3 ms·
The closest thing to the metaverse in the form of open worlds are flight simulators right now. They have an enormous amount of content to model the entire plane
by jillesvangurp 5y ago
The closest thing to the metaverse in the form of open worlds are flight simulators right now. They have an enormous amount of content to model the entire planet already. A lot of that content is generated rather than designed. MS obviously did a nice job with this and e.g. X-plane and Flightgear have pretty detailed worlds as well. Most of these worlds are generated from various data sources (satellite imagery, altitude data, open street maps, etc. MS does the same but adds machine learning to that mix to generate plausible looking buildings and objects from the massive amount of data they have access to.
Fusing that with what Epic is doing is basically going to enable even more detailed gaming worlds where a lot of the content is generated rather than designed. Flight simulator scenery is bottle necked on the enormous amount of triangles needed to model the entire world. Storing them is not the issue. But rendering them is. Removing that limitation will allow much higher level of details. X-plane is actually pretty good at generating e.g. roads, rails, and buildings from open street map data but the polygon counts are kept low to keep performance up. Check out e.g. simheaven.com for some examples of what x-plane can do with open data. Not as good as what MS has delivered but not that far off either. And they actually provide some open data as well, which simheaven recently integrated for x-plane.
Flightgear actually pioneered the notion of streaming scenery content on demand rather than pre-installing it manually. X-plane does not have this and MS has now shifted to doing both installable scenery and downloading higher resolution stuff on demand while you are flying.
Once you hit a certain size, pre-installing all the content is no longer feasible or even needed. Once these worlds become so large that exploring all of it would take a life time (or more), it's more optimal to only deliver those bits that you actually need, when you need them. And doing that in real time means that even caching that locally becomes optional. And even the rendering process itself does not have to be local. E.g. NVidia and a few others have been providing streaming games with cloud based rendering. That makes a lot more sense once you hit a few peta/exa bytes of scenery data.
Another interesting thing is generating photo realistic scenery from simple sketches with machine learning trained on massive amounts of images. This too is becoming a thing and is going to be much more efficient than manually crafting detailed models in excruciating amounts of detail. MS did this with flight simulator. Others will follow.
Interesting times.
- hnthrowaway0315 5y agoI think that we put too much credit on the graphic part for the metaverse. As long as people can immerse themselves in X, I'd say it's good enough. We have had metaverse since the 80s. On my side I enjoy classic games much more than modern ones too, maybe I'm just weird.