Into the Metaverse
How I Met Your Metaverse
I had never heard of "Ready Player One" until it showed up on my Prime Video feed. The title didn't interest me (It sounds like a gamer movie I might have enjoyed as a kid, right?) I didn't recognize any of the actors on the poster either, so I didn't watch it. A while later I learned it was directed by Steven Spielberg and that piqued my interest, so I finally watched it. I loved it!
The storyline was interesting, the acting was fine, the overall production was, of course, Spielberg quality. Lots of 80's nostalgia was a pleasant bonus. But what really made the movie stand out was the vision of the metaverse it presented. It was an entire virtual world complete with haptic hardware allowing you to truly be immersed in it.
Side note: I'd be remiss if I didn't mention that the movie was based on the book "Ready Player One" by Ernest Cline (Purchase through this link and earn me a commission. Why isn't there a smiley emoji with $ eyes??? Picture this 😍 with $ instead of 💗. Update: Nevermind on the commission. I am apparently not a lucrative enough source of income for Amazon so they booted me from their associates program. I do not earn any commissions for links on this page anymore). The book was fantastic as well but in a different way than the movie. The 80's nostalgia in the book was over-the-top with lots of deep cut references that I didn't get, even having lived through the 80's!
I would go on, but this post is about the metaverse, however, so back on topic...
State of the Metaverse
Meta just announced their new VR headset, the Occulus Quest Pro and most of the headlines and articles I have read about it have been primarily negative. Similarly, most of the news I read on Meta is negative. Granted, a lot of that news comes from financial sites which may be warranted given Meta's stock price woes at the moment. A common theme is backlash against the metaverse. My take: those authors don't get it.
To be fair, my opinion is heavily influenced by the vision of the metaverse created in "Ready Player One." I believe we will get there. I also believe we have a long way to go. I have plenty of negative things to say about the metaverse as it stands today. I understand, and for the most part agree with, all of the complaints detailed in various articles and reviews. However, I do not agree with the conclusion that because of these flaws and problems the metaverse is doomed to failure.
Hardware
VR hardware currently leaves a lot to be desired. I bought an Oculus Quest 2 to dip my toes into the world of VR and am not impressed. The Fresnel lenses used to create the 3D effect don't provide a perfectly focused view throughout your entire field of vision. Things get line-y toward the edges. Your eyes have to be perfectly centered for stuff to be in focus. The new Quest Pro reportedly ditches the Fresnel lenses and goes to something called pancake lenses which they claim gives you 25% full-field sharpness improvement in the center and 50% in the peripheral view. Sounds great! Unfortunately, at the $1500 price tag, I won't be finding out first-hand what that 25% and 50% improvement looks like. That price is going to have to come down a lot before I can justify purchasing one. That will happen, too. Hardware always evolves and improves while at the same time reducing its cost. We are still very early in the Metaverse.
Content- Where is the Killer App?
When I did finally view a painting, for example, there was rarely any additional content available to read about it. The content producers of these tours and videos are too focused on the gimmicky aspects of VR lost sight of what people really want: immersion. I want to go on a tour while sitting in my recliner with a curated 180-degree view that I don't have to move my head all around to see everything.
One topic not broached by any of the articles I read is adult content. I don't have any current statistics handy, but reports from roughly 10 years ago indicated that one third of Internet traffic was porn. It's not hard to imagine similar percentages of adult oriented entertainment for the Metaverse. Again, I'm lazy on the research, but there must be a virtual strip club out there where you tip with real dollars. VR seems like a natural fit for adult content and given the volumes we are talking about, that could sell a lot of headsets. And haptics. Those early adopters will drive the improvements and fund the next generations of equipment until it is good enough and affordable enough for mainstream adoption.
What could go wrong?
I don't know. We'll learn. We'll adapt, just like we did and are still doing with the Internet. Horizon World has a number of prominent features that let you silence people, block them and let them know what rules you have, such as no profanity and stuff like that. So, people are already working on solutions to these problems. There are also psychological ramifications. Who would've predicted that photo sharing apps would lead to depression, body image problems etc. for some people? I'm not even going to try to predict what influence the metaverse will have in these areas, but an alternate reality for people to escape to and inhabit seems like fertile ground for a bumper crop of social issues. I do predict we will evolve and adapt to it.
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