Read the metaverse changes everything note 03 Elements below .

Mondo Science Updated on 2024-01-31

1.1.3D is necessary not just because it heralds the emergence of something new.

1.1.1.In order for human culture and labor to make the transition from the physical world to the digital world, it is necessary to use the 3D environment.

1.2.Users express themselves through an almost endless stream of high-resolution and even **, many of which were filmed on the go.

1.2.1.Users post them simply to share what they're doing, eating, or thinking at a certain moment.

1.2.2.Led by new social networks like YouTube, Instagram, Snapchat and TikTok.

1.3.Many parents have realized through home learning during the novel coronavirus pneumonia epidemic that there are many drawbacks to allowing children to learn through 2D touch screens.

1.3.1.3D virtual worlds and simulations, as well as improvements in VR and AR headsets, will fundamentally reshape our teaching practices.

1.4.Although the metaverse should be understood as a 3D experience, this does not mean that everything within the metaverse will be in 3D form.

1.4.1.Many people will also play 2D games in the metaverse.

1.4.2.Use the metaverse to access software and apps, and then experience them using mobile-age devices and interfaces.

1.5.Although the Internet has evolved over the past 40 years, there are still offline networks and networks that use proprietary protocols.

1.6.No part of the metaverse makes immersive VR or VR headsets a requirement.

1.6.1.Immersive VR is just one way to access it.

1.6.2.In fact, we don't even need a screen to access mobile data networks and mobile content, as is often the case with vehicle tracking devices, select headsets, countless machine-to-machine Internet of Things (IoT) devices, and sensors.

2.1.The 2013 cartoon Monsters University

2.1.1.Even with industrial-grade computing processors, the film's more than 120,000 frames take an average of 29 hours to render.

2.1.2.Even without replacing a single render or changing a single scene, the film would have taken more than two years to render just once.

2.2.As the resources available to solve the problem (i.e., time, number of CPUs, GPUs, and processing power) increase, you can solve more complex equations and give more details in your solution.

2.3.Better visuals come at the cost of fewer features and**.

2.4.Immersive 3D requires more computing power than 2D.

2.5.Although real-time rendering can "live" the virtual world and react to the input of one or a group of users, it means that at least 30 frames per second, preferably 120 frames, must be rendered.

2.5.1.This limitation inevitably affects which hardware is used, how much hardware is used, and how many times it is looped, complicating the rendering process.

3.1.Today's virtual worlds and their builders have never designed their systems or experiences to be interoperable, but rather intended to design them as closed experiences with a controlled economy, and to continuously optimize accordingly.

3.1.1.Almost all of the most popular virtual worlds use their own different rendering engines.

3.1.2.Many publishers use different rendering engines in their games.

3.1.3.Completely different file formats hold objects, textures, and player data from their respective games.

3.1.4.Only the information that the player may need is saved.

3.1.5.There is no system that can share data with other virtual worlds.

3.1.6.The existing virtual worlds do not have a clear way to find and identify each other, nor do they have a common language to communicate, let alone coherent, secure, and comprehensive connections.

3.2.At the heart of most metaverse visions is the user's ability to take his virtual content, such as an avatar or backpack, from one virtual world to another, where the user can change its appearance, make **, or remix it with other goods.

3.3.The metaverse should allow users to be recognized in numerous virtual and real-world worlds no matter where they go or what they choose to do.

3.3.1.The most similar ones are the international passport system, the credit score of the local market, and the national identification system.

3.4.If a user buys a virtual item in one virtual world and then uses it in many other virtual worlds, then their ownership is recorded in **management.

3.4.1.Not only are immutable image and audio files simpler than 3D items, but we can easily send copies of them between computers and networks.

3.4.1.1.3D virtual objects are much larger than image files and can be much more important.

3.4.2.The point is, there is no need to control how they are used after that and who has the right to use them.

3.5.The prime example of interoperability is the Internet, which enables countless independent, heterogeneous, autonomous networks to exchange information across the globe in a secure, reliable, and understandable manner.

3.5.1.The Internet demonstrates the range of systems, technical standards, and protocols needed to establish, maintain, and expand interoperability across heterogeneous applications, networks, devices, operating systems, languages, regions, countries, and more.

3.6.The driving force behind interoperability is unlikely to be some visionary voice or newly introduced technology, but rather economics.

3.6.1.The means to maximize the use of economics will rely on common standards that will enhance the economic vitality of the metaverse by attracting more users and more developers.

3.7.Unlike the laws of physics, standards are established by consensus, not discovery.

3.7.1.Reaching consensus often requires concessions, which will not be fully satisfactory to either side and may lead to "silos" between different factions. However, the process never ends.

3.7.2.Even if the new standard is recognized and improved, developers will still need to be able to properly interpret, modify, and approve third-party virtual items**.

4.1.If it is to become a "metaverse", it must have a large-scale virtual world.

4.2.Otherwise, it's more of a digital theme park.

4.2.1.A destination with a handful of curated attractions and experiences can never be as diverse as the real world out there, or compete with.

4.3.The growth in the number of virtual worlds should drive an increase in their usage.

4.4.Ultimately, each company needs to operate its own virtual world, which is both a separate planet and part of leading metaverse platforms like Fortnite and Minecraft.

5.1.It only runs for a limited period of time before resetting some or all of the virtual world.

5.1.1.Even in a particular match, the virtual world removes some data, such as bullet marks on indestructible rocks, which may be "cleared" after 30 seconds to reduce the complexity of rendering.

5.2.If you cut down a tree in reality, it's gone, regardless of whether you yourself remember cutting it down or not.

5.2.1.With a virtual tree, your device and the servers that manage it must actively decide whether to keep this information, render it, and share the scene with others.

5.3.The more sustainability information, the greater the computational demand, and the less memory and compute resources are available for other activities.

5.3.1.Complexity is the enemy of real-time rendering.

5.4.Continuity will be a core feature of many games.

5.4.1.We expect digital twins to be updated frequently to reflect changes in their real-world counterparts, and that a virtual-only real estate platform doesn't "erase" the showroom from the showroom.

6.1.Synchronizing** experiences is probably the biggest limitation facing the metaverse today, and one of the most difficult problems to solve.

6.2.Virtual worlds in the metaverse don't just exist continuously or respond to us in real time, but can become shared experiences.

6.3.Each participant in the virtual world must have an internet connection capable of transmitting large amounts of data for a specific period of time (high bandwidth), as well as a low-latency (fast), persistent (continuous, uninterrupted) virtual world server (including incoming and outgoing) connections.

6.4.Netflix's discontinuity mechanism makes the user feel like it's continuous, but that's only because it returns content in a discontinuous way.

6.5.You can't "do anything upfront" for the live content you're producing

6.6.With the exception of multi-user virtual worlds rendered in real time, there are few** experiences that require high bandwidth, low latency, and continuous connectivity.

6.7.High-frequency traders, especially high-frequency trading algorithms, want trades to be completed in the shortest possible time, as this may be related to the profit or loss corresponding to the sale or sale.

6.7.1.However, the order itself is basic and lightweight and does not require a continuous server connection.

6.8.Exceptions are made for conferencing software such as Zoom, Google Meet, or Microsoft Teams.

6.8.1.When using these software, many people receive and send high-resolution files at the same time and participate in a shared experience.

6.8.2.Because meetings are shared experiences led by one person, not by many users.

6.9.Virtual worlds are more demanding in terms of performance and are more susceptible to even the slightest interruption of the connection than calls.

6.10.Delays and lags may be frustrating for individual users of Netflix and Zoom, but in the virtual world, these issues will put individuals at risk of virtual death, while collectives are in a constant state of frustration.

7.1.Concurrency is a fundamental issue in the metaverse.

7.1.1.The root cause is that the amount of data that a server processes per unit of time must grow exponentially in order to achieve concurrency.

7.2.Fortnite is about 5 square kilometers in size, which means that only one or twenty players will be present in a scene at the same time, and by the time players are forced into smaller areas on the map, most of the players have already been eliminated and turned into stats on the scoreboard.

7.2.1.All users are one single.

1. A part of a territory that continues to exist.

7.3.The metaverse can only be truly realized if it can support a large number of users to experience the same event at the same time and place, and not at the expense of user functionality, world interactivity, sustainability, rendering quality, etc.

Related Pages