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Spot the differences!

As you might now by know, developers are all itching to jump into the Blue Mars bandwagon, the major reason being the disappointment with LL’s apparent lack of effort in keeping their 3D engine up to “modern day standards”, whatever they are. In any case, we have been told by the expert games developers how outdated and limited the LL engine is, over the years. Blue Mars has no such problem: it uses the CryEngine2 engine, which was designed for state-of-the-art game programming on Windows. That means that Blue Mars developers have no need to worry about the 3D rendering and only need to focus on making the game work. A huge advantage, specially if it means saving thousands of hours to keep up to date with the latest developments in 3D rendering.

Comments about Blue Mars gorgeous views have abounded all over the ‘net, and although I haven’t managed to get it installed in the few scattered Windows computers I have access to, I can’t tell from first experience what it looks like. I can only rely on what people with powerful enough computers have managed to say about it.

So, it’s time to spot the differences! KirstenLee Cinquetti has posted two snapshots, one from Second Life, one from Blue Mars, both taken with her machine (obviously, the one from Second Life uses her own viewer). Can you spot the differences?

Image from KirstenLee Cinquetti's blog

Image from KirstenLee Cinquetti's blog

Oh I forgot. Even after removing the interface elements, there is one dead give-away on one of the pictures :)

In any case, I’d say that the major difference is that the image from Blue Mars is created by a team of professional game developers who know what they’re doing to provide the best possible experience to Blue Mars beta testers; while the image from Second Life is created by talented amateurs and comes from a region in SL that is almost 5 years old. Take that into account when dissing the image you consider to have the lowest quality. And, of course, there is always the cosy feeling that the image from SL will very likely run on your old computer with a few dozens of FPS, while the one from Blue Mars, if it runs at all on your hardware, will be laggy as expected from a beta version.

More information on the above pictures is available on KirstenLee Cinquetti’s blog.

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Comments

  1. AdricAntfarm September 12, 2009

    Were looks alone the only pertinent item, perhaps, but you're really making an astoundingly bad point with all of a screen shot to back it up.

    Let's agree Blue Mars looks great. I think that is a given. As this actual review (screen shots and words) http://virtualunderworld.net/wordpress/?p=867 points out they took an off the shelf engine, avatar, etc to get there. All Linden needs to do is rid themselves of the shackles of the legacy environment we happen to be using (and making them money on) so they can start over. See whoever is still waiting in a year.

    Graphics aside, this review is spot on where it counts. This is a not a world where you can make content and go sell it. There may be an approval (read censorship) process and almost certainly fees for this service.

    Not running Windows? Well the beta is. And only Windows.

    You like to window shop? Without a currency this is all you can do.

    Got an 8000x series card?

    Like awkward avatar movement?

    The review sums it up very well in the final words.

    ” The graphics are great, I admit, but as I previously mentioned in a past post, great graphics do not make a great game.

    At this point, Second Life and There have nothing to worry about.”

    I think it was six months or so back you had a poll on how much of the SL pie OpenSim would have. I should of taken 0.32% at the time but I'm just now getting your thing for going to the track and betting money on three legged horses.

  2. Per_Eriksson September 12, 2009

    I have used Kirstens viewer for some time now. The shading is just awesome. The Quality of video and photos from Troppo Grid all Opensim based is way better than we could ever have dream t about a year ago. What I have seen so far Blue Mars is also good but as you point out SL as well as Opensim can run on a very ordinary computer. I get excellent quality and frame rates from a less than $200 Au video card win Xp and 3 gig of ram. When I first looked at the photo from Blue Mars on Kirstens blog I said to myself “yeah so what” I have seen graphics very similar from the s18 viewer.

  3. annotoole September 12, 2009

    Spot the difference: One world has crappy looking avatars that are all teenagers with paste for skin and the other one has advanced avatars with prim attachments and a full economy that is not part of what can be “seen” and in addition will not have content made by “pro game developers” who, in all honesty, make crap because they have to manage triangles so their hair is cloth, there is no intricate detail on anything, all “detail” is painted on. In one there is a complete user created scripting system that allows residents to create almost anything they want while in the other what is there? In one there isn't mesh import yet but there will be causing the playing field to be leveled a lot in that respect. In the other good grief look at the ground. it looks so fake it isn't funny. Again that is pro game developer style work.

    Oh in one there is adult entertainment and just about anything else you can dream up. In the other? you can play golf i hear. And type with childish looking bubbles over your head.

    The biggest differences are not in what you can see. the big differences are in what you cannot see that makes one a multi million dollar a year economy for resident businesses on it's way to billions. the other is crippled out of the gate and will never be a money maker for the players. Only for the company assuming they get all those corporate accounts that they used trademarks from in the promo vid.

  4. Gwyneth Llewelyn September 13, 2009

    Thanks for the comment, and the awesome link to that review, which is really great!

    To be honest with the Blue Mars developers, Second Life hadn't got many features either… in 2002, when the first closed alpha trials started. Just a “nice” rendering engine (for 2002, that is). Sure, we had easy content creation even back then, and a “no censorship” approach to content creation, which, I'd say, makes more of a difference than Blue Mars' developers might think. I guess they saw what legal problems Linden Lab has faced since 2006 (when SL pretty much went mainstream) and wish to avoid those.

    No risks means no gains, too. So we'll see what happens. Although it's a little disappointing to see that Blue Mars is at the same stage that Second Life was in 2002 — just adding nice graphics. Seven years to catch up is quite a feat, but the major hurdle is not technological, it's building a society with a thriving economy…

  5. Gwyneth Llewelyn September 13, 2009

    … even corporates, to a degree, are not stupid enough to jump into a virtual world that has nobody there ;)

  6. Gwyneth Llewelyn September 13, 2009

    Actually, I wouldn't be so hard on Blue Mars. Remember, this is just a crude beta, enough to give developers (and not regular users!) a taste of what they can create in Blue Mars. The regular users won't be impressed by the beta, since it has nothing really to see except for pretty sights.

    The big question is how many developers are willing to invest in Blue Mars and bring their clients with them just because of the “pretty sights”. We'll see. It's still early to tell. I'm sure that if Stroker Serpentine would move over to Blue Mars with his products, he'd get tens of thousands to switch just to watch those excitingly detailed paired animations… oh, I forgot: Blue Mars is Disneyland, you're not allowed to get undressed there :)

    Ah well, it was just a thought :)

  7. Gwyneth Llewelyn September 13, 2009

    Aye, well, I don't think that there is such an overwhelming difference in the resulting images from either platform: the real difference comes from having good content creators, not from the underlying graphics engine. And there are hundreds of thousands of good content creators working in SL right now.

    I've heard over and over again how Blue Mars incorporates the latest and greatest of detailed rendering tricks available to all high-end graphics cards. That's all very nice to know, from a purely technological point of view — it's good for the extreme 3D techies out there. However, even the Avatar Reality 3D modellers use baked, static shadows on most of their buildings to save polygons — instead of fiddling with dynamic shadows and texture maps. They're just more computationally expensive. Even game designers know that, just because you have all those awesome tricks waiting to be activated on the engine, you should be careful on the amount of client-generated lag they create… for an end-result that is probably not substantially different. Yes, you can accurately model an angora sweater where each fibre moves with the wind in Blue Mars — but will you really wish your users to be subjected to that amount of intense computation?

    So it's a complex issue to deal with. Granted, developing high-end games for Blue Mars will be much more fun than doing them in Second Life, I'm sure of it. SL is simply too unpredictable in its stability, and too slow in the scripting, to allow high-speed realistic games. There is certainly a niche market to explore in Blue Mars for that — and it would be more reasonable to assume that their competition is Multiverse or VastPark (future unknown), not SL.

  8. annotoole September 13, 2009

    I think if Stroker wanted a venue outside of Second Life he is perfectly capable of creating an Eros grid using the same/similar technology BM is based on.

  9. Gwyneth Llewelyn September 13, 2009

    That's a good point :) He might be able to afford it, yes…

  10. Ari Blackthorne™ September 14, 2009

    The sad thing is this: imagery and pretty pictures are superficial with regard to affect on one's level of enjoyment of the environment.

    This is what seems to escape all the commenters on Blue Mars and all the other “eye-candy' technologies. I rememeber when Unreal was release. Like Second Life it was laggy and buggy and miserable to use in any kind of multi-player mode. But I…we stuck with it because it was enjoyable.

    Then along came “Rainbow Six”. As far as “eye-candy” went, we were stepping backward 10, yes really, 10-years. The graphics were blocky and cheesy and look worse that the worst builds you can find in Second Life to this day.

    But it was number one on all the charts.Why?

    Because of the *play*.

    It's about the immersiveness of it all. Sure, Blue Mars is pretty. But what “freedoms” (according to code-law) do the participants really have? Because it's not about pose-balls, it's about the interraction between people.

    IThe interraction between people is the source of the pixiedust that makes any environment magical.

    As for interraction between people, I won;t go into my diatribe about why bots and campers are evil. LOL

    :)

  11. Gwyneth Llewelyn September 15, 2009

    In a conversation with Extropia DaSilva yesterday (who is much more of gamer than I am), she made the following remark: when a brand new product is released, it's inevitable that one compares it to the previous generation. However, a brand new product might have pretty graphics, but it's not explored to its uttermost potential. So the fair comparison would be to compare Blue Mars with Second Life in, say, late 2002. Not with a immersive, vast virtual world, with a teeming economy and millions of (mostly) amateur content creators (but with 100,000 professional ones). The comparison would never be fair for Blue Mars.

    Also, although Second Life back then was also targeted to attract developers, like Blue Mars now. But old-time Second Life veterans are looking for a platform that might attract consumers, not developers. Blue Mars has not yet any compelling reason to attract consumers — simply because independent developers have not had time yet to develop complete games/social areas in it, so that the consumers might have a feeling of what Blue Mars can actually offer.

    Imagine that Blizzard joins up the developer programme and creates an independent city in Blue Mars with their teams, creating a “demo” MMORPG that looks like WoW on steroids. I'm quite sure that the visual impact of Blue Mars (compared with WoW!), fully exploited by the best graphic designers and best game designers in the world, would be more than compelling for the mainstream users :) So we'll have to wait until they start to develop things seriously in Blue Mars and see what happens.

    Right now, Blue Mars' open beta is simply at a too early stage (no content from independent developers yet) to be worth of any comparison…

  12. Ari Blackthorne™ September 15, 2009

    Oh yes, I concur. :)

    I just find it jocular how it is looked upon as the 'next big thing' by so many – based solely on it's eye-candy.

    I'm in there,too – and I have a rather high-end system. It runs along okay and it's pretty. But the main concern is that they are looking for “developers” to “develop” content. That's good if you already are a “power creator'.

    Until they allow user-created content – even in a limited way, they'll be 'just another' MMO environment. Like Gatheryn (also in public beta) and several others. Simply modeling after Linden Lab's paradigm for Second Life won;t do it. Linden Lab has stumbled upon some kind of “sweet spot” recipe.

    Of course it always comes down to monetizing these things. So I suppose we'll see how it goes.

    My point was (and I apologize I didn't make it clear at first) – is how the SLogosphere is falling all over itself all star-struck over the eye-candy aspect. No – not your column… but so many others. Yours is probably the best of all the perspectives on it I've read. :)

  13. Gwyneth Llewelyn September 15, 2009

    Well, I did understand your point, Ari — “eye candy” is not everything, and, really, the eye candy in Blue Mars is not that impressive. Sure, it's marginally better than SL at it's highest settings (e.g. using Kirstens Viewer, which fully implements a lot of half-done, half-abandoned new LL-created lighting models, on Ultra settings with shadows on), but not that better. For instance, I was a bit disappointed with the avatars: from far away (on the default camera viewing settings), they feel better than SL's avatars (if you ignore for a moment their exaggerated anims), except for the skin; but when they're viewed closed-up, they're ugly plastic dolls with a sombre expression. Nevertheless, they seem to have a higher polygon count than LL's own 7,500. So there are technologically advanced “edges” here and there — the surf on the beach is really convincing, but I don't believe that a massive exodus will drive people to Blue Mars to watch the surf :) Overall, despite the low FPS on some cards/hardware combinations (I haven't figured out what makes Blue Mars run so fast on some PCs, while it lags behind on several others, sometimes with better graphic cards), the platform feels stable and more fluid than SL — but then again, I wouldn't have expected any less from a mostly-static-content environment, where the majority of scenes can be neatly pre-rendered and are cached on your hard disk anyway (thus the huge download for merely 5 cities, even though some of them might actually be downloaded before you enter them — that's why BM says that each city can have up to half a Gigabyte of content, since they assume that amount of content can be downloaded reasonably quickly to your hard disk in a relatively short time when using broadband, and they're probably right).

    I'm really not impressed with the “eye candy” because I happen to know that it's unfair to compare a scene on the SL mainland on low settings (but high FPS) with professionally-created content in Blue Mars on the highest possible settings :) I can only suggest that people try other viewers, ramp up their settings in SL, upgrade graphic drivers, tweak their card's and PC's settings, spend some time in tweaking performance, and then jump to the thousands upon thousands of professionally-created areas in SL. The difference will be small and mostly small details; dissing LL's engine as “old and outdated” is actually quite unfair. LL's engine is almost up to the highest standards — there are just 2 or 3 missing things, currently under development (and I'm NDA'd not to reveal them :) ), but it's by no means “lagging behind the competition”.

    They have just two problems. One is supporting legacy content, as I commented on the Blue Mars forums. This mostly means that we can't “suddenly” get 50,000-polygon-avatars with a wide variety of skeletons, not because LL's engine doesn't support it, but because it would totally and completely break millions of skins and billions of articles of clothing :) LL's not insane enough to do that. Sure, Blue Mars's hair looks way nicer; but once flexisculpties become a feature of the main viewer (it has been a feature on several alternative viewers for over half a year now…), you won't spot any differences between SL hair and BM hair.

    Besides supporting legacy content, there is the whole aspect of the target. SL started also by being a “developer's environment”, but LL quickly understood that the mainstream users also wish to have fun developing their own content. Collaborative, real-time user-content generation without limitations or pre-approval, in a contiguous environment, requires quite different techniques for the rendering engine to deal with. I'm absolutely flabbergasted with the way SL calculates shadows from multiple sources on dynamically changing content so quickly! It seems a miracle to engineering to me — since as a matter of fact I haven't seen any 3D rendering engine that can handle that. And on top of that you can dynamically change the lighting and the way the light sources affect the shadows using the Windlight settings — again, in real time. If in my college days I'd describe what SL's engine is able to do on a relatively normal (as in 2-year-old) desktop computer to my teachers, they'd think I'd be insane and would label it as “science fiction” — specially when I'd explained to them that this is not ray-tracing :)

    Blue Mars, by contrast, uses the much more safer and less resource-intensive (and also way more researched and deployed) method of assuming most content is static and pre-loaded, so you can pre-render a lot of things before the first avatar steps into a city. Cities are isolated environments in the sense that there is no visual contiguity; you don't need to worry if, for instance, on a neighbouring city someone has just uploaded a huge building and now you need to figure out what happens to the shadows and lights on your city :) Instead, you know in advance which objects are dynamic — avatars, 'bots, vehicles — and even limited-dynamic items (doors opening/closing — which in fact I haven't seen yet in Blue Mars, but I haven't fully explored it yet) can be pre-rendered effectively. This makes things so much easier for the BM developers — and the result is that for the users the experience is more fluid, more immersive, and the platform more stable.

    No, “eye-candy” is not what will make BM a success, but the kind of developers they attract to create compelling content and games on the cities. Imagine Blizzard doing a small-scale WoW on a city — but with the stunning graphics of Blue Mars, as opposed to the low-polygon engine that drives WoW :) Now that will certainly attract people :) And I believe that's what Avatar Reality is really after: high-level, professional content developers, that get a hosting service with a nice licensing system, and includes an economy which will allow developers to not only charge for access, but for buying items in Blue Mars. So it's like Multiverse/VastPark with a slightly different revenue model. If you wish, you cold imagine access to Azeroth in Blue Mars where users would not be charged anything monthly, but would use Blu's (BM's currency) to buy the items they need :) I can imagine that this would be appealing to a vast crowd of gamers and consumers.

    For us SL residents, the social stratification of Blue Mars might feel too constraining. Money flows from the bottom to the top only: colonists (the users in BM) go to shops and buy items with Blu's. Shop owners pay rent to use the shops, from shop designers. Shop designers lease land from Block owners. Block owners lease space from City owners. Since City owners require a special agreement with Avatar Reality, and will not be sold to “anyone” with a credit card, but only to whom AR wants, the hierarchy is solidified. There is no “upwards mobility”. Even if you start spending lots of Blu's and finally sign an agreement to become a developer, you'll need to rent a shop. You can't simply say, “oh, I'll buy my own city and create as many shops as I wish” — because access to whole cities is limited by AR. There is also a question of transferable content between cities, I have no idea how that works.

    In SL, by contrast, we have an equalitarian society. Everyone, from the very instant they logged in, is automatically a consumer, an explorer, a designer, a content creator/artist, a land owner — there are no restrictions, no limitations, no “special agreements” to sign, and everybody can be whatever they wish, and change their minds every day. The result? The anarchic mainland :) But that's the price you have to pay if you give people freedom. Avatar Reality wants to avoid “bad content” on Blue Mars, so I understand their choices…

  14. Ari Blackthorne™ September 15, 2009

    Thank you, Gwyneth.

    I always find your insight to be mesmerizing (that's a good thing) :)

    I intend to put my own perspective on the Blue Mars “experience” up today at my blog. My only complaint and also why I really won;t hold my breath on ever seeing it native on the Mac: Adobe Flash Active-X based.

    I also suspect this has uch to do with the “runs better on some systems and not so well on others” issue you've mentioned.

    :)

  15. qarl October 7, 2009

    i'd like to add – to help dispel this myth that the SL renderer is poor – that any time we try to render our content in a commercial engine (like the cyteck engine) the framerate drops to single digits.

    we don't use our renderer because we're infatuated with it. we use it because it's better.

  16. Gwyneth Llewelyn October 9, 2009

    That's a very interesting observation, qarl! It would be very nice to have some tests and comparisons to show, side-by-side, how SL's renderer fares compared to others, using the same content.

    And by “same content” I would definitely like to see how well Cryengine (or any other engine) deals with 100 avatars with 7,500 polygons each (base) and perhaps 20-50,000 additional polygons for all attachments they have :) Dealing with “millions of polygons” per scene, 50+ FPS, is not a simple task. I remember the first time I played Spore with the default settings. Oh sure, it got 70 or so FPS easily — but it was clear that each scene had just a handful of polygons to render :)

    So, yes, this would be a much fairer comparison: how well does CryEngine2 or Unity or whatever is felt to be the “best” engine out there do when they have scenes with 20-50 million polygons to render? :)

  17. Gwyneth Llewelyn October 9, 2009

    That's a very interesting observation, qarl! It would be very nice to have some tests and comparisons to show, side-by-side, how SL's renderer fares compared to others, using the same content.

    And by “same content” I would definitely like to see how well Cryengine (or any other engine) deals with 100 avatars with 7,500 polygons each (base) and perhaps 20-50,000 additional polygons for all attachments they have :) Dealing with “millions of polygons” per scene, 50+ FPS, is not a simple task. I remember the first time I played Spore with the default settings. Oh sure, it got 70 or so FPS easily — but it was clear that each scene had just a handful of polygons to render :)

    So, yes, this would be a much fairer comparison: how well does CryEngine2 or Unity or whatever is felt to be the “best” engine out there do when they have scenes with 20-50 million polygons to render? :)

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