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About Gindipple

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  1. "Sansar is bad because the money could have been spent on SL." I see this argument a lot. Sansar has plenty of things you can point to other than that, but everyone seems to latch on to the worst argument there is. Why? Stop and ask yourself why they decided to make a new thing instead of try to band aid an old thing even longer. It was a wise business decision, just executed horribly wrong.
  2. The headset or its cost isn't the problem with VR really. It's the lack of compelling content. You come up with the killer app and IT will drag VR along with it. The killer app is NOT standing around chatting...
  3. Steam tracks different data, but it looks to mostly concur with public data I collect. Any company can hold special events to boost averages. What matters is retention and conversion to an active member. Some events do that, introduction to Steam didn't seem to much, monstercat seems to have boosted it some. In concurrent numbers there is also the case of new retentions minus attritions (old members leaving). End result after a dip last month they are up 2-2.5 monthly average members this month.
  4. If there's 200 people in a company and 70 are working on the new product, that should tell you form a business perspective how important it is to them. Spent plenty on it, but not what it really needed for the grand scale of it. They weighed the pros and cons or retro fitting all the newer tech into SL, and Sansar was born from that. It was a wise move, just not funded to necessity is all. Trust me I'm not defending it as a platform, I've given up hope on it for now. But as a business decision to do so I'm absolutely sure it was and is the right move. They may surprise me yet, but I'm not expecting it anytime soon.
  5. Is it up? is it down? depends on where you look. It is at about 14 now. But overall gains more like a 1/2 a user a month. Ashame they didn't invest more in it. https://gyazo.com/43239bab7c8d637702927e374feba0f7
  6. If they came out and told you they were hoping it would replace SL with Sansar that would be the equivalent of showing people your cards in a high stakes poker game
  7. The only thing wrong with Sansar is they haven't taken enough money from SL to hire enough devs to push it forward faster. From a business perspective it makes total sense to build a new and better technology platform than to retro fit an old one. Granted they have to be smart about how gradual they shift people over from SL as it's the bread and butter. And most probably won't shift, they will fall to natural attrition, but this was a must do thing. Sansar has a long way to go yet, but it is poised to be much better than SL, assuming some day they get more on par with the likes of Unity or Unreal and figure out how to allow adult content.
  8. And I bet you the percent of people leaving second life or the percent of new customers going to other places has very little to do with the amount of new features being added to second life compared to people simply wanting new things like Sansar or VR Chat
  9. see many more pics of things people made here https://profiles.sansar.com/profiles/gindipple/experiences/sancraft/snapshots
  10. https://atlas.sansar.com/experiences/gindipple/sancraft Comes complete with a builder's HUD too Super fun for kids of all ages (even 50)
  11. One small problem with that argument Medhue, 1 person can spend hours developing a push button app to do it, then give it away for free. Now anyone with a finger to push a button can do it, cost of time becomes zero. And well with a $1 profit over 0 time, that's now huge
  12. A word about "traveling from A to B". What does it really mean to travel from one "region" to another? Well each region is typically running on it's own physical box. And there's you local box where it all has to be transmitted to for your CPU and GPU to process and display. What's it mean for you to travel? It means your box goes from rendering your view of data on one box to within some time frame X to rendering data from the destination on your box. If that time frame X is small enough it can feel instant, what we call an open world system. SL has gotten X small enough that you can do things like sail, drive and walk from one region to another with barely a hiccup. But there's some key things making that happen, the amount of data must be small, secure and stable. You have to send all the new regions immediate needs like your current active scripts running on your avatar and their state, the physical elements like the boat your in, the basic mesh data and the more delayable element, the large one, the textures. That's a lot to push out fast. It's dependent on your connection speed for one thing. Now Sansar is a different architecture, textures are not handled in this delayable way. They are all shipped out at load time, not real time. This means a lot more has to be transferred in that X time frame. The upside is there are no grey unloaded textures in Sansar. One approach to solving this is predicatively load the place you are going to next. While this can work pretty easy in a flat world where your closest neighbors are at most 4 (8 if you count corners) it is rather impossible to do if you have 3D space where you might want to travel to anyone of 1000 other regions. The obvious solution might be require everyone have 100GB of high speed cache and 1 Gigabit internet, but technology wise we aren't there yet. With Sansar you can have 4096 x 4096 regions. Using the generally accepted avatar reference size of 2m this becomes a very large area, many times the size of a SL sim. With things like draw distance and pending LODs extending from it, this starts to become more viable to actually think about travel in that large area and starts to open the doors eliminating the open world travel needs. However, there are still region wide resource constraints other than textures and mesh that must be considered. Things like total script memory, physics resource cost, etc.
  13. Here's a fresh copy from right now! https://gyazo.com/7dc03bf397eefa31383073ad48582a08
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