I'm not sure. The point of the metaverse isn't just to be social media with headsets, the idea is to integrate with everything out there. As things currently stand, that's gonna be extremely hard, as I see each "provider" having to compete with each other to get different platforms to sign up with them and not with the others, getting exclusivity deals, which may lead it to becoming a half-finished patchwork worse than what's happened to streaming services. I can't see them all make the internet from scratch either, I believe they'll need to collaborate somehow.
>>100210Hating on the metaverse is very trendy, though for good reasons, so this video was nice to watch.
However, there's some things that make me distrust it. Stuff like mentioning Fortnite as part of the metaverse, which it isn't, as much as Epic wishes it were. It's BR game full of crossover cosmetics with a side mode (Creative) that lets players create their own maps for customized deathmatches and minigames. That's like saying TF2 is part of the metaverse, yeah, no. Same for saying WFH will become even more entrenched, when things are already going in the opposite way.
The point about addiction is odd as well because that's already the case with the current internet, I personally don't believe making it into AR will make it go from hyper addictive to uber addictive. YouTube is, for the regular user, a barebones site, but it's got a billion people hooked on it.
The point on profitability is debatable since social networks can be the very opposite, and their biggest costs as far as I know come from just keeping their servers up. If they're also going to have to create a 3D world for it, that's going to make things a lot more complicated all around, even if they offload the work to someone else, though I doubt they're going to let the users do their own thing like in Second Life or Roblox. It's possible they will grant a decent degree of freedom to non-corporate folks, but I think it'll tend towards it being more constricted than those already existing platforms.
Plus, how do you even implement adverts in it, as street signs or what? I doubt people are going to like obligatory 3D video adverts consistently interrupting their chatting, or paying for licenses. We'll have to see how well microtransactions for cosmetics will work, but that's eh. He even mentions social media is currently bleeding money, but states the metaverse will fix it by becoming even more addictive. I'm not convinced.
The point on power is true though, that part I agree with.
The metaverse could just be a massive speculative money sink like the railway mania back in the day. It had notable long-lasting consequences, but wasn't nearly as profitable as expected.
>>100214How much processing power is this going to require? Running this kinda stuff for nothing but the faces of multiple people looks to me like it's going to require some good hardware, and I think Stadia's shown that you can't just let a distant server do that. Needing to connect the headset to a computer will restrict its usage. Otherwise, imagine having a full-face Switch mounted on your head all day, or needing to set up motion capture thingies all around you, that won't be pleasant.