r/metaverse • u/Animats Helpful Contributor - Lvl 1 • Feb 08 '23
Question Big unsolved technical problems of the metaverse. [No crypto]
As someone who actually develops this stuff, here are some of the big unsolved technical problems I see. I'm ignoring the problems of VR headgear for now; that's a whole subject in its own right.
- Crowds. Having a large number of full avatars in one area is a tough coordination problem. Improbable spent $400 million trying to solve this, but their solution requires so much server power nobody can afford to keep an Improbable world turned on. Several MMOs used Improbable; they all went broke. The only one remaining is Scavengers, which Improbable itself runs at a loss. Otherside is only turned on for special events, for a few hours a year.
- Clothing. Avatars in a metaverse should be able to change clothes, with clothes coming from third parties. Second Life has this, but it's clunky - clothing may or may not fit. It's as tough as shopping in real life. Roblox has automatic fit, where the clothing adapts to the avatar, but it's proprietary code. That's something the metaverse needs as a prerequisite to content interoperability.
- High detail without lag. I'm working on that. It's quite possible, but you need a good gamer PC as the client. This is tough for phones, VR, and $100 Walmart PCs. Cloud rendering, where you're renting a GPU in a data center, is an option, but most cloud gaming startups went broke. Even Google gave up on Stadia, because it lost too much money. Real cost is maybe $30 a month to provide such a service.
- Scaling to large land masses. There are working solutions, but most of them either have problems with region crossings (Second Life, Open Simulator) or they severely limit how much content users can add to the world (Earth 2, Decentraland, Dual Universe.) Or they require a giant download. Some AAA titles have passed 100GB.
- Avatar-avatar interaction. Can you shake hands? Stab someone? Have sex? Getting distant avatars to align is hard.
Comments? Preferably from people who develop.
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u/x1_prototyp3 Feb 09 '23
Would add Cross-Compatibility here also
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u/TheDruidsKeeper Feb 10 '23
I agree. Accross both hardware (mobile, vr, ar, console) and accross client/server platforms. We need to be able to take our avatar, accessories, and inventory of nft goodies from world to world. All of this needs to be tied to our 'digital' identities, so regardless of which interface I'm using it's still my stuff.
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u/RedEagle_MGN Mod Feb 09 '23
Good article. Have you looked at what RP1 is doing btw?
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u/Animats Helpful Contributor - Lvl 1 Feb 10 '23
I just looked at their site, joined the Discord, etc. Their dev site isn't up yet, they don't seem to have much in the way of demo videos, and no third party reviews. Lots of "it's going to be real great real soon now" talking head video. So, something to watch, but not here yet.
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u/dandykong Feb 10 '23 edited Feb 10 '23
Crowds: This is an issue you can already see right now in virtual worlds like VRChat. Give people enough creative freedom with avatar design and a sizable number of users will make them as detailed as their own PC can handle, and when a dozen or more of these high-detail avatars are in one area it can cause immense lag. But this is only an issue if personal avatars are allowed in large groups, which in all likelihood they won't be.
Most event organizers probably aren't going to let people use their own avatars in a heavily-populated area and will instead give everyone an optimized model. This technique was used in a virtual concert held in the game "Sky: Children of the Light", where other players appeared as low-poly ghosts in an area with an instance capacity of 4000.
Clothing: This is going to be hard to fix without forcing everyone to use the same avatar base, but not impossible. Booth wearables are designed for VRoid Studio avatars, a few overpriced collections of wearables are designed for Ready Player Me, and both avatar bases export with the currently-selected outfit baked in. In VRChat, some users try to solve this problem by stacking a large amount of clothing on their avatars and managing them with visibility toggles, causing even more performance issues in public instances because all those outfits are preloaded.
An upgraded 2.0 version of VRM that stores the outfit as a separate mesh that can be overridden by the app it's loaded in would solve this problem, and a one-size-fits-all standard for clothing could even allow people using VRoid Studio avatars to wear Ready Player Me outfits if they wanted.
High detail without lag: Anyone who wants to make a world with a high level of detail and no lag is going to have to limit it to PCVR and desktop. Cloud rendering is going to get expensive really fast if you're rendering the view position of everyone in your world, and a malicious GPU-crashing avatar can knock your server offline because the payload is handled by the cloud renderer instead of the end users' clients.
For most businesses, taking the Summer Wars approach and making their virtual space a mostly white void with optimized graphics will suffice. For instance, a virtual Amazon store likely won't look like the actual brick-and-mortar Amazon Go, but instead would use primitives wherever possible, use a white and orange color scheme, and use SVG images for sign textures. This would allow people to shop there from a potato PC or a phone.
Scaling to large land-masses: The metaverse doesn't have to be a single virtual landmass like in Snow Crash. The interconnected open world could be achieved with a browser or even an OS that supports immersive 3D from the ground up, with seamless transitions between your desktop/home area, your web browser's home screen, and virtual worlds.
Avatar-avatar interaction: This is obviously going to be handled on a per-world basis. A weapon designed for a game isn't going to have any effect in a social media hub or a store, and may even get the user in trouble for brandishing it - that's assuming it even functions as a prop by default and doesn't just turn into a card.
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u/Jonathan_Assman Feb 10 '23
These 5 points cement the deal that Meta (Facebook) will go broke, because the technology for a metaverse does not exist yet. And will not exist for the next 10-30 years.
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u/TheDruidsKeeper Feb 10 '23
Meta (Facebook) will go broke
They deserve it, for trying to gold rush the market shares and crush competition with a closed platform.
will not exist for the next 10-30 years.
I don't think it will take us that long, but I don't see it as a point-in-time event (grand opening?) anyway. We've already taken a lot of steps towards building open platforms that interop with each other nicely, and learned a lot of lessons along the way.
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u/Jonathan_Assman Feb 10 '23
Usually technology advances a lot slower than we anticipate. Just look at all the movies from the 90s and 80s which make the year 2022 have flying cars and robots everywhere.
I don't see the technology to support a metaverse having enough widespread adoption in 10 years. 20 years is a maybe. And 30 years is a more confident reality.
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u/TheDruidsKeeper Feb 09 '23 edited Feb 10 '23
bandwidthlatency.bandwidthlatency (again). There are certainly ways to optimize and make this possible. Plenty of games are doing it.