VR version of "Second Life" Sansar how amazing VR social

The development of VR has come a long way. A few days ago I met Ebbe Altberg, Executive Director, at the Linden Lab headquarters in San Francisco, and talked to him about their social VR platform, Sansar.

The preview preview period for closed creators early this year has ended and Sansar has now released a beta version to the public.

"Currently, the complexity and cost of operations have limited the possibility of developing content in VR, and Sansar has dramatically changed this." Altberg said he is now looking forward to "explosive growth in creativity."

In fact, Peter Gray, director of public relations at Linden Labs, said Sansar’s Atlas public experience includes hundreds of virtual experiences, including multiplayer games, the reappearance of historical sites and landmarks, cinemas, museums, and narrative experiences. Jungle temples, 360-degree video domes, and science fiction theme venues.

He said: "We hope to provide Sansar to everyone as soon as possible, and we still have a lot of features to add. Many things need improvement."

In the past year, we have seen many similar platforms show amazing potential, but they tend to do well in VR immersion rather than visual effects.

However, Sansar did a great job visually. You don't feel that this is only a semi-finished product. Thanks to excellent environmental design, and integrating the functions of whole body inverse kinematics (in cooperation with IKINEMA), Sansar can map out the user's complete body movement. In addition, facial actions can be synchronized with the voice, all of which facilitates more natural interaction in VR.

In order to let Sansar get to this point, Linden Lab has made many efforts. Linden Lab has established a team of more than 70 people and has carried out research and development for several years. But in order for Sansar to become the mainstream platform in VR, they have tapped two unique advantages:

First, the funding of Linden Labs is sufficient to support the development of the platform. The funding comes from Second Life. This means that they also have mastered the big data that the virtual world is running.

Second, after 14 years of development, the number of users of Second Life has reached 1 million. This not only brought profits to the lab, it also gathered a creative community. Gray said: "Since the first announcement of this project, users of Second Life have also developed a great interest in the Sansar experience."

In fact, Sansar can be seen as "Second Life" version 2.0, but Sansar's significance seems far-reaching. In order to take full advantage of the new upsurge of virtual reality, this new platform must be more intuitive. However, the main obstacle to the development of the platform is the difficulty of learning. This may be more suitable for hardcore players, and some ordinary players are hard to adapt to. In addition, it is not possible to share things outside the platform on Sansar.

Creators can share content on platforms such as Facebook, Twitter, and blogs, and users can also experience their content using HTC VIVE, Oculus Headset, and PC desktop mode. And the platform supports more than 35 virtual characters simultaneously online, which will make the player's experience better.

"If you are an educator interested in space, you can click on the link to visit the Apollo Museum created by LOOT Interactive. Then, you can choose to browse the Atlas catalogue, find a VR basketball game, or other artistic experience. You can invite friends to participate. If you want to experience the role play and horror content, you can also join directly."

Sansar uses a freemium model that allows users to enter for free, but requires a $9.99 monthly subscription fee for the creator. Sansar's editing interface can be dragged and dropped, users can import resources from 3D modeling tools, and can also purchase resources from the Sansar Store to create scenes.

How profitability is the focus of the Ansar strategy. Drawing on the success of Second Life, they created a store called Sansar Store where creators can sell and buy virtual objects. But in the future, users can also profit through sales and leases.

There are already thousands of experiences on the Sansar platform, but what is Linden Lab’s focus? Product Associate Director Bjorn Laurin prefers Apollo Museum, while Gray prefers Little Giant and Secrets of The Worldwhale. The former allows you to ride freely in the imagination of a three-year-old child; while the latter, you will embark on an adventure with a mouse.

Altberg chose 114 Harvest, a small town with a dark secret. In fact, 114 Harvest’s Facebook team has attracted nearly 1,600 members. If this interest in the early stages could explain what Altberg expects as “explosive growth in creativity”, it may soon become a reality.

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