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Re:Hold the postmortem: The metaverse was never alive in the... by Animats on Tuesday May 30, 2023 @03:14AM (#36121989)
> 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 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:Hold the postmortem: The metaverse was never alive in the... by dale_glass on Tuesday May 30, 2023 @03:24AM (#36122055)
High Fidelity isn't loading pre-baked levels. At least the original High Fidelity isn't, the new one is still a 2D Zoom of sorts as far as I know.

I'm part of the organization that picked up the old High Fidelity codebase.

Re:Hold the postmortem: The metaverse was never alive in the... by Animats on Tuesday May 30, 2023 @01:09PM (#36127467)
Oh, good. High Fidelity was promising. Is that going anywhere?
Re:Hold the postmortem: The metaverse was never alive in the... by shafyy on Tuesday May 30, 2023 @05:45AM (#36122938)
Sorry but you're not even answering the quoted part of the person you're replying to in your reply. Their point is that games on the Quest 2 standalone don't look like AAA PC titles because of the hardware limitations, not because of the missing technical chops of the programmers.
Re:Hold the postmortem: The metaverse was never alive in the... by dkersten on Tuesday May 30, 2023 @06:18AM (#36123156)
That may be the technical reason, but end users don’t care about the why, when they can get superior visuals on even last gen game consoles.

Sure, that’s not VR, but I would argue that VR actually needs better visuals to be compelling to avoid an uncanny valley-like effect, unless you go super stylised and cartoony, which may work fine for many entertainment virtual worlds/games but good luck with real world brands and business.

Personally, I don’t even want VR, for two reasons: 1. it shuts me out of the real world too much, I don’t want to be that disconnected for long periods of time because I have coworkers, family, deliveries, my cat, whatever other things around me that I need to be aware of, and 2. in its current form factor, it’s simply tiring. I was playing with a PSVR2 recently and it was cool, but after about 45 minutes my face just got tired of wearing a headset and I wanted to do something else, even though I would have happily kept playing the game itself.

Re:Hold the postmortem: The metaverse was never alive in the... by dkersten on Tuesday May 30, 2023 @12:55PM (#36127252)
I should have said: I don’t want VR for metaverse/virtual worlds, outside of pure entertainment. I don’t mind the negatives I mentioned for short bursts of entertainment, but for “serious” use, work/business and multiple hours per day — no thanks.