Earlier quoted context omitted.
They have money, expertise, and nothing better to spend it on, so I say let them try to make it happen.
Exactly... they know they're slowly heading for irrelevance if they don't come up with the next big thing. So it's all they can do, find something that only someone with 100 billion dollars can do, and go for it. TBH I don't see anything else they might try that may actually be a better choice (and no one criticizing them ever mention anything either).
The metaverse was never alive in the first place
81–90 of 186 posts
Re: The metaverse was never alive in the first place
#82Earlier quoted context omitted.
At least for me the graphics and speed aren't the problem; the problem is that there is nothing for me to do in metaspace except maybe fly around and see other bored people flying around.
GTA V appears to be a very popular multiplayer game, so if a metaverse could have GTA V graphics and multiplayer performance then surely some GTA like activities could be implemented.
And that’s a narrow subset of a subset of just single market.
It seems that Facebook was aiming at something bigger than that but they actually couldn’t even offer a coherent argument on what VR could offer outsiders of gaming.
Re: The metaverse was never alive in the first place
#83For the tens of billions of dollars spent on metaverses, what's come out has been pathetic. Decentraland, Voxels, and Horizon look like video games from 1990. There are people running around saying this can't be done. They're wrong. I've written a metaverse client that yields GTA V graphics quality and frame rate for a big virtual world. Talks to Open Simulator and Second Life servers. A small number of users are tes…
> Decentraland, Voxels, and Horizon look like video games from 1990. There are people running around saying this can't be done. They're wrong. I've written a metaverse client that yields GTA V graphics quality... Users need a midrange gamer PC (NVidia 1060 or better, at least 6 CPUs). Well yeah. Horizon Worlds runs directly on the Quest 2, not on a gaming PC. Obviously anyone can achieve GTA V quality if you're power…
Unreal and Unity do much preprocessing and optimization of game content. All that takes place long before the game runs. Much of the smarts in Unreal Engine resides in Unreal Engine Editor, not the runtime. A metaverse client which displays dynamic user-created content from many creators doesn't have the benefit of that pre-optimization. There's not much instancing. Some content is badly optimized, has too much detail, oversized textures, or errors. You can't pre-bake lighting or shadows.
A metaverse client thus has most of the problems of an MMO client and some of the problems of a web client (browser). Games are normally pre-tuned so that the client does not face these problems. For a fully dynamic metaverse, content overload is the normal case, and frame rate has to be maintained independent of content changes. Think of what happens when you doom-scroll a web page. It's like that, but in 3D.
(There's a class of limited metaverse which works like a game level loader. Users build a game level, the level is loaded during a long preload period, and then you can use it. Sinespace, Breakroom, High Fidelity, VRchat, and to some extent Decentraland are in that category. You build your parcel offline, then upload, but you can change some object transforms in world and move things around. This allows some offline optimization. Clients for these systems are close to standard MMO clients. Dynamic stuff is tied to the frame cycle.)
Unreal could probably make their system into a metaverse-in-a-box product, with some functions that now run in the editor running on servers or as background tasks in the client. So far, they haven't done that, although Sweeney has talked about it.
Re: The metaverse was never alive in the first place
#84For the tens of billions of dollars spent on metaverses, what's come out has been pathetic. Decentraland, Voxels, and Horizon look like video games from 1990. There are people running around saying this can't be done. They're wrong. I've written a metaverse client that yields GTA V graphics quality and frame rate for a big virtual world. Talks to Open Simulator and Second Life servers. A small number of users are tes…
> I've written a metaverse client that yields GTA V graphics quality and frame rate for a big virtual world. Talks to Open Simulator and Second Life servers. That's interesting, is that public?
Re: The metaverse was never alive in the first place
#85I’m hoping the concept of the “metaverse” can come and go before I ever care to learn what it actually means. Seems like just more made up nonsense NFT people are trying to shill.
Re: The metaverse was never alive in the first place
#86One thing I can never get over is the fact that despite all their claims of going all in, Meta never seemed to actually be invested in the Metaverse themselves. If they really believed in it, the first priority of the company would have been to make it so that every non hardware unit of their physical offices was shut down and people were told to go work from the metaverse within the spaces of their homes, beach hous…
This seems to be a common thing in "disruptive technology". The companies see it like "OMG we build this amazing environment, we can't wait for you to use it" but company policies see little to no value in actually adopting it themselves. Sometimes this works if some niche will adopt it and let the system grow with them but it's very rare
This seems like an obvious thing to do, but I’ve never heard of anyone else doing it. If your game is amazing, why isn’t your team taking the time to enjoy playing it?
Re: The metaverse was never alive in the first place
#87Mark going all-in on the metaverse to the extent of changing the company name has done wonders for my imposter syndrome. Call me a hater, but it is cathartic.
It’s such a win win scenario. Either it succeeds and we have cool new technology that other people can replicate for a fraction of the R&D price or Meta proceeds to light untold billions of dark dollars on fire that would have otherwise gone into investing in a much more 1984-esque future.
Maybe dystopia is not an inescapable black hole after all.
Or maybe it is but we have not crossed its event horizon yet.
But somehow entrusting our digital future to out-of-control oligopolists in the hope that they either crash and burn or their abilities get copied doesnt feel like an... optimal trajectory.
Re: The metaverse was never alive in the first place
#88Earlier quoted context omitted.
> Decentraland, Voxels, and Horizon look like video games from 1990. There are people running around saying this can't be done. They're wrong. I've written a metaverse client that yields GTA V graphics quality... Users need a midrange gamer PC (NVidia 1060 or better, at least 6 CPUs). Well yeah. Horizon Worlds runs directly on the Quest 2, not on a gaming PC. Obviously anyone can achieve GTA V quality if you're power…
> Obviously anyone can achieve GTA V quality if you're powering it with a gaming PC, just by basing it on Unreal Engine. Unreal and Unity do much preprocessing and optimization of game content. All that takes place long before the game runs. Much of the smarts in Unreal Engine resides in Unreal Engine Editor, not the runtime. A metaverse client which displays dynamic user-created content from many creators doesn't ha…
I'm part of the organization that picked up the old High Fidelity codebase.
Re: The metaverse was never alive in the first place
#89Earlier quoted context omitted.
At least for me the graphics and speed aren't the problem; the problem is that there is nothing for me to do in metaspace except maybe fly around and see other bored people flying around.
GTA V appears to be a very popular multiplayer game, so if a metaverse could have GTA V graphics and multiplayer performance then surely some GTA like activities could be implemented.
Running over people in cars? Who would be the players to volunteering to being ran over?
Re: The metaverse was never alive in the first place
#90Earlier quoted context omitted.
>about 5% - 15% of the population becomes nauseated. That's just those who can use VR at all. Three members of my immediate family can't because of eyesight issues, including one who's blind in one eye. According to the Quest manual, I have a condition that means I should contact a doctor before using it. If I worked for a company pushing this, I'd have a hard time believing any claims they made about supporting dive…
>family can't because of eyesight issues, including one who's blind in one eye Eyesight issues don't stop you from using VR. In VR you will have the same eyesight issues as you do in real life. If you use glasses, then you can still wear glasses when you use VR.
No problem! Just strap this blurry contraption over your existing issue to make it BETTER™.