To operate, the Metaverse requires something more akin to video conferencing and video games

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

To operate, the Metaverse requires something more akin to video conferencing and video games

Post by Rina7RS »

These experiences work because persistent connections update each other in real time and with a level of accuracy that other programs don’t usually require. However, they tend not to have high levels of concurrency: most video chat programs max out at more than a few people, and once you get to 50, you tend to need to “live” a single broadcast to your audience, rather than sharing two connections. These experiences neither need to be, nor are they, fully realistic.

To that end, part of the reason the battle royale genre has only recently become popular in video games is because it’s only recently become possible to play with so many other users. While some of the most concurrent netherlands mobile database games have been around for over two decades, like Second Life or Warcraft, they essentially cheat the experience by “sharding” and separating users into different “worlds” and servers. Eve Online, for example, can technically have over 100,000 players “in the same game,” but they’re spread out across different star systems i.e., server nodes. As a result, players can only really see or interact with a handful of other players at any one time. Furthermore, traveling to another star system means disconnecting from one server and loading another which the game is able to narratively “hide” by forcing players to jump to lightspeed in order to traverse the vastness of space. If and when Eve Online does engage in battles involving hundreds of users, the system is painfully slow. But it still works because the game dynamics are based primarily on large-scale, pre-planned ship-based battles. These slowdowns would be unbearable in a “fast-paced” game like Rocket League or Call of Duty.

Many companies are working to solve this problem, but it is a huge computational challenge that requires a redesign of the internet’s underlying infrastructure.
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