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About AlexandriaBrangwin

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  1. *sigh* Re-written this reply like ten times now. First inquisitive...then angry...then resigned....back to calm & questioning.................................in the end.............just giving up.
  2. Extrovert...hoo boy do I crave centre stage!
  3. The most frustrating thing I've found about getting new people into SL is the "Mistaken for something else" problem. As in you ask them what they want...and they describe SL to a tee...but then say they don't use SL because it "doesn't have what they want".🤨 Like saying "No thank you I don't drink cola...do you have any Pepsi?"
  4. We often hear the lindens roam around SL interacting with residents as they go about their business. So, why is that such a rare occurrence? We used to have meet the lindens events in random sims around the place but that's more of a meet & greet, not a customer service situation. We always heard SL was the golden new frontier of work & how businesses can interact with their user base so why has one of the central tenets of virtual worlds seemingly been squandered?
  5. Hugo's Design! I run promo events for them and the brand is the strongest in the fetish/latex scene!
  6. Oh did you hear the Occulus blah de blah is coming out in fnar whoop de do?
  7. Tried the widescreen thing? Just zoom back a bit & take a pic in Firestorm that's 6000x2000!
  8. You may have got an overly "what's on the label" idea of Sansar there! The reality is we haven't found much use for it. Sure there is worryingly "stepford wives" levels of enthusiasm from those who stand to gain from it (Bloggers, influencers & such) but for your average resident it's a new rendering engine (one of the best really) with very little content. Que the excuses about content will come, but it's recognised as harder to produce than in SL. I get it...tech trends are hard to predict...and there was SO much fear of missing out drummed up by VR pundits and if you're gonna make a VR platform you need to go all-in. Linden Labs were lucky they had SL to fall back on for funding...but residents are tired of subsidising a mistake nobody wants to admit!
  9. No, it had nothing to do with it's actual cost...and more to do with the emotional investment. https://en.wikipedia.org/wiki/Sunk_cost
  10. See that's the thing that worries me, the only people singing it's praises seem to be the ones that have sunk cost into it really deeply. I was around for the first wave of VR in the 1990's and honestly all that has changed is the graphics tech. "True Gamers"?...oh come on...you know they'd rather spend the money on a new GTX 2080Ti & a 4K monitor array that stretches off the sides of the table.
  11. All good points so far. My main concern with VR is beyond the market, beyond the hardware...more the experience itself in a very meta way. In the most popular games of our time, your God Of War's & GTA5 and such your avatar can perform moves the likes of which your physical body can't...or even if they can...not for very long. Yet people spend hours in these games. Taking out the physical limits has enabled people to do things in games we can't hope for in reality...unless you really can run at full speed around Los Angeles non stop for 6 hours carrying ten guns? VR adds in not only that immersion of being there (funny I never heard anyone playing Fallout 4 say OMG I'm staring at a flat piece of plastic with LED's behind it) but also adds back that physical limitation. It's something I never see mentioned but subconsciously we all know it...we feel it even if we can't put a name to it. I think that's the big barrier to VR really taking off in the way marketing types keep saying is "just around the corner"
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