Virtual Worlds as Green Workplaces by Draxtor Despres
Drax sent me the above video, which is a nice way to tie this to the Copenhagen conference
What amazes me is the quality of the video overall — specially in these days where so many people still think that the SL rendering engine is “outdated” and such. You start getting more and more “uncanny valley” effects out of machinimas like this one!
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>What amazes me is the quality of the video overall — specially in these days where so many people still think that the SL rendering engine is “outdated” and such.<
Yes, the quality is certainly impressive. No lag, no pop-ups, massive draw distance…How are people going to feel when they login to SL and discover the real thing is not quite what the machinima lead them to believe?
Great promotional video, though.
… if they're intelligent, they'll realise that all they need to do is to buy a US$100 graphics card
'Amazing Graphics'? Oh, Please. Graphics haven't changed at all since 2003 except Time-of-day color correction/weird 'weather' effects and FPS-dipping water reflections.
Second Life *still* isn't a viable workspace for you-and-me customers and normal-sized businesses, because:
1. The greedy ambitions of Linden Research: Force-feeding ordinary *customers* absurd policies, changes and regulations (losing valuable Customers). Abrupt price hikes. (I'm *so* glad I haven't invested a penny into LL)
2. The whole industry moving towards the bandwidth cap model – as low as 100MB in some parts of the world. Not everyone can afford to use 1+GB a day on Second Life.
3. Linden Research consistently failing to retain existing customers. 2006 entrants leaving in 2008-ish, 2007 entrants leaving in 2009 and so on. Leaving, as in logging on maybe 3-4 times a month, at most. Or not logging on at all.
4. Pure marketing-based CEO since Rosedale's departure. Marketing alone isn't going to solve anything.
+ Many more inconsistencies e.g rampant Favouritism.
p.s: Draxtor has been, and still is, quite good at covering random SL-related bits/pieces.
Is it me, or is the term 'uncanny valley' being misused these days? It was originally coined for that moment when an android or a CG human becomes very nearly- but not quite- impossible to tell apart from a real person. Think 'Final Fantasy: Spirits Within'. Today, though, people use the term for any old cartoony thing, so long as it has vaguely human characters in it.
You're right, Extie
Yes, it gets abused…
I wonder, Net, if you were around SL in 2003
Your current avatar certainly wasn't… oh, and I know, I still owe you a video showing SL running on a 2003 Mac PowerBook at 15 FPS
I have shot a sequence already, and even got 20 FPS once or twice (and for comparison, I went to one very laggy, texture-intensive sim to show that you can still enjoy some 8 FPS on that), but then remembered the discussion about ATI vs. nVidia, and I've got *another* underpowered Mac PowerBook (this time from 2004), which I haven't tested yet
I'm sure the resulting video will look nice though
Aaaaanyway, at least I can't disagree with your 4 points, although 1 is not really “greedy ambition” — it's just paying the running costs. LL is not that lucrative! They're not doing badly, but not exactly practicing extortion…
I like your blog, and i like this post very much
Thanks man keep doing the good work
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Tell me about it. Am I the only one that finds the TVTropes article of “Uncanny Valley” full of … how should we say, misdirected examples?
A hero of mine is Cynthia Brezeal, who uses theories of developmental psychology to create sociable robots. Of the 'Uncanny Valley' she said, “It's not a theory, it's not a fact, it's conjecture. There's no detailed scientific evidence. It's an intuitive thing.”
A 'Popular Mechanics' article also picked holes in this so-called 'theory'. Read it at the following URL:
http://www.popularmechanics.com/science/robotic...