One of them is not real

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Rina7RS
Posts: 480
Joined: Mon Dec 23, 2024 3:38 am

One of them is not real

Post by Rina7RS »

As the complexity and importance of virtual simulations grow, so will the amount of data that needs to be streamed. At least for now, Roblox benefits from reusing and slightly customizing the underlying infrastructure, and the main problem Roblox needs to solve is how to optimize the data being streamed, but ultimately virtual platforms will require a near-infinite number of permutations and creations almost all of which cannot be fully predicted.

Virtual twin platforms also known as “mirrorworlds”, such uganda mobile database as Microsoft Flight Simulator, already need to recreate the almost infinite and provable diversity of the real world. This means that the data sent is much more than a “cloud” in the game. Instead, it is a cloud that is exactly the same as reality, and this data is changing in real time.

This last point is key. If we want to interact in a large, real-time, shared, and persistent virtual environment, we will need to receive large amounts of cloud streaming data.


Compare the "real world" to Fortnite's map. Everyone on the planet is in the same "simulation" at the same time, and it's completely persistent. If I chop down a tree, that tree is irretrievably gone for everyone. When you play Fortnite, everything you do in that map is only shared with a handful of users, and for a short period of time before it resets. Chop down a tree? It'll reset in 1-25 minutes. The map only actually changes when Epic Games releases a new version. If Epic Games wants to send your world to everyone else, they can pick your universe, ignore theirs, and fix your universe at a specific point in time. This is fine for many virtual experiences. It's also fine for many metaverse-specific experiences. But some if not the most important experiences need to be persistent across all users at all times.
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