistics on usage);
  2. Via the Sansar website (Linden Lab does not publish user stats).

We have no way of knowing what percentage of Sansar users downloaded their client software via Steam. Therefore, we still have to guess at the total overall level of usage of Sansar, using imperfect tools such as Steam stats and Galen’s and Gindipple’s statistics.

However, all three sources do show a slow but steady increase in the number of concurrent users in Sansar, which I’m sure Linden Lab is pleased to see. Of course, they also have their own internal statistics, which they do not release to the public, which I am sure confirm this trend.


Gindipple also released a pie chart showing the most popular Sansar worlds. Unsurprisingly (since all incoming users spawn there by default now), the Nexus is the most visited world, with 70% of the total number of recent visitors (I believe that these stats cover the past seven days):

Following the Nexus, the most popular Sansar worlds (formerly called experiences) are:

  • Skyway Avenue (3.69% of total recent visitors)
  • The Point of No Return – Chapter I (2.65%)
  • Susan’s Diary (2.39%)
  • Orphanage of Angels (2.35%)
  • Fire Goat’s Free Avatar Store (1.96%)
  • Ultimate Disc (1.93%)
  • The Slewhouse (1.85%)
  • Once Upon a Midnight Dream (1.77%)
  • Scurry Waters (1.57%)
  • Monstercat Call of the Wild (1.52%)
  • Sanrio World (1.44%)
  • Camp Goonies (1.24%)
  • 114 Harvest (1.07%)

I do have rather mixed feelings about Linden Lab’s recent design decision to have users automatically spawn in the Nexus when they log into Sansar. On one hand, it does make it much easier for avatars to encounter other avatars in-world, and I often see groups of people gathered having conversations with each other, which is good.

But on the other hand, it is an absolute pain in the ass to have to keep going back to the Nexus when you simply want to explore the various Sansar worlds. If you are in desktop mode, you can still use the Atlas on the Sansar website, but if you are in VR mode, you pretty much have to keep cycling through the Nexus to find and select new experiences to visit, which quickly gets tiring.

UPDATED! Second Life Cyberpunk Urban Science Fiction Sim Hangars Liquides to Close

Wagner James Au, of the long-running SL blog New World Notes, reports that the Hangars Liquides sci-fi-themed sims in Second Life will likely be shutting down at the end of this month:

Hangars Liquides, a cyberpunk city created in Second Life by an elusive 3D artist known only to the SL community at large by her avatar name, “Djehan Kidd”, is among the virtual world’s greatest works — shadowy, moody, awesome.

Unveiled into the metaverse in June 2007, it has surely attracted hundreds of thousands if not millions of visits over its 12 year history. As its reputation spread through the virtual world, numerous cyberpunk roleplay groups flocked to it, adopted it as their oven, turning it into their staging ground for ongoing stories they created on the fly.

The blogpost includes an interview with the creator and an overview of the 12-year history of the project, so you might want to hop over to Wagner’s blog to read it in full.

I decided to transform into a cyborg and do a little exploring of Hangars Liquides before it goes away forever:

Vanity Fair is wearing:

  • Animated Headpiece: Queen Sarra headpiece by Shu Mesh
  • Cyborg Outfit with Skin Applier (Maitreya): Cyber Braver Lady by Bare Rose
  • Cyborg Arm, Cyborg Mask with Scrolling Japanese Characters, and Animated Upper Arm Attachment: Cyborg Geisha outfit (I picked all these up years ago in a different sci-fi themed sim hunt)
  • Cyber Prim Eye: by Omega Point (store no longer exists)
  • Animated Belt: VK Belt by Shu Mesh
  • Animation Override: Chubby Girl AO by [ImpEle] (free from the SL Marketplace). This is a nice, simple, calm, free AO with no crazy movements.

Vanity is also wearing:

All pictures taken at Hangars Liquides.

UPDATE July 18th: Djehan Kidd has launched a crowdfunding initiative to save Hangars Liquides using Indiegogo. She has fifteen days to raise 6,000 euros (CDN$8,798) to keep the sims running for another year, and she is giving donors who give CDN$147 or more their own apartments in Hangars Liquides. So, if you’re interested, feel free to show your support.

An Artist Contemplates Second Life

Wagner James Au of the long-running blog New World Notes has highlighted the work of artist Erik Mondrian, who found himself so inspired by Second Life that it became his MFA thesis at the California Institute of the Arts:

Here, in Second Life, a vast virtual canvas where we create what cannot be, what could be, what was, and what might be again, I step inside the imaginations of people I have never met, and who I may never even have spoken to, understanding something of their inner worlds nonetheless.

— Erik Mondrian.

Here is the entire nine-minute video on YouTube from which this quote was taken:

It’s quite beautiful, and I would encourage you to take a few moments to watch and enjoy it. If you want to see more, there is a playlist of ten videos shot and narrated by Erik here.

Pursuing the Holy Grail of Second Life in Virtual Reality: A New Solution Using Firestorm and SteamVR

holygrail
Obligatory image from Monty Python and the Holy Grail (1975)

I first heard the news from Wagner James Au of the long-running Second Life blog New World Notes: someone has come up with a new way to navigate SL in a VR headset!

OK this is pretty amazing: Someone named Peter Kappler quietly created code to run Second Life in VR via Firestorm and Steam VR, and then posted the source code online. “It’s not a fully working Firestorm,” he allows on his YouTube, “there is still a lot to do. The file I posted is a source file in C++ for coders that wish to maybe work on a VR version for Second Life.”

There have been at least two other attempts to create a VR port for Second Life, but performance has not been impressive — Linden Lab had an experimental client of its own, but discontinued supporting it due to lack of decent frame rate. The demo video…suggests Kappler has come up with a fairly decent port; better yet, by open sourcing his code, he’s encouraging other developers to improve it further.

Here’s the eight-minute demo video Wagner refers to (there’s no sound):

Now, there is no guarantee that this open-source solution (which relies on SteamVR and the Firestorm viewer code) will be able to attain the high framerates required to avoid VR sickness. But it does look somewhat promising!

Second Life was never intended for VR; the platform is simply too dated to support it. Any solution will be a kludge at best. But I do find it interesting that people keep pursuing the Holy Grail of SL in VR, anyways. I wouldn’t mind trying this out myself, just to see how well it works.

Thank you for the heads-up, Wagner!