Traversing the worlds of Sansar and chatting with my guide, Linden Lab VP of Product Bjorn Laurin, was a mostly seamless experience but still an oddly unsettling one.
Linden Lab is hoping creators feel empowered by the platform to build worlds that solve problems and create opportunities for social interaction. The company is currently taking applications for 3D content builders to take part in a Project Sansar Creator Preview. Project Sansar is designed to allow every average Joe to create their own VR-facing presence or space on the platform as easily and non-technically as they desire.
Join Now » It's fast, free, and easy! Please visit the new forums HERE or search the achive:. Faithless Babii. I had seemed to buy more from those that dont make this little charge Whilst it doesnt really register at the forefront of my mind that Im being charged to try and then have to discard the item..
First question to store owners.. My first pair of stiletto moody shoes were a gift I'm tired of all this nonsense about beauty being only skin-deep. That's deep enough. What do you want, an adorable pancreas? But a lot of merchants left things set up the old way, or just copied what they were used to. Sorry, LL won't let me tell you where I sell my textures and where I offer my services as a sim builder.
Ask me in-world. If I am at a hair store, I might try on 15 hairs Hey Ceera. Thanks for being on the Forums. You always have good information and you share it well.
I know this sounds stupid At the Silicon Valley Virtual Reality Conference in Mountain View, we're seeing the first hints of what that could mean, as well as a sense of the many hurdles left to jump. Where Second Life is housed on hundreds of thousands of Linden Lab machines, High Fidelity worlds would be distributed across the user base. If you're on one world, you can see others in the sky and travel between them, watching blocky Minecraft- like environments resolve to detailed landscapes as you get closer.
As computers advance, so will the possibilities. And once we can build things in those worlds, I would assert that even people who are passionate about VR, here, have no idea what is coming," he says. The core of High Fidelity, however, wouldn't be graphics; it would be responsivity. Using sophisticated motion capture techniques, you could mirror your head movement and facial expressions onto an avatar. Using a full-body harness, you could go a step further, moving your arms and torso naturally to interact.
All the while, you could be in an immersive environment that puts a Skype call to shame. As Rosedale delivered his speech, his avatar loomed overhead, speaking and nodding.
His partner, wearing a harness, played air drums and delivered a hug. Second Life and reality, bleeding together. That was, in any case, the theory.
But when you boil that grand vision down to a prototype, it's a rough one. The High Fidelity demo, first shown earlier this year, is just a crudely rendered dance floor — it's not trying for the verisimilitude of Second Life , let alone next-generation graphics, and it might not be able to do so for some time. When I connected, the AI club-goers were all dancing on the same square foot of ground like some eight-legged twerking monstrosity. More importantly, face-tracking remains an inexact science.
Rosedale's avatar could look perfectly natural one moment and jerk mechanically the next. But when it did work, slipping on a Rift and seeing an avatar perform tiny, very human shifts of the head and mouth could be downright eerie. The PrioVR harness High Fidelity uses for body tracking, to anyone who has only used crude sensors like the Kinect or PlayStation Move, is even more wonderfully uncanny.
Strapped into wrist, elbow, and chest sensors, I held my arms up for calibration. When I dropped them, the movement was instantaneous and precise, the kind of connection I'd never had with a motion controller.
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