At long last, Mesh is here.
What seemed like a whole year of waiting (no, now that I think about it,
it actually was a year) has finally come to an end and all the regions have
been made Mesh Ready. A new, Mesh
Enabled viewer is available for download (version 3.0, but still called 'Viewer
2' according to my start bar, presumably in accordance with Linden's quest to
make things more intuitive). As was the
case with sculpties, it'll probably be a while in Second Life® before mesh starts making the sort of
visual impact anticipated. Unlike
sculpties, there's a whole load of pre-existing mesh content – 3D models made
originally for reasons other than rezzing in SL – which could be imported
rapidly, however for previously in-world content creators like me looking to
learn the new method now that it's actually here, be warned that the user
interface of Blender looks not at all dissimilar to the control panel of the
space shuttle.
Already, then, SL looks completely different from how it
looked a couple of months ago and Mesh has yet to make its mark. Gazing a couple of days ago at my beach hut
home in blurred evening shadows behind my avatar (and through the Firestorm
Mesh viewer, since I'm afraid Viewer 2/3.0 doesn't work for me at all yet) I
realised that this look was very close to the sort of thing I'd kind of hoped
SL would be when I first entered it nearly five years ago. In fact, putting aside the (admittedly rather
huge) issues of lag and rez time, it's all of a sudden a little difficult to
imagine what a better-than-this metaverse could look like. A hastily assembled wish list now might
include such entries as clothes that don't disappear inside me when I lean to
the side a little and objects that break when I drop them (don't tell me you've
never thought of this). Maybe clothes
that drip when they're wet. Maybe a new
physics engine that doesn't make physical items behave like some sort of
inebriated grasshopper when collided with.
But these would all require fundamental alterations to the grid code –
maybe even a complete rewrite – and all for embellishments that would be little
more than enjoyable tweeks for us old-timers and utterly invisible to new
residents.
Is 3D gaming approaching a threshold? Don't get me wrong, I'm perfectly well aware
that everything could in theory be sped up and made more detailed. A higher prim allowance was probably towards
the top of your own wish list a few sentences ago, and without a great deal of mental
effort. There are plenty of meaningful
improvements which could be made, for sure, to the metaverse as it stands. But the world of 3D has taken some important
new turns in the last couple of years and I'm curious as to how these
technologies could potentially converge and render our current inworld
experience obsolete. First of all,
there's the success of real world movement controllers such as Microsoft Kinect
and the Wii remote (Wii Tennis is still a guilty pleasure for me, although that
idiot umpire needs to get himself a pair of god-damned glasses). Secondly, there's the onward march of 'actual
3D' – by which I mean stereo depth perception – across our cinema screens and
television sets. 3D TVs are still a
little out of reach for most of us, but economies of scale are starting to take
effect and it probably won't be all that long before most sets include 3D as
standard, just as HD now appears to be pretty much built in to anything that
shows moving pictures.
'Actual 3D' so far has made little impact on gaming,
notwithstanding the Nintendo 3DS and its rather lacklustre sales. My reckoning is that this is about to change
and will happen most significantly with the next generation of games consoles
due out over the next two to three years.
It's not as though the technology doesn't exist to do something earlier,
but the timing of the next gen machines coincides nicely with the fall in price
of 3D displays towards something affordable by most. Of course, we might all be living off the
vegetables we have to grow in our back gardens by then if the world economy
continues on its current curve – thoughts of virtual worlds a fond and distant
memory – but that's another issue entirely.
Despite the repeated evidence of the last three decades,
it's all too easy to fall into the trap of thinking that today's technology is
unbelievable, easy to forget how what we once thought was incredible now looks
hopelessly outdated. In September, it
was announced that a ban on the sale of 'Doom' to teenagers had been lifted in
Germany, 17 years after it was put in place (and 18 years after the game was
initially released). Doom was once
incredible. Not the actual first 3D environment to grace a computer screen – I can still remember 3D Monster maze on
the Sinclair ZX81 thirty years ago (and I probably shouldn't have admitted to
that) – but the first, perhaps, to produce a collective gasp of such
magnitude. Now, it looks archaic. The German decision on its unbanning was
rationalised with the explanation that a game as old and chunky as this was now
likely to be only of “historical
interest” to gamers. Presumably their belief is that any game in
this day and age that doesn't show high resolution internal organs exploding
whenever a bad guy takes a round from the player's machine gun is about as
harmless as Jerry the mouse sticking Tom cat's tail into a nearby wall
socket. It wasn't at all a decision
based on 'not 3D 3D' being old in and of itself – of course it wasn't. But perhaps this step is also the first rung
on the ladder for the genre's transition to the IT attic, that dusty place
where we store such memorabilia as 3.5 inch floppy disks, cathode ray tube
monitors and pretty much anything that plugged into the parallel printer port.
Enticing as an 'actual 3D' SL on your TV might sound
(perhaps with your RL movement mapped onto that of your avatar), this would
still be a window into a world you're not part of. I can imagine this enticing more people to
the metaverse, but would it be enough to make the experience so immersively
spectacular it attracted the sort of numbers seen by Facebook? SL, after all, is not a 3D gaming
environment: it's a 3D social networking environment and therein lies its
potential mass appeal. At about the same
time that Doom got unbanned, Sony demonstrated a new virtual reality headset to
be sold for the PS3 (http://goo.gl/5a6FH), a pair of glasses that places a tiny
screen in front of each eye. At $600
each, these are probably unlikely to fly from the shelves (in any case, they'll
only be on sale in Japan); it's a new, expensive and probably imperfect step in
the next direction. But just imagine the
possibilities if this technology ever got joined to SL: a turn of your head to
the right and you'd be looking at the person next to you; you would be inside
SL rather than looking into it; a non-windowed world of people and places, and
no need to pick up any sort of gun in order to enter it. Now that
might be something of interest to the masses.
Which all might feel in
the here and now such a terribly long way away.
But just think: five years ago, you couldn't even get a prim bigger than
ten metres long without having to resort to some dodgy backstreet deal with
'megaprim' suppliers. Newbies these days
just don't even know that they're born.
1 comment:
Wonderful article, bravo! <3
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