Wagner James Au / New World Notes

Author, strategist, virtual world reporter

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  • SL mesh optimized sales

    If it's true that some SL merchants create poorly optimized mesh items to satisfy customer demand for "more detail", reader Chic Aeon makes the point that the opposite is also true — that customers can make their preference for better optimized content known to to merchants:

    There ARE designers who make outstanding items that are STILL triangle friendly and look just as good as the heavy mesh items.

    From what I have seen the problem is twofold, and hence I don't disagree with the idea is sometimes choices made are just about sales. For SOME anyway.

    For others? They really don't know or understand and there may be some "lazy" folks along the way because it does take more work to get "the look" and also the low triangle count.

    For an instance — with no names used — last year on the main furniture posting spot on the SL forums, many of us were complaining about the OH SO HIGH triangle count of some creators — one very popular creator in particular. I LOVED the items but the vertices numbers were heart stopping.

    Chic and others started explaining on the SL Forum why excessive vertices were causing them a coronary:

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  • Abandoned Train Wreck

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    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Blue is a blog by Kai Wirsing. .Shi Hair : Arukah @Uber is a post that captures his style. His posts tell a story. There are not static, catalog pictures, but editorial pics that give us so much more than “I like your hair.” The avatar on the right is wearing the hair that gives this post its title. The post features items from two events: 

    You can find that fabulous ATTIC Abandoned Train Wreck that makes the set at Neo-Japan. Both men’s clothes can be found there as well. The one on the left is offered by Ren Renfold’s !129129. On the right, from Ravi Blep’s Rabbit House.

    For more from Kai, click here:

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  • Aetolia MUD virtual world ChatGPT

    I've talked about ChatGPT being used to make NPCs in MMOs and virtual worlds more intelligent, but far as I know, veteran developer Matt Mihaly of Iron Realms Entertainment is the first to do so with an active MMORPG called Aetolia.

    As he explained on social media recently:

    We just wrapped up an experiment in which we hooked NPCs in one of our games up to AI (ChatGPT). Super successful. Players absolutely loved it, unsurprisingly. We basically feed the AI all sorts of info about the game world and the NPC itself, so it knows about what we need it to know about to say (or act out if it chooses) something relevant.
    My favorite part of the experiment was players realizing that suddenly city guards (one of the types of NPCs in the experiment) would actually react to what you say. Previously, unless you attacked one, or were an enemy of that city, they'd leave you alone. Now, you could say something offensive or disrespectful, completely free-form vs. dialog trees or something, and drive them to violence if they get pissed off about it. It's hilarious and absolutely amazing at the same time.
     
    We even had an NPC spontaneously give a player a quest that would send them to the other side of the world in an apparent attempt to get the player to go away and stop bothering it.
     
    Now we're working on a more permanent design, in which we'll be able to scale all sorts of personality traits that NPCs can have so they'll respond in line with their personalities.
    Emphasis mine, because wow. See some of the pretty impressive conversations with ChatGPT-powered NPCs below!
     
    Aetolia is actually a text-based MUD, but Matt tells me this approach could be scaled to run in modern, graphics-based MMOs — with some serious qualifiers.
     
    "I don't see any particular reason it couldn't be scaled from a technical standpoint. You might need to create many accounts with ChatGPT to power a huge number of NPCs, but that's not an inherent barrier. But from a practical usability standpoint, there are probably two concerns there:
    "In a graphical game it's expected that you'll see an NPC doing what it's doing. In a MUD, you're just describing it, so the NPC can do anything plausible and no animations are required. 'Saying' something is not really different from acting something out in the sense that it's both just strings of text, which ChatGPT is good for.
     
    "The other big concern is the cost. With ChatGPT, you pay by the token (a token is about 4 text characters)." At the moment, Version 3.5 of ChatGPT is much cheaper to run than version 4.0, but, adds Matt, "4.0 handles extensive backstory/world context much better than 3.5."
     
    GPT has no long-term memory, so to get a good reponse, each API call has to include the character and world's entire backstory. "You can see how that can quickly become potentially expensive, depending on how much info you want to feed it."
    Aetolia city ChatGPT

    For example, say you want the world's city guards to generate dynamic responses via ChatGPT. "That works great until someone asks them about something they don't know, of course, at which point they seem hopelessly ignorant or they just make up answers."

    Stereotypically, the average city guard probably isn't very knowledgeable about their world. 

    "But, if I wanted to make an NPC who knows everything about the game and game world, it'd be essentially impossible. Impossibly expensive because of the amount of info we'd have to pass each time, but also, GPT 4.0 only has a 'context window' of about 8000 words, meaning that if you tell it your name and then spit 8000-ish more words at it, it will forget your name, even in the same API call.

    "But," Matt adds, "our implementation here is extremely basic, and there are certainly more sophisticated ways to route queries to generative text AIs. Inworld.AI is a company developing this as a service that looks potentially interesting. If they can do what they say, they add a lot of contextual memory to NPCs compared to what we did with our fairly rudimentary experiment. Its promise, to me, is shown by how much can be achieved so easily."

    Another problem is when ChatGPT "hallucinates" in a virtual world (i.e. responds with nonsense), it implies something wrong about the world itself.

    "So for instance, when it sent a player on a quest, it was for an item there not instantiated in the game world. We could certainly do special case exceptions and give it lists of instantiated items it could choose to include, but ultimately that’s a very limited patchwork and incomplete way of addressing the vast range of things the AI might talk about."

    Amazing stuff, especially for a first attempt. Here's a sample of the info Matt and his team incorporated into the API calls, along with the actual conversations that followed:

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  • Lullaby Marshes

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    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Geoff Quinnell’s stream was recommended by Robin@NW who wrote “Reminiscent of hand tinted, vintage post cards.” 

    Yes, that is exactly what his pictures remind me of. They appear to be painted rather than photographed, a result of the practiced use of filters and overlays. Of course, the composition with the bridge leading your eyes to the lighthouse which is positioned with the Golden Ratio is the most important element in the composition. 

    For more postcards from Second Life, click here:

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  • VRChat's latest developer update quietly includes details on its long-awaited mobile-app coming soon (watch above):

    To start, VRChat on Android Mobile will only be available to VRChat Plus users. We want to get you a build ASAP to try out and start working with, while also allowing us time to refine the UI and UX before a full public launch. This also allows us to get your feedback about the app so you can help us track down issues and annoyances.

    We plan to launch VRChat on Android Mobile to VRChat Plus users within 3-4 months. This timing could change! It depends entirely on how the development process goes.

    This is pretty huge. VRChat has trailed behind Rec Room in terms of user numbers because the former is VR/PC only, whereas Rec Room has also been on mobile and consoles for years.

    There's also a painful irony here, at least for Meta, which has struggled to gain user traction with Horizon Worlds while getting outpaced by VRChat and Rec Room:

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  • Screenshot (263)

    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Diney McAllen, like many Second Life residents, uses her art to advocate for change in real life. “Missing in Action” reminds us that houseless people are too often forgotten. They are missing in action and no one is wearing a bracelet until they come home.  I love to see people use art for a larger purpose, to make us think, and to help foster change. This is not to deprecate the value of pictures that are purely beautiful. Beauty lifts the spirit. 

    For more, click here:

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  • https://platform.twitter.com/widgets.js

    Yahoo Finance has a new story, “Metaverse: ‘Assuming you need a VR headset is just repeating Meta’s assumptions,’ author says” that I’m somewhat biased about liking, because well, I’m the author. It’s taken from a panel from a few hours ago (watch a clip above), where we get into the definition of the Metaverse, its use cases, and related topics.

    “The last 2 years of Metaverse hype has been driven by people who didn’t really read Snow Crash,” I argue. “But the real metaverse developers have been using Snow Crash as a direct reference for the last 30 years.”

    In preparation for this segment, the Yahoo producers sent me some questions beforehand, some of which we covered but much that we didn’t:

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  • SL poorly optimized mesh

    Pretty amazing reader debate around my interview with professional game artist Penny Patton, who pointed out the problems with poorly optimized mesh items being sold in Second Life, and how to solve them. (That one shirt above, as I noted, has way more triangles than Kratos in God of War on the PlayStation 4.)

    Reader "Seph" makes the interesting argument that creators are creating triangle-heavy products to please consumers:

    Customers buy products that look great, regardless of what it does to their performance. If they preferred performance, I guarantee creators would be selling performance.

    Linden Lab rolling out PBR and some better lighting features will help creators rely on more modern material maps and rendering instead of mesh density. More modernizing of Second Life's graphics engine and content creation pipeline will help more.

    In the meantime, no creator is doing this to sell less but make performance floater watchers happy. Penny can keep calling them ignorant and lazy, but making customers happy is anything but.

    I don't think Penny said either of those things, but I can see how customers might demand massive amounts of triangles, even though it actually does nothing for graphics quality — similar to how in the US, there's a market for huge SUVs with impressive grilles, even though they actually do nothing for driving quality. (And in both cases, they harm the environment for the respective world they're in.)

    Seph's expanded comments help explain why mesh creators are making the equivalent of  Cadillac Escalades for Second Life's fashion crowd:

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  • Ren Matsura SL art Flickr

    Cajsa Lilliehook covers the best in virtual world screenshot art and digital painting

    Sometimes a picture is so outstanding, I just want to focus on it. “LETCIRREN. never” by Ren Matsura is just that sort of picture. When I saw it, I gasped. It is striking in its simplicity. It is stark, disciplined, austere even. But it is so powerful because of its simplicity, the restrained colors, the solidity of the wood platform. It all comes together perfectly. 

    For more extraordinary simplicity, click here:

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