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Ask HN: How is the “metaverse” concept different from the Second Life boom?

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Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#121
post #99
post #45

If you strap enough rockets to a pig, it will fly. If you throw enough cash at a problem, it will be "solved". I remember google wave. Remember that? The noise it made when it came out. What a mess. And then we got slack and discord and we must admit it somewhat solves the same ideas. So I don't know. We might very well be in VR goggles in 10 years surrounded by 25 virtual screens, 5 notification systems and parallel…

Remember when Google worked on a second Life killer? I think it was called lifely or so.

Lively. One of the many Google products they killed that nobody mourns or remembers.

Wave, Lively and Second Life have some useful lessons in them that it may be worth recalling. Second Life is/was of course the most ambitious attempt to build a metaverse, by far. It never broke out of its niche in the way Minecraft did partly due to insurmountable frame rate and resource usage problems that Linden Lab assumed at the start they'd inevitably overcome, but which they never really did. It's also the reason SL couldn't have been used in VR. Lively was to some extent an attempt to solve this problem with Second Life. However it simply created a different, worse set of problems. Lively also suffered from being seen as the pet product of one of the (at the time) extremely rare female product managers at Google, so she was basically given a team and budget to do what she wanted because hey! Isn't that great! Go women! But the project didn't actually have any executive support and the cutesy design was seen as wildly out of step with Google's brand at the time. So when it failed to set the world on fire immediately it was quickly shelved and the PM moved on.

SL's biggest problem is that it's very difficult to render user-generated content performantly, in ways that look good. Minecraft solves this problem by sacrificing the 'looks good' aspect, partly because it had no pretence of being a metaverse, but SL explicitly wanted to do the Snow Crash thing and thus allowed you to place more or less arbitrary scripted 3D meshes inside the world. Unfortunately the structure of the world, and how users wanted to use it, were the opposite of how you do performant 3D graphics:

1. SL is set outdoors. Thus draw distances are huge and many, many objects can be captured by the camera simultaneously. This places huge load on the CPU and GPU. At the time, the standard was for 3D games to be set indoors, largely to limit draw distance.

2. Many constructions in SL are buildings that contain translucent windows. This is much more intensive to render (requires overdraw).

3. Many constructions in SL are very odd shapes which make it difficult to rapidly determine if they intersect things. Part of why "land" in SL was so expensive was the need to run physics simulations and collision detection against objects that were not designed to make it cheap.

4. Because every object was fully dynamic and the user could change the world at any time, all optimizations based on batch processing of static data e.g. lightmap baking, were unavailable to SL, trashing their performance still further.

5. Because land was all adjacent in one uniform world, at the edges renderer performance was effectively a tragedy of the commons. Even in the rare cases that an SL content creator learned about the limits of the SL 3D engine and worked within them, their hard work could be undone by someone in land next to them constructing a giant tower filled with translucent windows.

Lively attempted to solve these problems by limiting art to a team of professional 3D artists. However this gave the world an entirely predictable, sterile corporate feel that appealed to nobody. Same problem as why Lego Worlds failed to compete with Minecraft. Additionally the Lively team had to spend a lot of engineering effort dealing with Google's infrastructure decisions, which at the time were optimized for apps that could use eventual consistency. See my comment from a few days ago on this topic [1].

The relevance to Wave is mostly that Wave was sort of the 2D content version of Second Life. It went all-in on very hard computer science problems, and did so in a web browser, on the assumption that they'd just figure out how to make it performant later. But they never did. Moreover the flexibility of the tool meant it was often confusing to figure out and quickly developed a perception that it was half baked, buggy and required a mastery of the tool to use. For something explicitly about collaboration rather than content creation, that was fatal. Finally it also suffered the same problem as Lively in that the project was basically a gift to the co-founders of Maps for their success and the Australia office as a whole. The team played corporate politics very badly, adopting a culture of internal secrecy within Google that was not only alien and controversial but which also meant they pissed off other teams (whom they were competing with), and failed to build support amongst the senior executive level. When they failed to take off quickly enough they lost executive support and the project was quickly killed.

[1] https://news.ycombinator.com/item?id=29086825

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#122

My question with the metaverse concept is always, "Why? What's the point?" I can think of two parties that have their own answers: 1) A certain group of people who like computers and grew up reading sci-fi think it would be cool; some even tell themselves it's very important, but for vague reasons that they can't really articulate 2) Centers of capital are interested in it as yet another platform for consumption, att…

Maybe like Ready Player One, people will use Meta if the outside / real word sucks enough. Here you can be anything you want to be…

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#123

My question with the metaverse concept is always, "Why? What's the point?" I can think of two parties that have their own answers: 1) A certain group of people who like computers and grew up reading sci-fi think it would be cool; some even tell themselves it's very important, but for vague reasons that they can't really articulate 2) Centers of capital are interested in it as yet another platform for consumption, att…

It's an evolution of how you can communicate: pictures/written form -> 2D movies -> 3D movies -> AR/VR.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#124
I've very little exposure to this tech but my instinct tells me that it is no more than a curiosity for tech folks so long as you are required to wear a large, uncomfortable, expensive thing on your head.

I don't know what the next evolution of this is, but if it involves "wearing" something, it needs to have characteristics like being featherweight, as trivial to take on and off as a pair of glasses, 0 friction to operate, and be extremely robust and durable. IIRC, Google Glass, for example, had none of these properties (and it wasn't VR/AR in any sense).

Are we anywhere near this? How far off is hardware that's really mass-market ready?

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#125

Earlier quoted context omitted.

That’s the most dystopian thing about this - the best, most aspiration use for VR they can show case is… meetings, but in VR.

What's wrong with that? That meetings are necessary in modern working life is a fact. So might as well have products and services that make them better on some axes. And it doesn't necessarily have to be just office meetings either. University lectures or tutorials this way also sound pretty cool to me. You could have a student from Taiwan, the US, Germany and Sweden sit in the same classroom and interact, without ha…

So, voicechat?

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#126

My question with the metaverse concept is always, "Why? What's the point?" I can think of two parties that have their own answers: 1) A certain group of people who like computers and grew up reading sci-fi think it would be cool; some even tell themselves it's very important, but for vague reasons that they can't really articulate 2) Centers of capital are interested in it as yet another platform for consumption, att…

The only thing that counts when you create a B2C product is how much time each user will spend time on your product per day.

There is no goal to achieve for the user. Zuck is a very smart guy and knows that Facebook, Instagram, Snapchat, Tiktok, Twitter, Youtube ... are activities for people. And those activities will keep being popular only a handful of years. If you don't want the Meta Inc, company's revenue to collapse you have to innovate and be part of the next hot thing.

Nobody knows what is going to be the next hot thing, Zuck just want it to be the metaverse. So the metaverse doesn't need to have a point, it just needs to be successful

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#127

Earlier quoted context omitted.

I have a similar take on how VR lets you show ads much beyond a rectangular screen, so plausibly commands higher ad revenue if monetised. FB needs to grow the pie bigger: the user growth is flatlining.

Facebook's ad product is shit. They exist because they're a monopoly. Their ad product is shit because they don't understand their clients (advertisers) at all and would rather sink R-n-D into keeping the monopoly thing going instead of figuring out market fit for their product. (In that regard Facebook is exactly like Google.) t. Worked more than 16 years in ad tech.

Out of curiosity, what don’t they understand about advertisers?

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#129

Earlier quoted context omitted.

Well, or you can meet privately on Zoom, or in VR if you prefer to see fake bodies instead of actual faces. I mean. My friends from around the country have a Zoom poker night every week or two which we started during the pandemic. I'd rather just see their ugly mugs and their kids in the background than sit in a fake room with a bunch of cartoon avatars.

The photo realistic avatars they showed off change this. They were impressive - still in research stage, but it’s not just a cartoon.

Not really sure if photorealistic avatar can really express all the emotions and facial expressions in a detail that people perceive subconsciously.

This might lead to people becoming more tone-deaf and having less empathy when reading others.

Re: Ask HN: How is the “metaverse” concept different from the Second Life boom?

#130
I think metaverse concepts/companies can only bet successful if they fulfill there key criteria that all products need to have:

1. It's gotta be useful (Jobs to done/value/utility whatever you want to call it)

2. It's gotta make me feel good/excited, it has to be fun ("emotional value" if you want)

3. It's gotta be socially acceptable ("what do others think of me if I use this thing?")

My take is: It is unclear how and when the current concepts of the metaverse will deliver on these dimensions. I bet there is a version that will deliver on all 3. But, we haven't seen it yet. Once we see it, we'll all laugh and say, "why didn't I invent this?".

PS: The closest thing I have seen is gather.town. It's not quite a metaverse (yet) though.

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