IPAB Web Site

The University of Edinburgh School of Informatics Institute for Perception Action and Behaviour (IPAB), which is Edinburgh’s Robotics Institute and part of the Edinburgh Centre for Robotics (jointly with Heriot-Watt University) has a new web site… http://web.inf.ed.ac.uk/ipab

2016-10-14-IPAB-People-1 2016-10-14-IPAB-People-2

Posted in Robots | Tagged , | Leave a comment

Asgardia – The Space Nation

Asgardia (http://asgardia.space/) is a project to explore a space-based community by creating an “Asgardia Citzenship” of those interested. It will start with privately financed spacecraft and go on from there.

asgardia-space-citizens-2016-10-12-5581 asgardia-space-citizens-2016-10-12-Joined

Posted in Space | Tagged , | Comments Off on Asgardia – The Space Nation

DreamWorld – Outworldz OpenSim Installer

2016-10-10-Outworldz-LauncherDreamWorld is an OpenSimulator world to demonstrate an easy to use OpenSim setup program called the “Outworldz Installer” created by Fred Beckhusen, aka Ferd Frederix. It includes MySQL, the Diva Distribution (“D2”) of OpenSim, Diva’s WiFi admin interface and the OnLook viewer. It sets up a sample virtual world with HyperGrid capability along with options to load a range of alternative content via OpenSim Archive (OAR) files.



Fix to OpenSim.exe.config

It is possible that some Windows .NET4 environments might have problems loading some modules… reporting an error with…

An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.

A fix was made to OpenSim in bin/OpenSim.exe.config (and bin/Robust.exe.config though that is not used yet in the Diva D2 distribution) on 23-Nov-2013 (git master a68d1fa) for this, adding the following line to the <runtime> section…

    <loadFromRemoteSources enabled="true" />

If you see this error in the Outworldz console or log file (in …Outworldz\OutworldzFiles\Opensim\binOpenSim.log), check this line is present in the bin/OpenSim.exe.config. If not, add it and run again.

Posted in OpenSim, Virtual World | Tagged , , | 1 Comment

360 Degree Snapshots in Second Life and OpenSim

This is a resource area for experimentation with the production and publishing of 360 degree snapshots in virtual worlds such as Second Life and OpenSim.


Blog Posts


Posted in Virtual World, VR | Tagged | 3 Comments

Edinburgh MOOCs

On 3rd October 2016 a celebration of the first 5 years of University of Edinburgh Massive Open Online Courses (MOOCs) took place in the Playfair Library in the University’s Old College. 35 MOOCs on three MOOC platforms (Coursera, EdX and FutureLearn) have been provided in that period. A brochure was released to celebrate the occasion and publicise the work of the University in providing open online accessible educational materials in many subjects areas…

2016-10-03-UoE-MOOCs-Front-Cover 2016-10-03-UoE-MOOCs-Back-Cover

This includes the School of Informatics Artificial Intelligence Planning MOOC


We can add that the AI Planning MOOC also had 6 guest lecturers for each week and for additional study opportunities:

Guest Lecturers:
Prof. Nils Nilson (Stanford University, USA),
Dr. David Wilkins (SRI International, USA),
Prof. Jörg Hoffmann (University of Saarland, Germany),
Dr. Brad Clement (NASA JPL, USA),
Dr. Alex Champandard (AiGameDev, Austria),
Dr. Arturo Gonzalez-Ferrer (University of Granada, Spain and University of Haifa, Israel)

The materials all are available under a flexible Creative Commons Licence: CC-BY-NC-SA

Posted in Distance Education, Edinburgh, Moodle | Tagged , , , | Comments Off on Edinburgh MOOCs

Voice Activated Intelligent Personal Assistants

On 28th September 2016 the Amazon Echo voice-activated cloud-based intelligent personal assistant device named “Alexa” was introduced in the UK, having been available in the US since November 2014 (see Wikipedia article). This blog post collects resources and links related to voice-activated computer assistants such as Amazon Echo, Apple Siri, Google Home and Microsoft Cortana.

AmazonEchoLogoAmazon Echo – Alexa

Amazon_EchoThe Amazon Echo incorporates a wifi linked control unit along with a tubular speaker. The control unit on its own is available as the “Amazon Echo Dot” which can be connected to external speakers, though it also has a simple speaker incorporated for voice feedback.Amazon-Echo-Dot

Apple-Siri-What-Can-I-Help-You-WithApple Siri

Google-HomeGoogle Home

Cortana-Ask-Me-AnythingMicrosoft Cortana

Amazon Echo Dot First Time Setup

For some reason on a network that should present several options (eduroam and central) only central showed. But except for that, connection to a Wifi network which requires a user name/password and conditions acceptance prompt was straightforward.

The Alexa Home Application on a web browser or mobile device shows the latest interactions, news, music player (with active controls), etc that are relayed via the device.


Connecting a Wemo Smart Home Device

I tried to connect a Belkin Wemo smart home plug. An immediate issue was that I could not connect to a Wifi network that requires a login username and password, normally presented through a web page or pop-up dialogue. It appears that WEMO only supports WPA, WPA2, and WEP security types.


A “Restore” button on top of the device allows for the initial built in direct access Wifi settings to be restored to allow a new Wifi connection to be set up. Instructions for the procedure are here.

Posted in AI, Internet | Tagged , , , | Comments Off on Voice Activated Intelligent Personal Assistants

Vue Landmarks Restored in Second Life


On the Virtual University of Edinburgh (Vue) regions in Second Life, some landmark buildings that were previously on the “Edinburgh University” region have been restored in world so that they appear in the distance when meetings are held at “The Venue@Vue” and in other Vue locations.

2016-09-23-SL-Vue-Forum-1 2016-09-23-SL-Vue-Forum-2
2016-09-23-SL-Vue-Forum-3 2016-09-23-SL-Vue-Forum-4
2016-09-23-SL-Vue-Forum-6 2016-09-23-SL-Vue-Forum-8
2016-09-23-SL-Vue-Forum-9 2016-09-23-SL-Vue-Forum-10
2016-09-23-SL-Vue-Forum-Night-1 2016-09-23-SL-Vue-Forum-Night-2

Posted in Second Life | Tagged , , , , , | Comments Off on Vue Landmarks Restored in Second Life

Pottermore – Harry Potter Online Experiences


Back in 2012, J.K.Rowling introduced Pottermore. See this blog post for some information from that time. A new version of the web site became available in 2017, including further experiences and games. It was possible to connect a new login to a previous account, “sorted” Hogwarts House and the wand that selected you.


You can then answer some questions to discover your “Patronus” and get sorted into your North American “Ilvermorny School of Witchcraft and Wizardry”.


Posted in Games | Tagged , , | Comments Off on Pottermore – Harry Potter Online Experiences

Supercar in Blender

This blog post is a resource area for a project to create good 3D models of Gerry Anderson’s Supercar and Black Rock Laboratory in Blender that can be used for a range of new applications in virtual worlds, flight simulators, etc. Applications in which the original Mick Imrie/Austin Tate 3D models, originated in Cinema3D and converted to many other forms, are too detailed or have modelling issues (such as flipped normal).

A number of people have already created Blender conversions or adaptations of our Supercar models for 3D modellers, virtual worlds (Second Life, OpenSimulator, High Fidelity, Unity3D, etc.) or for Flight Simulators (Microsoft Flight Simulator, X-Plane, etc.) and Space Simulators (Orbiter and Celestia).



Chris Coggon X-Plane Black Rock Lab

Using Chris Coggon’s X-Plane .obj model from 2011 (link here) reimported back into Blender 2.49b with XPlane2Blender Python tools for import/export. Then save via Blender to FBX for imort testing into Unity3D. To use the X-Plane BRL Lab.obj file open it in a text editor. Near the top of the file, make sure that Lab.png and Lab_LIT.png are named as the textures. Make sure these files are in the same directory as the Lab.obj. Now scroll all the way to the bottom of the file and remove this:

TRIS    159081 12

2016-09-23-CC-X-Plane-Model-to-Blender-to-FBX-to-Unity-Tests-1 2016-09-23-CC-X-Plane-Model-to-Blender-to-FBX-to-Unity-Tests-2

  • X-Plane® Scenery Tools – https://www.marginal.org.uk/x-planescenery/tools.html
  • X-Plane® Scenery – Old Tools – for Microsoft Flight Simulator and Blender Conversions. Includes tools to IMPORT X-Plane .obj format files back into Blender 2.4x.
    • Only for versions Blender 2.4x up to 2.5 and 2.6 (not the most recent 2.7x versions). Use the “Installer” .exe version to set up the environment for auto install of scripts, as noted below.
    • Needs Python 2.6 to be installed.
    • Download XPlane2Blender, unzip and run the install.cmd script to copy the X-Plan to Blender scripts into the appropriate place.

Import test of Chris Coggon X-Plan .obj files for BRL into Blender 2.49b with XPlane2Blender python scripts to add X-Plan .obj/.acf import and export options…


There are issues importing Lab.obj with texture import (ERROR: Cannot read cockpit panel texture), even when placing these directly into the same directory as the .obj files (or trying name changes to remove spaces or .jpg format in the .obj and texture files).

Posted in Gerry Anderson, Supercar | Tagged , , , , | Comments Off on Supercar in Blender

Ferd’s NPC Dog Avatar for OpenSim

NPC-DogFred Beckhusen (aka “@Ferd_Frederix” of http://www.outworldz.com/) has provided many fine open source contributions in OpenSim, including a range of animated non-player characters (NPCs). One is a dog called “Cindy”, which can be used as an NPC or avatar. It is a mesh dog rigged for Opensim using the standard “Avastar” skeleton. Fred indicates that there is no particular need for the new Second Life “Bento” enhanced non-human armature when only creating 4-legged animals. Her name is “Cindy” and she is licensed as CC-0, so anyone can use it for anything.

The easy way to get Cindy is via an OpenSim Inventory Archive File (IAR) at https://dl.dropboxusercontent.com/u/31305726/Cindy.iar if you have the ability to load that for your avatar on some grid. Or you can pick up a kit at hop://www.outworldz.com:9000/Virunga/126/168/25 – which can be reached by hypergrid to www.outworldz.com:9000 then click the sign that shows the “Virunga” region. You can also try to teleport from your hypergrid enabled home grid with the full “hop” URL above in suitable viewers, such as Firestorm. The box is in the middle of the village at Ruhengeri, lower left corner, next to the horse. A notecard in the kit explains how to activate the NPC which involves wearing the Cindy Avatar body, an animated tail shape and a full transparency “alpha” layer to hide the usual avatar. This requires the sim and server be set to allow Non-Player Characters (NPC). See http://opensimulator.org/wiki/OSSLNPC for details.


The avatar version in the image above has an added “RUGGED AO” with a notecard in it to trigger some of the animations (for Stand, Walk and Sit) provided in the control “dog bowl”.

Notes from Fred on using Cindy (13-Sep-2016 to Project MOSES Group)

“Cindy” has several features: She comes in a dog “water bowl”. Click it to control her. She can walk run around, Stand, Lay, Crawl and most importantly, pee on things. Cindy is set to wander and occasionally paw at the nearest avatar.

Since she is a NPC, you probably have to first become a dog and then click the dog bowl and select “Appearance”, once. There are instructions on how to make her in the box. This is because NPCs’ require moving of all the assets (which are really just UUIDs in a notecard), and different versions of the hypergrid do not always gather all the necessary assets.

You could also wear it and be a dog. Just add the animations to the Firestorm AO, if you need really precise handling for scenarios. These are all in the water bowl.

You can edit the Script to have her follow a particular avatar. There are several lines of code that look like this:

llSensorRepeat("", NULL_KEY, AGENT_BY_LEGACY_NAME,..............

These can be modified to say


Then it will ONLY follow SOMEBODYS NAME. And there are several sensors, but you can search for them.

Setup for Use on Another Grid – Step by Step

If you take this box to another grid, it must be remade with a new NPC Appearance notecard.

IMPORTANT! If you have not yet saved your current avatar outfit, go to Edit Appearance and save your outfit! Give it an outfit name that you can find it with, later.

  1. Wear (say) the default skin, eyes and hair… they will be hidden anyway by the “All Alpha” which renders all parts of the standard avatar transparent.
  2. Wear the All Alpha
  3. Wear the Cindy Dog Shape
  4. Wear the Cindy Dog Avatar
  5. Wear the Cindy Dog Waggy Tail
  6. Check that you look like a dog. Your front legs will cross inwards. You can correct this by playing the animation “Stand”, which is included in the box. This is just an ordinary T-pose.
  7. IMPORTANT!! Take everything else off. Take off ALL Scripts. Take off your AO.
  8. Go to “Avatar Appearance” in your viewer and click the “Wearing” tab, and make sure you are wearing just the basic body parts including the Cindy Dog Shape, along with the Cindy Dog Avatar, Cindy Dog Tail, and the All Alpha.
  9. Save this as a new outfit. Name it something like “Cindy Dog Avatar’.
  10. IMPORTANT!! Right click and wear your original Outfit. This takes off the Dog, which saves it to your server. You will re-appear as you were, but (in earlier versions of several viewers) may be very distorted. THIS IS NORMAL – DO NOT PANIC!. This issue is fixed in the latest viewers such as Firestorm.
  11. Re-wear your Cindy Dog Appearance
  12. Rez the ‘Dog-Bowl “Cindy”‘ and touch it. A Menu appears
  13. Click “Appearance”. The dog should appear and come to you. To restore your appearance, replace your outfit with the saved outfit. You will re-appear as you were, but as noted before you may appear distorted, an issue which is fixed in the latest viewers such as Firestorm.
  14. If your avatar is distorted, log out and log back in again. You should now be back to your original look, and will be greeted by your new pet!

Menu Controlling the NPC (and setting the tail on an avatar)

You can control the dog with the menu by clicking on the dog bowl…

Rez: Start the dog
Remove: Removes the dog
Appearance: Records the Dog appearance
Wander:  Starts the dog moving
Stand: Stops the dog
Bark: clicking causes a bark
Pee: Dog stops and lifts a leg.  You must click Wander to begin walking again
Claw: Claws in the air.  You must click Wander to begin walking again
Lay: Lays down.  You must click Wander to begin walking again
TailWag: starts the tail wagging
TailDown: puts his tail between her legs
TailUp: raises the tail
Posted in OpenSim, Virtual World | Tagged , , , | Comments Off on Ferd’s NPC Dog Avatar for OpenSim

Second Life Starter Avatars

Second Life provides a wide selection of avatars to select from when you first join, and these are all available in the Avatar Picker tool or the Inventory “Library” to pick later. Its also possible to mix and match to make your own look.





New advanced mesh avatars with a low Avatar Rendering Complexity were released on 1st September 2016… See

2016-SL-Avatars-Selection-Classic 2016-SL-Avatars-Selection-Vampires

Posted in Second Life | Tagged , | Comments Off on Second Life Starter Avatars

Engage – Educational VR Platform

EngageImmersive VR Education in Ireland, who have produced the Apollo 11 VR Experience, have created a platform for multiple users to meet and share experiences in a range of environments in VR via their avatars.

Engage works with the Oculus Rift and the HTC Vive at present. Download from Steam via http://store.steampowered.com/app/449130/. For use with the Oculus Rift launch the program (e.g. from the desktop icon) without first starting Steam or Steam VR for it to work correctly. More details and a download link are at: http://immersivevreducation.com/engage/.

2016-08-30-Engage-Avatar 2016-08-30-Engage-Controls

There are a range of VR experiences to demonstrate the platform, including a Mars Curiosity rover experience.

2016-08-30-Engage-Demos 2016-08-30-Engage-Mars-1
2016-08-30-Engage-Mars-2 2016-08-30-Engage-Mars-3

The meeting environments can be classroom or meeting room style, as well as in museum areas and fun environments such as underwater and in space.

2016-08-30-Engage-LT-1 2016-08-30-Engage-LT-22016-08-30-Engage-Titanic-12016-08-30-Engage-Titanic-2

Interactive lessons with multiple users in various environments are also possible, including active whiteboards, calculators and interactive objects…

2016-09-01-Engage-Ballistics-Lesson-1 2016-09-01-Engage-Ballistics-Lesson-2
2016-09-01-Engage-Skeleton-Lesson-1 2016-09-01-Engage-Skeleton-Lesson-2

Posted in VR | Tagged , | Comments Off on Engage – Educational VR Platform

Scuba Dive in Second Life


Scuba diving is a popular virtual sport in Second Life… and scuba diving has been available on the Virtual University of Edinburgh facilities in Second Life from the very earliest days of the Vue regions (back from 2006). See this blog post for some early images.

An up-to-date free set of Scuba Gear created by “SamBivalent Spork” in Second Life is available at the Diver Alert Network (DAN)…


2016-08-22-SL-Scuba-Screen-2 2016-08-22-SL-Scuba-Screen-1
2016-08-22-SL-Scuba-Ai 2016-08-22-SL-Scuba-Be
2016-08-22-SL-Scuba-Ai-and-Dolphin 2016-08-22-SL-Scuba-Ai-at-Wreck

Scuba Dive Tour HUD

Pick up a copy of the (free) “DAN Branded Gear” also and try out the dive tour HUD… take care in the caves, and remember to follow the safety trail…


Scuba Dive in VR

Using the CtrlAltStudio viewer and the Oculus Rift, try a dive in virtual reality…


Posted in Second Life | Tagged , , , | Comments Off on Scuba Dive in Second Life

Skydive in Second Life

When I first joined Second Life in 2006, I used a skydive setup built by “Cubey Terra” (Steve Cubey Cavers) to demonstrate some of the features of Second Life to colleagues and friends. Some images from those early days are here…

2009-08-20-Skydive-1 2009-08-20-Skydive-9b
2009-08-24-vatar-skydive-1 2009-08-24-vatar-skydive-2

VATAR – Virtual Avatar Training and Recreation

The Virtual University of Edinburgh (Vue) group ran a series of sessions entitled “VATAR”. The Virtual Avatar Training and Recreation programme (VATAR) was a regular opportunity to get together in Second Life and meet others involved using virtual world for education. There were regular sessions where people could meet others from across the community who were involved in virtual worlds and discuss what they were doing, ask for hints and tips and learn new skills.

VATAR helped users gain experience with their avatar in fun sessions:

These sessions helped new users gain basic virtual world skills like:

  • Get used to their avatar
  • Text chat to others
  • Open boxes and get inventory
  • Wear attachments
  • Use active objects

And rather more serious tutorials were used to help people get the most out of attending events in the virtual world:

  • Avatar Appearance
  • Building and Texturing
  • Inventory Management
  • Voice/VoIP

Skydive at Abbots Airfield in Second Life

You can go to at Abbots Airfield in Second Life to try out Skydiving. A free simple chute is available near the Skypod launch system. And sports chutes can be bought nearby.


2016-08-22-SL-Skydive-1 2016-08-22-SL-Skydive-2

Skydive in VR

Using the CtrlAltStudio viewer and the Oculus Rift, it is rather easier to look down as you approach the landing spot while steering the more recent “Starburst 1.1.1” chute from Cubey Terra…

2016-08-22-SL-Skydive-VR-1 2016-08-22-SL-Skydive-VR-2

Posted in Second Life | Tagged , | Comments Off on Skydive in Second Life

Great Auk

Great Auk and Egg - Kelvingrove, Glasgow. Wikipedia Commons

Great Auk and Egg – Kelvingrove, Glasgow. Wikipedia Commons

The Great Auk was a flightless black and white bird a bit like a large Razorbill. The Great Auk inhabited the rocky coasts and islands of the North Atlantic along the East coast of the USA, Scotland, Shetland and Ireland to Greenland and Iceland, almost to the Arctic Circle. It was driven to extinction due to hunting in the 19th century. There are specimens of the bird and its eggs in many museums… including Kelvingrove in Glasgow and the National Museum of Scotland in Edinburgh.


To the left is the cover of a superb book by Errol Fuller entitled The “Great Auk” which gives much detail on the species.

One of the excellent images in the book is an oil painting by Errol Fuller himself entitled “A Last Stand” [from http://errolfuller.com/paintings/] …


There have been suggestions of a “revival” of the species by The Long Now Foundation – Revive and Restore. See the following article from The Daily Telegraph (20 August 2016 – Page 3) …


Posted in Nature | Tagged | Comments Off on Great Auk

Unity with OpenVR for Vive and Oculus via SteamVR

SteamVR-HeaderIt is straightforward to start a Virtual Reality (VR) application using Unity 5.4 for SteamVR which supports both the HTC Vive and Oculus Rift head-mounted VR displays.


Follow the above tutorial to get a simple application going and test the setup. This involves downloading the SteamVR Plugin.unitypackage to your project, or to a new 3D project. You can then easily add content and an avatar/third person controller into which the [CameraRig] prefab can be placed and adjusted for position to allow for movement of the user viewpoint via the controller(s).

SteamVR Application Settings Recommendations

When the SteamVR Plugin is added to a Unity project, thee are a number of recommended settings offered…


SteamVR Example Scene

The SteamVR Plugin.unitypackage includes an example scene you can immediately open for tests.

2016-08-10-Unity-OpenVR-Example-Scene-Editor 2016-08-10-Unity-OpenVR-Example-Scene

Changing an Existing App to Use OpenVR


An existing Unity/Oculus application, such as my ISS VR Experience, can be modified by changing the camera within the third person controller/avatar to be the OpenVR/SteamVR Plugin [CameraRig]


There is an alternative documented in the “quickstart.pdf” document in the SteamVR folder after you import SteamVR Plugin.unitypackage, that is to simply add the SteamVR_Camera script to your Camera object(s). Everything else gets set up at runtime. Usually you will add the “SteamVR_Camera” script to the existing main camera in your application, and “Expand” it as documented in that guide. You can adjust the “Avatar_Camera (head)” and “Avatar_Camera (eyes)” to be where you want the viewpoint to be when you enter VR. This could be just in front of the third person controller/avatar’s head.



My testing can only be on an Oculus Rift at the moment, as I do not have a HTC Vive available. Feedback from others trying the development route out would be welcome.

Steam, SteamVR and Oculus Home are all launched automatically if they are not runnng when starting a VR app made in Unity which incorporates the SteamVR plugin.

Initial issues on my early tests was that the editor playback VR mode had the camera in a very different place to when a standalone executable build was done. And also that performance was choppy when there were many 3D objects (like the core of the ISS) were in view. The image stabilised when looking to one end of the ISS where fewer objects were in the field of view.

Posted in Space, VR | Tagged , , , , , , | Comments Off on Unity with OpenVR for Vive and Oculus via SteamVR

Ai Austin @ 10

Ai-Austin-512x512-1x1Ai Austin is 10 years old in Second Life today (joined on 6th August 2006)…

Here are Ai’s outfits built up over the period in Second Life…


Ai’s skin was a gift back in 2006 from a fellow educator who joined Second Life on the same day and who was a neighbour on the “Saengseon” region where “AIAI2” had its first virtual world base before moving to its new facilities on the “Vue” (Virtual University of Edinburgh) regions.

Ai Austin – Standard Outfits

Ai’s usual outfit in Second Life is a Flight Suit… provided by Krashen Byrne soon after Ai originally joined Second Life. Ai obtained the original artwork for the outfit from Krashen with permission to use it as Ai wished, but not to distribute it further. You can usually find Krashen’s Flight Suit at the Flight Shop at Abbotts Aerodrome in Second Life.

Ai-Austin-Flight-Suit-522x862 Ai-Austin-Grey-Hoodie-522x862

Ai has used a range of casual outfits beyond that but his current favourite is made up of parts of “Gabriel”, one of the standard mesh outfits and starter avatars provided in the initial Inventory Library with Second Life.

In the I-Room on Vue in Second Life

2016-08-04-Ai-Austin-in-SL-I-Room 2016-08-04-Ai-Austin-in-SL-I-Room-2

Using the Oculus Rift on Vue in Second Life


Role Play in Second Life

2016-03-04-Ai-Strider-and-Orcrist Ai-tswayon-Sunset

In Supercar in Second Life


Ai Austin @ 10


Posted in Second Life, Virtual World | Tagged , , | Comments Off on Ai Austin @ 10

Supercar in Second Life through VR

CtrlAltStudio viewer has provided 3D/VR access for the Oculus Rift in Second Life and OpenSim.

VR Performance using Oculus Debug Tool

With “Ultra” graphics levels (including shadows) and 256m view distance, the performance is excellent and with exterior or interior viewpoints in VR mode can achieve 90FPS on an Oculus CV1 and reports 90.8FPS in the CtrlAltStudio viewer statistics bar (ctrl+shift+1).

2016-08-04-CtrlAltStudio-SL-Supercar-2D-Viewer 2016-08-04-CtrlAltStudio-SL-Supercar-90FPS
2016-08-04-CtrlAltStudio-SL-Supercar-2D-Interior 2016-08-04-CtrlAltStudio-SL-Supercar-90FPS-Interior

Test Environment

  • Dell Precision T5810 Xeon E5-1620 v2 @ 3.50GHz, 32GB memory, Windows 10 Pro
  • Nvidia GTX 1080 GPU, GeForce Driver 368.81 (14/07/2016)
  • Dell Monitor (1920×1200)
  • Oculus Rift CV1
  • Oculus App Version (

The test region in Second Life contains the Supercar (Collada) mesh model and a few platform objects with a total of 715 or equivalent land impact. More information on the Supercar mesh model is in this blog post. The original mesh has 178,595 polygons, 122,901 vertices.

Posted in Gerry Anderson, Oculus, OpenSim, Second Life, Supercar, VR | Tagged , , , , , | Comments Off on Supercar in Second Life through VR

Xerox Alto

Xerox-AltoThe Xerox Alto personal computer, designed at Xerox Palo Alto Research Center (Xerox PARC) and introduced in 1973, was the first computer to use a graphical user interface (GUI) using bit-mapped graphics and experimenting with the desktop metaphor. It was developed into early graphics office systems such as the Xerox Star and was a key influence on later graphical systems such as the Apple Lisa, Three Rivers PERQ and Sun Workstations.

[Xerox Alto image to right from computerhistory.org]


ContrAlto Emulator

ContrAlto is an application created by the Living Computer Museum for modern PCs that simulates the original Xerox Alto, from the graphical display to the Ethernet interface. It allows you to experience part of the world Xerox PARC created 40 years ago. It draws on the preservation work of Bitsavers.org and the Computer History Museum.

ContrAlto-diskimage-part-1 ContrAlto-neptune
ContrAlto-calculator ContrAlto-battleships


Smalltalk was designed at the Learning Research Group (LRG) of Xerox PARC by Alan Kay, Dan Ingalls, Adele Goldberg and others during the 1970s.


Posted in Web | Tagged , , | 1 Comment

Halcyon MOSES Grid Testing

Halcyon-MOSES-Web-SiteHalycon is the virtual world server code base used by the InWorldz grid. The code is a branch of the OpenSimulator code, and has been contributed back to the wider OpenSimulator community (see this InWorldz blog post).

Halcyon is being tested by the MOSES Community as a potential basis for their professional and military simulation and training interests.

Entering the Halcyon Grid into the Grid List for the Firestorm Viewer

In the Firestorm Preferences > OpenSim > Grid Manager, enter the grid URI without the “https://” part on the front as that appears not to be accepted by Firestorm.



Tests on 29th July 2016


The image above (from Paul Wittermore) shows the group gathered before moving to the test regions with heavy presence of moving NPCs/bots, checkpoint and village scenery, etc. as shown below.

2016-07-29-Halycon-MOSES 2016-07-29-Halycon-MOSES-AWBIS-Region
2016-07-29-Halycon-MOSES-1 2016-07-29-Halycon-MOSES-Test-2

InWorldZ/Halcyon Information

Posted in OpenSim, Virtual World | Tagged , , , , , | Comments Off on Halcyon MOSES Grid Testing

Steam VR Destinations Experiment

Destinations lets you create, share and explore different worlds in VR: photogrammetry scenes, game worlds, or anything else that can be represented by a 3D model (using OBJ and FBX formats). Destinations Workshop Tools is the toolkit for creating destinations.

Guides are available here… http://steamcommunity.com/app/453170/guides/

Tutorial Example



Launching the Destinations Workshop Tools on a 2D Monitor without VR

This forum post illustrates how to extract a Windows Run Command that will launch the Destinations Workshop Tools on a given (pre-created) project (addon)…



Steam (but not Steam VR) needs to be running before you launch this. You can navigate the scene in its preview window with the WASD or arrow keys. An example Windows Run command would be something like… (the -vr and -toolsvr parameters have been removed)…

"D:\Programs\Steam\steamapps\common\Destinations\game\bin\win64\steamtours.exe" -tools -destinations_workshop

Select your destination scene (addon) when the Asset Browser tool opens.



On 28th July 2016, valve announced that Destinations would work with multiple players and friends lists in the same environment and able to communicate via voice. So this offers a basis for “OpenVCE” and “I-Room” style destinations for group collaboration and operations centres.


Posted in VR | Tagged , , , | Comments Off on Steam VR Destinations Experiment

On AiLand Black Rock Region with Supercar via VorpX

As described in this blog post virtual world viewers can be used to visit Second Life and OpenSim grids and regions in VR on Oculus Rift and HTC Vive using VorpX. These are images of Gerry Anderson’s Supercar in the Black Rock laboratory on the Black Rock region on the OpenSim-based AiLand grid.

VorpX-OpenSim-AiLand-Black-Rock-Lab VorpX-OpenSim-AiLand-Supercar

Posted in Gerry Anderson, Oculus, Supercar, VR | Tagged , , , , , | Comments Off on On AiLand Black Rock Region with Supercar via VorpX

Second Life and OpenSim in VR using VorpX

While CtrlAltStudio viewer has provided 3D/VR access for the Oculus Rift in Second Life and OpenSim, there is another way to explore virtual worlds in VR – through VorpX.

VorpX allows some applications and games not specifically designed for VR headsets to work in 3D/VR mode. With virtual world viewers such as Firestorm (4.7.9 tested) and Linden Lab’s own viewer (4.0.6 tested) you can visit and view virtual world regions in an Oculus Rift (DK2 or CV1) or HTC Vive Headset. It should work with other viewers. The details below are for tests with the Oculus Rift DK2 and CV1.

VorpX costs £27.99 (UK) or the equivalent and does have a few issues (see later). Unless you want to use a specific virtual worlds viewer, you may wish to try CtrlAltStudio which is free and has better 3D geometry visuals (see “How Does This Work?” below).

Using VorpX

  1. Ensure you have a working Oculus Home setup.
  2. Install VorpX and start it up.
  3. Launch the Firestorm viewer, which should then automatically launch Oculus Home if it is not already running. The Firestorm window may just show on the 2D monitor as a white blank window. The application should be running in your Oculus headset. Dismiss the Oculus health and safety warning if need be to see the login screen.
  4. Use Shift + Mouse Scroll Wheel to zoom the 2D Firestorm windows away from or towards you so the login details and buttons are visible.
  5. Push the Middle Mouse Scroll Wheel button down to activate VorpX’s “EdgePeek” feature, which will show the whole Firestorm screen. In this mode you can gaze at menus and buttons, and push the left or right mouse button to activate things while continuing to hold the Middle Scroll Wheel button.
  6. You will then see a 2D view of your scene in 3rd person mode projected as a large virtual cinema style screen in front of you.
  7. 2016-07-28-VorpX-SecondLife-Firestorm-3rd-Person

  8. You can zoom this further away or more towards you to fill your field of view using Shift+Mouse Scroll Wheel or see it all using the Middle Scroll Wheel button to activate “EdgePeek” as described above.
  9. Enter 3D/VR view mode by moving into 1st Person/”Mouselook” mode. You can usually do that with the “m” key or using Alt + Mouse Scroll Wheel.
  10. You can change the Field of View (FOV) using Space + Mouse Scroll Wheel when in 3D/VR mode too if the image does not cover your whole field of view, as it should for a better immersive effect.
  11. VorpX recommends that the application (Firestorm) window be set to 1280×1024 for best results. You can set the window size in Firestorm via the Advanced menu (“Ctrl+Alt_D” to show it if its not present).
  12. Use the “Delete” key to enter the VorpX Settings. In the “Display Settings” you can turn on the “Direct View Mirror Window” to mirror on your normal monitor what is in the VR headset (e.g. to capture screen shots such as those shown in this blog post). The “two barrel” view or a “direct” single screen view can be selected.
  13. When you have finished using the viewer through VorpX you can terminate the VorpX application (which has an icon in the notifications area of the Windows Taskbar. This will prevent it interfering with other normal Windows applications you wish to use.

How Does This Work?

The Linden Lab Second Life viewer and third-party viewers, such as Firestorm based on the Linden Lab LGPL licensed code, use OpenGL for their 3D graphics. What appears to be happening when you are in a viewer’s 1st person/”Mouselook” mode using VorpX is that the scene is rendered around you and changes as your head set tracks round. But if you try to shift left or right you cannot see “around” objects. It is probably using the “Z-Buffer Mode (aka 2D + Depth)” of VorpX in which the 3D/Parallax effect is limited when compared to the Geometry 3D mode. This “3D Reconstruction” mode is an option in VorpX Settings (accessible using the “Delete” key) but cannot be enabled when using Firestorm since this requires DirectX 3D graphics. See this blog post for more information.

The CtrlAltStudio viewer provides full 3D geometry immersion in virtual worlds.

Issues When Using VorpX

  1. The Firestorm viewer main menus did not seem to work in some modes when pressed with the left mouse button. Use the “EdgePeek” mode by pushing the Middle Mouse Scroll Wheel button if you get stuck.
  2. I found I had to change the Field of View or “Image Size” in VorpX when moving to and fro between the 2D mode (e.g. Image Size=0.40) and the 3D/VR mode (e.g. Image Size=0.60+) which can be done using Shift + Mouse Scroll Wheel rather than needing to go into VorpX Settings each time.
  3. When using the “Direct View Mirror Window” this can severely affect performance and the 3D/VR mode view will judder and not update smoothly as you move your head around.
  4. After VorpX has been used, even if you terminate the application afterwards, there can be Windows glitches afterwards such as the mouse cursor not properly being shown. Reboot to clear things up.
  5. While using the various Shift, Alt and Ctrl keys and the mouse scroll wheel, you might find you accidentally resize the desktop icons, which is done with Ctrl + mouse scroll wheel while the desktop has focus. If so, you can restore these with a right click on your desktop, and use View > select your preferred icon size (default Medium).

Field of View (FOV)

I found I had to set a far away narrow FOV (or use “EdgePeek” when in the 2D mode to be able to see the menus for the login screen for example. But when in the 3D/VR mode and using such a narrow “far away” FOV a grey area will show within your view in the headset. This is shown in the left hand image below (with Image Size = 0.40). I needed to make the FOV be wider when in the 3D/VR view as seen I the right hand image below (with Image Size = 0.60+).

VorpX-SecondLife-Firestorm-1st-Person-FOV-0.40 VorpX-SecondLife-Firestorm-1st-Person-FOV-0.60

VorpX Virtual Cinema Mode

VorpX also provides a “Virtual Cinema Mode” via its settings. This simply shows the application on a large screen in front of you like the 2D view described above, but set in a lounge area with seats and a player figure. It is not usually what you would use for VR via a virtual world viewer.


VorpX with Linden Lab Viewer

VorpX should work with any Second Life and OpenSim viewer including the official Linden Lab viewer (4.0.6 tested)…


Remember that you have to be in 1st person/”Mouselook” mode to see the 3D effect, as shown in the right hand image below (click on the thumbnail for the larger screenshot).

2016-07-28-VorpX-LL-SecondLife-I-Room-3rd-Person 2016-07-28-VorpX-LL-SecondLife-I-Room-1st-Person

Posted in Oculus, OpenSim, Second Life, Virtual World, VR | Tagged , , , , , | 2 Comments

Supercar in VR


This is Gerry Anderson’s Supercar mesh model (with non-physical flight scripts) in Second Life viewed in VR via the CtrlAltStudio viewer for Oculus Rift DK2 and CV1. The Supercar mesh has a “prim equivalent” of 705. More information on the mesh model are in this blog post.

Supercar-01 Supercar-04


VR View in CtrlAltStudio

Supercar-VR-Exterior-1 Supercar-VR-Exterior-2 Supercar-VR-Exterior-3 Supercar-VR-Cockpit-2
Supercar-with-Pilot-Exterior Supercar-with-Pilot-Interior

VR Performance using Oculus Debug Tool

With “Good” graphics levels (no shadows) and 256m view distance, the performance is very good and can achieve 90FPS on an oculus CV1 with just an occasional dip of a few frames per second every few seconds.

Supercar-Exterior-VR-90FPS Supercar-Over-Vue-VR-90FPS

With “Ultra” graphics levels (with shadows) and 256m view distance, the performance is still okay and can achieve 90FPS on an oculus CV1 in some interior cockpit views where mostly sky shows outside, and dipping to 53FPS when more scenery shows.

Supercar-Cockpit-VR-90FPS Supercar-Exterior-VR-53FPS

Posted in Gerry Anderson, Oculus, Second Life, Supercar, Virtual World, VR | Tagged , , , | Comments Off on Supercar in VR

Watercolour Wander in Second Life

“A Watercolour Wander” by Ceakay Ballyhoo (CK) is an installation artwork in Second Life sponsored by the “Linden Endowment for the Arts” (LEA) who provide in world space donated by Linden Lab for artists to create and show their works. It is intended to be available to visit until the end of 2016.


Watercolour-Wander-0 Watercolour-Wander-2
Watercolour-Wander-3 Watercolour-Wander-4

Watercolour Wander in VR

Watercolour-Wander-VR-2 Watercolour-Wander-VR-3

On the Oculus DK2 running on an Nvidia GTX980 setup it runs at a very solid (maximum) 75fps.


Posted in Second Life, Virtual World | Tagged , , | Comments Off on Watercolour Wander in Second Life

Roller Coasters in VR using CtrlAltStudio

Now here is a nice test of the CtrlAltStudio viewer for Oculus Rift DK2 and CV1 for Second Life and OpenSim. On OSGrid’s Cuteulala Park region which includes a range of theme park rides and roller coasters.

hop://login.osgrid.org/Cuteulala Park/148/81/22

2016-07-24-OSGrid-Cuteulala-Park-2D-1-No-UI 2016-07-24-OSGrid-Cuteulala-Park-2D-No-UI

This is a complex area which even stretches normal 2D performance in the viewer. But the 1st person perspective view seems even smoother in the VR headset than when following the coaster in normal camera view.

2016-07-24-OSGrid-Cuteulala-Park-2D-Seated 2016-07-24-OSGrid-Cuteulala-Park-VR-Seated-3rd-Person
2016-07-24-OSGrid-Cuteulala-Park-VR-Lift-Hill 2016-07-24-OSGrid-Cuteulala-Park-VR-Top-of-Lift-Hill

I am seeing a solid frame rate on the DK2 at 37.5 which rises in less visually cluttered areas to 75.0. Quite unbelievably good!


Other Coasters

2016-07-24-OSGrid-Cuteulala-Park-VR-Coaster-2-a 2016-07-24-OSGrid-Cuteulala-Park-VR-Seated-Coaster-2-2

Water Rides

2016-07-24-OSGrid-Cuteulala-Park-Water-Slide-2D 2016-07-24-OSGrid-Cuteulala-Park-Water-Slide-VR

The tube ride works particularly well in VR Riftlook mode… make sure you wear a swimsuit… you WILL get wet…

2016-07-24-OSGrid-Cuteulala-Park-Water-Raft-2D 2016-07-24-OSGrid-Cuteulala-Park-Water-Raft-On-Tube

Ailand OASIS Region Coaster

One of Cuteulala Artis‘s roller coasters is also installed on the Aisle region on the AiLand grid…


2016-07-24-AiLand-Aisle-Coaster-2D-1 2016-07-24-AiLand-Aisle-Coaster-2D-21

Posted in Oculus, OpenSim, Virtual World, VR | Tagged , , , , , | Comments Off on Roller Coasters in VR using CtrlAltStudio

Migration of Openvue to a New Server

These notes are to document the steps taken to migrate an existing OpenSim grid (Openvue) to a new Windows server.

There are basically two mechanisms:

  1. Via a SQL transfer (mysqldump and load) which is the method documented here.
  2. Via OpenSim Archives (OARs), Inventory Archives (IARs) and a new setup creating users using existing avatar UUIDs. This mechanism gives a fresh setup, but does lose some elements such as group information.

On Previous Server

  1. Ensure that no viewers are running, shut down the Robust.exe and any OpenSim.exe servers.
  2. Use the SQL Editor tools to tidy up where you can. I usually remove all map tiles using:
    DELETE FROM opensim.assets WHERE name LIKE "terrainImage_%";
  3. Create a MySQL dump which is a set of SQL commands to replicate the contents of a database using
    mysqldump -u <user> -p <databasename> --hex-blob > dumpfilename.sql
  4. The --hex-dump parameter is useful to ensure that all “blob” data is transferred accurately, though it can double the dump file size (the mysqldump SQL file is 4GB for the current Openvue database).

On New Server – MySQL Setup

  1. Install MySQL, giving root a secure password and creating an extra user to be used for access to the “opensim” database.
  2. Modify the MySQL C:\ProgramData\MySQL\MySQL Server 5.7\my.ini file to add these two essential changes to accommodate large assets and “blobs” that represent their contents:
    • max_allowed_packet=4M change to max_allowed_packet=16M
      (note that OSGrid reports its largest asset is 45M)
    • innodb_log_file_size=45M to innodb_log_file_size=2G
      (for large blob loading from dump)
  3. Put the MySQL binaries directory into your Windows path. E.g.
    C:\Program Files\MySQL\MySQL Server 5.7\bin
  4. In Windows Firewall, ensure that the settings for MySQL57 allow both Private and Public access, if you wish to attach OpenSim.exe region servers that are not on the same server as the database.
  5. Load the dumped SQL from the previous server to the new server, carefully watching for any errors…
    mysql -u <user> -p <databasename> < dumpfilename.sql
  6. If there are any errors, note the line number(s).
  7. If you need to examine the very large SQL dump file to work out the issue(s) use an editor such as Glogg.

On New Server – DNS Name and Firewall

You also need to ensure that the server has a stable external DNS name, and that this can be reached through any outer firewall on ports to be used by Robust (e.g., 8002) and OpenSim.exe (e.g., 9000-…). Note that 8003 (the private OpenSim server-to-server port) and 3306 (the usual MySQL port) need NOT be open beyond your own subnet (assuming all region OpenSim.exe servers are on the same subnet).

On New Server – OpenSim Setup

  1. Install a suitable Visual Studio/.NET 4.0 compatible compiler. Microsoft Visual Studio Community Edition is suitable and provides all that is needed.
  2. For use in Diva Wifi localisation, put the binaries directory where a copy of ResGen.exe exists into your Windows path. E.g.
    C:\Program Files (x86)\Microsoft SDKs\Windows\v7.0A\Bin
  3. Download the usual latest version of OpenSim from
    Unzip that to a temporary directory.
  4. It is possible to tell if the latest source version of OpenSim will compile successfully by checking “OpenSimulator Jenkins“. http://jenkins.opensimulator.org/job/opensim/ shows each automated build and whether it was successful (green) or failed (red).
  5. Download the latest Diva Wifi addon module from
    https://github.com/diva/diva-distribution/, extract from that just the “addon-modules” directory and put that in the top level of the OpenSim distribution extracted above.
  6. cd to the temporary directory.
  7. runprebuild.bat
  8. compile.bat
  9. cd addon-modules\21Wifi\Localization
  10. make_languages.bat
  11. Use only the bin directory from the resulting directory contents as a basis for the OpenSim setup. Copy to your usual run time directory (e.g. D:\VW\OpenSim).
  12. Copy in the appropriate configuration files for Robust.HG.ini, OpenSim.ini, GridCommon.ini and Wifi.ini (handling different Robust and OpenSim version in our setup).

On Associated Web Server

Currently the OpenSim “economy helper” is not provided in OpenSim core or in a simple addon module. It is provided typically by a set of simple PHP scripts run on an external web server which can access your MySQL database (in our case running on the same subnet as the MySQL server).

Details can be found at
http://opensim-users.2152040.n2.nabble.com/Buying-and-Selling-Land-What-module-is-needed-td7578626.html#a7578657 [local copy]

The landtool.php file typically used can be found, for example, at http://pastebin.com/atAmukt2. Remember to amend the configuration variables in the .php file and place it in an area that can be served by a PHP-capable web server. The URL for this is used in OpenSim configuration files as the economy helper.

Posted in OpenSim, Virtual World | Tagged , , , , , , | Comments Off on Migration of Openvue to a New Server

VRLand – A Community and Test Region for Virtual Reality in Virtual Worlds

“VRLand” is a region on the OpenSim-based OSGrid provided to act as a meeting place and community hub for those wanting to test virtual reality in virtual worlds like OpenSimulator (OpenSim) and Second Life.

2016-07-22-OSGrid-VRLand-Campfire-2D 2016-07-22-OSGrid-VRLand-Campfire-VR


You can visit over the “hypergrid” with any OpenSim avatar, or get yourself a (free) avatar on OSGrid and head on over to the VRLand region. Use the CtrlAltStudio Viewer or later which supports the Oculus Rift DK2 and CV1 (and possibly the HTC Vive via the LibreVR/Revive compatibility tools).

Ai-Austin-with-Oculus-DK2-800x640The region is set up to allow voice (using Vivox) and will be developed in the coming weeks to include a range of simple meeting spaces, some relevant items to pick up (freely) and a metrics area for performance testing and to establish virtual field of view in your headset. The region is placed at least 512m from the nearest adjacent region to allow for simpler performance testing, so objects are not visible on the horizon if the view range is set to 512m or less.

Visit and pickup the Oculus wearable HMD… and say hello in text chat or by voice to anyone else that is there!

2016-07-22-OSGrid-VRLand-Campfire-at-Sunset 2016-07-22-OSGrid-VRLand-Campfire-at-Night

VR Frames per Second

I am seeing a solid 90 FPS in the Oculus CV1 and 75 FPS in the DK2 when using “Ultra” graphics settings including shadows on both Nvidia GTX 980 and GTX 1080 GPU rigs. The “Application Frames Dropped” number counts up when not in VR/3D mode, no frames are being dropped for this simple scene in my testing when in VR/3D Riftlook view, even when using voice.


Grid View Box and Field of View Testing in Oculus Rift

Grid-Test-2D-View-Screen Grid-Test-2D-View

A “grid view box” test area is available at a height of 1000m (accessible via a teleport “arrow” you just click on) which is set up as a 10m X 10m cube with black grid lines every 1m and a red grid line every 5m. A suggested test is to stand at the centre (5m X 5m) point (which is when you arrive when you teleport up) and look straight ahead with eyes level. Then observe what you can see in the 2D monitor view, in the mirror screen while in Riftlook, and compare that to your Field of View (FOV) when in Riftlook.

Oculus DK2 with “B” Lenses

Grid-Test-2D-View-VR Grid-Test-2D-View-VR-Visible-Part-DK2

The magenta circle shows the part visible to me in CtrlAltStudio RiftLook with standard FOV settings in an Oculus DK2 with “B” lenses (for moderate short- or near-sightedness) when the avatar is stood at the centre point (5mx5m) and looking straight ahead with a realistically sized avatar (approx. 1.8m high) using Riftlook 1st person perspective.

Oculus CV1 with VR Lens Lab Lenses -1.75 dia.

As a comparison, I get a wider field of view when using the CV1, fitted with VR Lens Lab lenses (for moderate short- or near-sightedness -1.75 dia.). In the image below, the cyan circled area shows the FOV in the CV1.

GridViewBox-CV1 GridViewBox-CV1-FOV

Video Test Card

video-test-pattern-16x10-2560x1600In case it helps in testing VR headsets, the video test area also includes a 16×10 video test card. The original is a 16X10 ratio 2560×1600 sized JPEG image. This was resized to 1024×1024 as the maximum texture size in OpenSim and then stretched onto a 16×10 screen surface and made “full bright”, so the quality is not the same as the original image. The source is http://www.wallpaperup.com/252144/test_pattern.html


Note that in a test with constant lighting (midday selected) with “High” graphics settings and no shadows that the VR on-screen mirror and HMD view (as shown in the LEFT hand image below) closely matches the normal 2D view colours on screen. But when “Ultra” graphics settings and all shadows is selected the VR view (in both the DK2 HMD and on the on-screen mirror) is lighter and a bit more washed out (as shown in the RIGHT hand image below) than the normal 2D. The screen test card itself in all views looks very constant in colour. This may be because it is set to be “full bright” and hence is self illuminated. Its just the grey platform, avatar and sky that looks paler when the “Ultra” graphics setting is selected.

Video-Test-Card-High-No-Shadows-VR-Mirror-3rd-Person Video-Test-Card-Ultra-With-Shadows-VR-Mirror-3rd-Person

Just disabling shadows when using “Ultra” settings does not change things and the HMD and on-screen mirror still show the paler washed out colours. After a bit of digging around and trying various settings, it seems that just turning off “Atmospheric Shaders” or “Bump Mapping and Shiny” when “Ultra” has been selected is sufficient to correct the colour. But of course those also disable shadows and other properties. These tests used software and drivers up-to-date as at 22nd July 2016: CtrlAltStudio Viewer, Oculus 1.6.0, Oculus DK2, Nvidia GTX980.

Posted in Oculus, OpenSim, Virtual World, VR | Tagged , , , , , | Comments Off on VRLand – A Community and Test Region for Virtual Reality in Virtual Worlds

VR Campfire in OpenSim

A number of “Social VR” applications like vTime are now appearing for the Oculus Rift and HTC Vive which provide a meeting space in which a small number (4 to 8 typically) people can meet via avatars in a scene which often can be selected or tailored from amongst a library of interesting areas. Some have projection screen to share media or show 360 degree surround images.

As a test, I met other avatars on an existing “welcome” region on an OpenSim grid… one where there is a simple campfire meeting place surrounded by shared media and presentation screens, and a number of items that allow users to obtain avatars and clothing to tailor their appearance. The region also includes teleports to a number of other regions on the same grid and “hypergrid” portals to grids run by others, including OSGrid with over 8,000 other regions on it.


Excellent quality voice communication is directional and in 3D (via Vivox). Text chat and sharing of information such as web links or other details are accessible via a txt chat window or via bubbles over the avatar’s heads. Avatar animations allow heads to rotate to face where the user directs their gaze, e.g. towards a speaker, and to animate their hands in a suitable manner for their mode of communication and its volume.

The region performs very well in VR via the CtrlAltStudio viewer in both 1st person perspective (left hand image) and 3rd person perspective (right hand image).

CtrlAltStudio-VR-1st-Person-AiLand-Campfire CtrlAltStudio-VR-3rd-Person-AiLand-Campfire

Even set for “ultra” graphics, shadows and 256m view distance (all of which could be significantly reduced for such a simple usage), the performance is good with a solid 45FPS on an Oculus CV1 (which can achieve 90FPS) indicated via the Oculus Debug Tool.


But a simple adjustment of the graphics level to “Good” with no shadows and 128m view distance was enough to achieve maximum frames per second solidly… with just a little blip down a few frames per second every 2 or 3 seconds (a regular pulse while something occurs in the virtual world viewer)…


DK2 – App Motion-to-Photon Latency, Application Frames Dropped and Performance Headroom

Most of the “Application Frames Dropped” as shown by the Oculus debug Tool are when the viewer is in 2D mode or when the viewer application does not have mouse focus. When in regular Riftlook and the viewer has mouse focus, in the campfire test above achieving a stady 75FPS and an “App Motion-to-Photon latency” of about 24ms, only 1 frame was dropped each few seconds when there was a little blip on a regular basis.

But if the viewer did not have mouse focus (e.g. if you selected another app in the foreground). the “Performance Headroom” dropped instantly to around -270% and the “App Motion-to-Photon Latency” to around 55ms.

App Motion-to-Photon Latency Performance Headroom Application Frames Dropped
Normal Riftlook 24ms 40% 1 every 2 or 3 seconds
Riftlook but no focus on viewer 55ms -270% 100+ every few seconds
Posted in Oculus, OpenSim, Virtual World, VR | Tagged , , , , | Comments Off on VR Campfire in OpenSim

Oil Rig Training Environment in VR

To be honest, this blog post started out as a test of the performance with various graphics options to try CtrlAltStudio viewer with an NVidia GTX1080 GPU. But the performance even on maximum “ultra” graphics settings with shadows was so good, I only tried options of shadows on (left hand images in the pairs below) and off (right hand images in the pairs below). Turning off shadows does make a difference to the frames per second. I left all other settings at Ultra. I just decided to enjoy the experience. It really is outstanding!

Tests have been conducted of the CtrlAltStudio Viewer in a realistic setting in which virtual reality (VR) may be typically used for professional purposes.

As described before in this blog post, the Oil Rig region appears on OpenSim in both OSGrid and the AILand grid. It contains a Robert Gordon University (RGU) mesh oil rig and sea bed components created by Colin Hetherington. It is an environment for training and familiarisation for offshore oil rig workers at the RGU Oil & Gas Centre in Aberdeen, UK. It is typically used by one or two trainers in world with 3 or 4 students at a time, though the capacity easily allows for larger class sizes and observers as necessary.

Test Environment

  • Dell Precision T5810 Xeon E5-1620 v2 @ 3.50GHz, 32GB memory, Windows 10 Pro
  • Nvidia GTX 1080 GPU, GeForce Driver 368.81 (14/07/2016)
  • Dell Monitor (1920×1200)
  • Oculus Rift CV1
  • Oculus App Version (

The Oil Rig region on AiLand grid (and OSGrid) has 9,470 objects or equivalent land impact.

Oil Rig Exterior


Note that, in the VR image above, with Ultra graphics settings including all shadows turned on the frame rate is 45fps (exactly half of the maximum that the Oculus CV1 can run at).

Oil-Rig-1-Ultra-Shadows Oil-Rig-1-Ultra-No-Shadows

Frame rates in all the tests shown below generally varied between 45 and 70 frames per second, with an occasional rise to 80 to 90 FPS when simpler objects were in view and the viewpoint was not changing rapidly.

Oil Rig Deck and Interior


These areas of the oil rig have realistic sound from equipment, some of which is very noisy and requires ear defenders in real life. ear defenders are required wear (with a hard hat) in the virtual training environment too. pick your up on deck and wear them if you visit!

The left hand images are taken with “Ultra” graphics settings including shadows, and the right hand images are taken with “Ultra” graphics settings and no shadows. The latter showing higher frame rates.

Oil-Rig-3-Deck-Ultra-Shadows.jpg Oil-Rig-3-Deck-Ultra-No-Shadows
Oil-Rig-4-Interior-Ultra-Shadows Oil-Rig-4-Interior-Ultra-No-Shadows

Seabed Blow Out Preventer


This sea bed piece of equipment showing a leak and various technical pieces of kit used in diving and remotely operated repairs is a great example of just how good virtual reality already can be in Second Life and OpenSim today. It has to be experienced to see just how realistic it looks via the head mounted display in VR. 3D directional sound works really well here too.

Oil-Rig-BOP-Ultra-Shadows Oil-Rig-BOP-Ultra-No-Shadows

First Person and 3rd Person Perspective

When in Riftlook/VR mode you can shift between 1st person perspective where you see through your avatar eye position and can look down to see your avatar body (that can be turned off in a preferences setting) and 3rd person perspective where your avatar is visible ahead of you, and you can move your camera independently of the avatar position and direction. These images are taken with Ultra graphics settings and all shadows on.

Oil-Rig-BOP-Ultra-Shadows-1st-Person-2 Oil-Rig-BOP-Ultra-Shadows-3rd-Person-3

Posted in Oculus, OpenSim, Second Life, VR | Tagged , , , , , , , | Comments Off on Oil Rig Training Environment in VR