Look to the near future. Imagine a global network
of virtual worlds, whose inhabitants can buy and sell goods and services.
Engage in science and creativity, meet, chat, play and start a family. It's not
about science fiction: the metaverse is the "next Internet". It is a
technological and social concept that will soon radically change our lives
online and even offline. Former Amazon Studios executive, venture capitalist,
and Metaverse evangelist are confident in Metaverse. They say it will soon revolutionize
every industry and profession. From video games and social media to finance and
urban planning.
Explore the role of Web 3.0, blockchain,
cryptocurrency, and NFT markets in the development of the metaverse. Here we
start with our knowledge.
Defining the
Metaverse: What is Metaverse actually?
Having completed all the important preliminaries,
we can now move on to a specific conversation about what the Metaverse is.
Despite conflicting definitions and the complexity of the subject, we believe
it is possible. Providing a clear, comprehensive, and useful definition of the
term even at this early stage in the history of the metaverse.
So, the metaverse is a large-scale interoperable
network of 3D virtual worlds rendered in real-time. Users can have a synchronous
and continuous experience with a sense of personal presence and continuity of
data. Such as identity, history, rights, objects, communications, and payments.
Here, we'll look at each element of that
definition. And the process seeks to understand not only what the metaverse is,
but how the metaverse differs from today's Internet, what it takes to create
it, and when it might happen.
What is
Virtual World?
A virtual world is an artificial environment
created using computer technology. These can be 3D immersive environments,
2.5D, 2D, or augmented reality on top of the real world. Or pure text
environments like MUD and non-gaming MUSH from the 1970s. Such worlds may not
have individual users, as in Pixar films or virtual simulations of the ecosphere
for biology classes. In other cases, they may be for a single user, such as in
the Legend of Zelda games, or for multi-user cooperation, such as in the Call
of Duty games. Users can interact with the virtual world through different
devices. Such as a keyboard, a motion sensor, or even a motion-tracking video
camera.
Stylistically, virtual worlds can faithfully
reproduce the real world (so-called digital twins). Or they may represent an
artistically imagined version of reality (such as New Donk City in Super Mario
Odyssey or Manhattan in Marvel's 2018 Spider-Man game for PlayStation). Or
depict a completely fictional reality where the impossible becomes possible. A
virtual world may have a game goal, such as winning, killing, scoring,
overcoming, or solving a puzzle, or a non-game goal related to education,
training, commerce, communication, meditation, fitness, etc.
3D
Although virtual worlds can exist in different
dimensions, 3D is a key feature of the metaverse. Without 3D, the Metaverse
would be no different from today's Internet. After all, forums, chat rooms,
website builders, image platforms, and interconnected content networks have
been around and popular for decades.
It's not just that 3D ushers in a new era.
Metaverse theorists argue that a 3D environment is necessary for the transition
of human culture and work from the physical world to the digital. For example,
according to Mark Zuckerberg, 3D is inherently a more intuitive interaction
model for people than 2D websites, apps, and video calls, especially when used
for social purposes. After all, humans haven't had thousands of years of
evolution to interact with flat touch screens.
We must consider the changing nature of online
communities and the online experience over the last few decades. In the 1980s -
early 1990s. The Internet was originally a text-based medium. Internet users
present their identity through a username, email address, or text profile.
Besides this, they expressed themselves through chat rooms and message boards.
Late 1990s - early 2000s. Personal computers
became capable of storing large files, and the speed of the Internet made it
possible to upload and download them. Accordingly, most Internet users begin to
identify themselves online through photographs or graphics. Some offer private
websites that contain several low-resolution images and sometimes even audio
clips. Eventually, the first public social networks emerged, such as MySpace
and Facebook.
From the late 2000s - early 2010s. Entirely new
forms of online socialization began to emerge. Gone are the days of rarely
updated personal blogs or Facebook pages. Instead of consisting of a profile
photo and a series of old text status updates, users began to express
themselves through an almost continuous stream of high-resolution photos and
even videos. Many of them were taken on the go for the sole purpose of sharing
what they were doing, eating, or thinking at the moment. This trend was
facilitated by the emergence of new types of social networks such as YouTube,
Instagram, Snapchat, and TikTok.
Realtime
rendering
Rendering is the process of creating a 2D or 3D
object or environment using a computer program. Basically, the task of this
program is to solve an equation that contains various inputs, data, and rules.
It helps determine what should be rendered. Uses different computing resources,
such as a graphics processing unit (GPU) and a central processing unit. (CPU).
Here, as in any mathematical problem, the more resources available, the more
complex the equation can be solved and the more detailed the solution will be.
Take Pixar's 2013 animated film Monsters
University. Even with an industrial-grade computing processor, each of the more
than 120,000 frames took an average of 29 hours to render. In total, it took
more than two years to render the entire file. And even then, provided that a
single render and a scene change are not required. Considering the scale of the
task, Pixar built a data center of 2,000 interconnected industrial-grade
computers with a combined 24,000 cores that, when fully loaded, are capable of
rendering a frame in about 7 seconds. Of course, most companies cannot afford
such powerful supercomputers, so they have to spend a lot of time on rendering.
Interoperable
network
Central to the concept of the metaverse is the
user's ability to transfer virtual content. Whether it's an avatar or a
backpack, from one virtual world to another, where that content can be swapped,
sold, or combined with something else. For example, if we buy clothes in
Minecraft, we can wear them in Roblox. Or we can wear a hat bought in Minecraft
with a sweater won on Roblox while participating in a virtual sports match
hosted by FIFA. Or, if the participants of this match find a special souvenir
in it, they can take it with them from this virtual world. Also, transfer it to
other worlds and even sell it on third-party platforms, as if it were an
original 1969 Woodstock jersey.
Also, in the Metaverse, wherever users go and
whatever they do, their achievements, history, and even meaning must be
recognized across the virtual world crowd. The closest real-world counterparts
are passports, local credit scores, and national identification systems.
To realize this vision, virtual worlds must be
interoperable. It means the ability of computer systems or software to exchange
information and use data received from each other.
Almost all popular virtual worlds today use their
own engine for rendering. Many developers even use different engines. They
store information about players. Their objects and textures are in different
file formats, and leave only the necessary information for this particular
game. They have no mechanism by which data can be exchanged with other virtual
worlds.
As a result, existing virtual worlds cannot simply
"see" each other. They do not have a common language in which they
can communicate with each other, not to mention how to communicate smoothly,
safely, and comprehensively with each other.
This isolation and fragmentation are due to the
fact that today's virtual world creators do not set interoperability as a goal
when developing their systems. Instead, such worlds were designed as closed
systems with fully regulated economies - and optimized accordingly.