Open Simulator checks off almost all of the boxes for the "metaverse". Multi-user 3D world, check. User-created content, check. Open system, check. Interoperability between servers run by different parties, check. Anybody can run a server, check. Compatibility with external asset storage systems, check. Compatibility with external payment systems, check. Second Life itself isn't as open.
So why isn't it the metaverse?
Well, there's a problem. It's not "fun".
If you start up an instance of Open Simulator, you get a blank piece of terrain. You can log in and visit it, and so can others, if you let them. Now you can build things. You can import assets and place them in world. You can sell or give parcels to others so you can have neighbors, who also can build.
This appeals to the fraction of the population which needs an outlet for their creativity. People who probably have a workshop or a drawing pad or a software development environment or a CAD program. It's not a passive form of entertainment. This makes it niche.
That may be a generic problem with the "metaverse". People don't actually go to any of the NFT worlds much. Decentraland runs about 200-300 concurrent users. (They hit 350 today!) Sominium Space, maybe 25. Most of the rest are vaporware at this point.
Attempts to make metaverses fun mostly so far involve bringing in DJs, or adding gambling. You need something fun for new non-creator users to do the first time they log in.
You can put games inside a metaverse. That's what Roblox is. Roblox is Youtube for junior game developers. Upload something, compete for attention and revenue. Open Simulator and Second Life are a bit too sluggish for that. Mostly because of dated implementations. Open Simulator only has one real maintainer at this point. Linden Lab has a new VP of engineering who's trying to increase performance, but he's facing a long-standing corporate culture of "can't do".
(I've been working on an SL/Open Simulator client that uses Rust/Rend3/WGPU/Vulkan, and can get consistent 60FPS frame rates. But it's nowhere near feature complete. The performance problem is solveable through parallelism and some algorithms that turn O(n) into O(n log n). The fun problem, I don't have an answer for.)
- The viewer is fricking hard to use by today's standards. I regularly introduce people to Opensim/SL and they can't figure out what the hell is going on. IT doesnt help that SL has a bonkers ancient avatar system, where people wear 2 avatars, use an alpha to hide the first and then wear a second as attachments. Good luck explaining this to people whose computer skills end at scrolling.
- People use underpowered laptops that crash all the time. Sadly it s the reality of having $1000 phones and $200 laptops/desktops
- It's buggy as hell. Hypergrid is a hack, nothing more. It's not supposed to be there, but thanks to the patience of some viewer developers they make it barely work. Unfortunately opensimulator does not have enough developers (basically only one person, Ubit) , and almost nobody is working on making a viewer exclusively for it.
- Opensimulator is a complex system, hampered by the need to emulate the SL protocol in a distributed world. The developers try hard but it's so hard to improve without a complete rewrite and a team of devleopers that can actually cooperate (there are like 100 forks, lack of leadership, and developers generally dont get along)
- There are more than enough regions -- but most are empty because of the chicken-and-egg issue (not enough users means people get bored and leave) and because its so buggy that people crash while trying to teleport.
- There is a lot of content pirated from SL that keeps people busy in opensim. Unfortunate but also true.
- There is a popular farming system , sailing system, almost every kind of animated roleplay that you can do in second life, there is the ability to script elaborate scenarios with NPCs (that dont exist in SL) . All those keep a lot of people busy (shameless plug you can find them at https://opensimworld.com). AFAIK there is nothing that it is missing from Second Life at the moment except the users. If you think something is missing, i d be happy to build it
The metaverse doesn't NEED to be for everyone, but it can certainly have wide appeal if it is easy to access and people can express themselves . In a social environment the games etc are mostly a distraction, what matters is finding users to interact with. Non-creators spend most of their time modifying their avatar.
And BTW people don't need to run a region to log in to the hypergrid. You can instantly create an account in one of the open grids like https://osgrid.org and go online, and then you can jump to any world.
If there are still technical problems both about and inside the "metaverse", why not focus on making it appealing to people with technical chops first? It surely isn't, otherwise this wouldn't be the first time I hear of OpenSimulator.
GP says it's not fun, and that attempts to making it fun involve bringing some lowest-common-denominator forms of entertainment. But what is it about it that makes it not fun for techies? Or for creatives with enough patience to pick up the necessary tech skills along the way? These people should be able to provide content, activity and root out technical problems. It's how many technological products in the past (including the Web, arguably) became popular: first becoming popular with tech-savvy people, and building up widespread appeal on that base.
Afaik there are no casinos in opensim btw. It s usually parties with wannabe DJs, real DJs and often live music
Let's be frank: The early oughts want their '90s-level-graphics klunky 3D-metaverses back.
If the Snow Crash, Gibson, Matrix - level metaverse is ever going to be a real thing, it needs to be:
* technically up-to-date - at the graphics level of a recent unreal or unity game
* Mobile / pad-friendly
* AR//VR enabled
and most importantly:
* It has to be truly, organically interesting to experience from the get-go (as a viewer, not a content creator)
The present state of the field seems to have limited appeal beyond content builders and hard-case SL fans.
High Fidelity got around that, but I'm not even sure if they're still around any more?
Lots of concurrent users in one place is a tough technical problem. Improbable claimed to have solved it with Spatial OS, but it only scaled fully for limited situations, like large numbers of spaceships, and it cost too much to operate. Roblox is working on it. Their goal is a stadium of 50,000 people where you can wave to your friend on the far side and they can see you and wave back. I admire their technical ambition.
High Fidelity pivoted to spatial audio. They didn't do a big, seamless world, just something where you could have your own island. Sinespace and Sansar are other examples of that niche, which I call "game level loaders". Long loading delays of mostly static worlds, mostly running locally. Sansar did a lot of that. Ready Player One prop museum, Star Wars prop museum, etc. Turned out to be a very tiny niche. Nobody in that space got concurrent user counts past 2 digits. Second Life runs 30,000 to 50,000 concurrent users. Open Simulator, nobody knows, because it's so distributed.
I think you could take the Second Life / Open Simulator architecture, which is good for maybe 40 users/region, and get it up to 200 or so by multithreading. But to get to a thousand would need a new approach.
This is a real problem, because social 3D worlds need crowds. You can build a city, but it feels empty.
That said I don't believe the statement that social, 3D worlds need crowds is true. The abundance of them without crowds speaks to that. You just don't build cities. A lot of the problem is that metaverse thinking tends to be about replicating the real world in a virtual one. Rather than thinking about how to make something better, or more exciting, or more empowering than the real world. A problem games have been solving for a long time.
>Active: 122 avatars in 82 regions
"There are always more than 100 people" ...just barely. How many are you left with after you strip away the concurrency alts?
Back then the client (viewer) was still closed source, which seems to have changed since.
It's still called "opensim" informally, but the formal name has (since 07 or so) always been "opensimulator".
Development around the client hasn't closed but a lot of enthusiasm around both the opensimulator server and the second life client has quieted down, in part due to restrictions put in place by Linden Lab on 3rd party viewers sometime around 2012 (for the sake of "shared experience").
There's a support forum for it on Mewe: https://mewe.com/group/5bc12bdc322b35103f0965d3
But of course people have been anticipating the extreme popularity of VR since the 80s. OpenSim came out 14 years ago for example.
But I am looking forward to really comfortable and capable AR/VR glasses so I can ditch my laptop for everyday work.
The metaverse will most likely have to be built this way until we get real AR. The old jobs will go away, of course.
Honestly, at that point, why not have the phone identify and/or guide you to the products directly? Adding virtual 3D store workers seems like useless inefficiency[0].
I've been bouncing ideas in my head over the past weeks, about an app that would highlight the products you're searching for on a camera view of your phone, as you walk around the store (and over time building a database, allowing to navigate you to them). But when shopping last week, as I was walking back and forth between shelves while asking my wife over IM about some weird foodstuff she wants me to buy, I got accosted by the store manager, who sternly told me that making photos in the store was not allowed[1]. I wasn't making any, and he backed down, but this shows there are definitely social hurdles to overcome with this idea.
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[0] - The virtual worker will likely be operated by someone in company's central (or, more likely, outsourced to cheap labor in some far part of the world), so the answers to all the questions they can answer come from some computers, which means they can be displayed to you without the pointless faux-human interaction. For all other questions you may have, you really want to talk to an actual human working in the very store you're in.
[1] - I asked "why" in a polite and roundabout way, and all I got was "some customers are making photos and we want them not to, because it ... er .... goes against store policy". No further explanation, and I don't know where I could find the "store policy" anyway.
Couple of use cases for this might be for the not so tech savvy (elderly).
The other main use case would be sharing your view of the virtual world with another person without sharing privacy defying live video. Your wife would see the virtual aisle (metaverse), and the virtual product(s). The hope is she might be able to even just say ‘actually you know what, just get the other thing on the top shelf to the right’.
Virtual projections could also say ‘follow me, I’ll take to you to the right aisle’. That would be even better for finding locations on the street where right now we rely on a compass essentially.
It looks like despite the very long list of technical shortcomings, there isn't really an alternative to date?
VRChat isn't comparable because you don't host it yourself and content + speech is all heavily controlled.
I played There(https://www.prod.there.com/). I hung out in Second Life, cultivated an area, setup live concerts... It was cool for a year at most. Am I just being old or is the whole idea played out and, even combined with better graphics and 3d goggles, just sort of tedious and boring?
I think VR goggles are like 3D TVs. Around 2019 I made that remark on the blog of some "influencer", and was threatened with a ban. VR headerger is fine if the world keeps you in a small area, like Beat Saber. Moving around in a big world with VR headgear is more of a niche market. Until someone figures out how to make VR a lot better than the current best systems, it will probably remain a niche.
The metaverse needs field of view. Visiting a 3D world through a phone is too cramped. Even laptops are cramped. Nobody wants big desktops any more, even though giant curved screens are now available. Sitting in front of an entertainment sized TV screen with a game controller is more common.
AR is something else. That will be a cross between Facebook, Marshall Brain's Manna, and the Hyperreality video, I suspect.
There is, interestingly, a market for tedious and boring virtual worlds. Second Life has a deal where, if you buy a premium membership for about $100 a year, you get a house in world. Two years ago, they upgraded that, with much nicer unfurnished houses in what looks like a nice American suburban neighborhood. This became quite popular, and they've rented about 60,000 of those houses, building out more and more nicely landscaped areas of suburbia. Users get one of these, furnish it, put up seasonal decorations, have parties and BBQs, and generally go through the motions of TV sitcom suburbia. This seems to appeal to people who can't afford real American suburbia.
Having experienced Oculus, Hololens, and Pokémon Go, I think it’s much more likely people want AR layers on the real world than to have a VR headset on. There’s plenty of evidence people enjoy owning and designing virtual property, but that can happen with AR or on screens (like it does today in FarmVille, Animal Crossing, and Eve Online). There’s evidence people value an avatar that can enter games on their behalf (Mii, Bitmoji, character builders). I don’t see evidence people want a single company to own a metaverse platform… one company just doesn’t have the skills to pull off enough genres of experience.
VR, AR, and the metaverse are separate things
Like in-game advertising in MMOs, it's possible, but not popular.
The proper way to experience it today is via VR.
I had to look it up -it's something I never used myself; here it is https://doom.fandom.com/wiki/Doom_SysAdmin_Tool
So that's ...close?
Memory is very malleable, so in a sense it seems like it's a it's a faint distinction?
Of course, the ultimate determinant is, the real world is the one you can die in. But if we factor out death, the only thing that remains special about our reality is that no human controls it, it cannot be arbitrarily changed without putting extreme effort in terms of energy and coordination.
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[0] - At least on the scale of human lifetime.
There are personal goals still.