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The metaverse was never alive in the first place

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111–120 of 186 posts

Re: The metaverse was never alive in the first place

#111
post #103

Earlier quoted context omitted.

Using tiny screens a few cms away from the eye makes a big difference, I am also not able to use it.

The screens are usually moved to be from 1 to ~infinity meters away by the lenses. Unless you mean that glasses are hard to use with some headsets because there is not enough room to fit. Lens inserts are typically the solution for that.

Definitly you aren't an ophthalmologist.

Re: The metaverse was never alive in the first place

#112
post #104

Earlier quoted context omitted.

They don't emit light straight into the eye globe a few centimenters away from it.

The light passes through lenses made out of plastic or glass that are a few cm away.

Not the same, as any ophthalmologist will gladly educate you on the matter.

Re: The metaverse was never alive in the first place

#113
> people really like collaborative open worlds

to do things that they cannot do in other ways, but there are plenty of other effective and more comfortable ways to do business meetings than wearing a visor or special glasses, maybe over prescription glasses. So it's a solution looking for a problem. No wonder that it was a hit for gaming or for very specialized tasks where a 3D representation of a subject is an improvement over the current technologies: engineering (not the software one), surgery, feel free to add to the list. Even video calls are not so fundamental compared to voice only calls, business or family.

By the way, everybody spends at least half of their career with prescription glasses: presbyopia hits as early as 40 if you're unlucky. Even at a more normal 50 it's a long time to retirement. Imagine the success of mobile phones if you had to slowly use them less and less after you turn 40.

Re: The metaverse was never alive in the first place

#114
post #98
post #86

Earlier quoted context omitted.

Yeah. There’s a story I heard from the launch of Zelda: Breath of the wild (the last one). After what I assume was a flurry of work and crazy deadlines, they sent everyone on the development team home for 2 weeks to rest, and maybe just enjoy playing the game they had made with their family before it launched. After coming back in to the office, needless to say everyone had little things they personally wanted to tid…

some game developers do want to do this. i've gone out of my way in the past, even as a junior, to make efforts in offices to encourage developers to play their own game, and preferably with audio on and for more than 2 seconds at a time... and on the target platform instead of your turbocharged dev pc. this can be as simple as a high score competition (imagine making a game with scoring mechanisms and no leaderboard…

I worked in a medium-sized Racing Games studio, and we were only 5 players out of 100.

When I asked for testing time and space with the team, management shut me down. It's like selling a good product is secondary XD

Re: The metaverse was never alive in the first place

#115
post #23

For 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…

> Metaverses need to look as good and play as well as AAA title games.

I'm sure this isn't true. We've built communities using email, IRC, MUDs and web forums with more lasting power than any AAA game.

The main problem for Meta et al is that they want to sell ads (or something) to companies, and to do that they created a virtual world. Why would anyone want to take part in a world like that? If you want to build a world, base it on the notion that most people want to connect with others who are like themselves and people they look up to, and they want to "own" their place in the world.

We don't want to be passive spectators in a dead, plastic world created by megacorps.

Re: The metaverse was never alive in the first place

#116
post #69

One 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…

I never had the feeling they went "all in". Just that by their announcement they were priming the market, getting startups and vendors excited and creating stuff. Then only to wait, bide their time, see what sticks, and buy some promising innovations.

Re: The metaverse was never alive in the first place

#117
post #23

For 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…

“Metaverses need to look as good and play as well as AAA title games.”

Strange that this line has been misunderstood when ppl write that (of all thing) email has done fine in community building without looking great. I think it’s the perspective - metaverses expect us to be _inside_ looking around, not looking at it from the outside. Who hasn’t thought, while playing an AAA title game, “aw man, this would look so cool if I was IN THE GAME!” So with that perspective it makes sense that finally being offered the chance to “be inside the game” is disappointing when it looks terrible.

Re: The metaverse was never alive in the first place

#119
post #23

For 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…

> Third, there's the VR nausea problem

VR nausea wouldn't be an issue if they focused on making the thing accessible without a VR set to begin with. With the exception of a tiny minority of early adopters, people are not going to buy a VR headset nor even bother with the setup if they have no killer app to use it with.

Re: The metaverse was never alive in the first place

#120
post #69

One 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 is less unusual than you think. I remember talking to a Slack engineer about how poorly Slack was handling spotty/unstable connections (commonly known as "lie-fi", i.e. you have a good connection, it may even be fast, but connections to outside services will randomly fail left and right) and how frustrating it was because messages would simply time out rather than being automatically retried. He gave me a look of pure confusion as neither he nor anyone on his team were familiar with this experience as they were all "dog-fooding" Slack in the equivalent of office environments with wired high-speed connections.
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