This archive report was first published on 4 January 2022.
January 4, 2022, marked a significant milestone in the evolution of virtual reality, with Meta's proposed Metaverse poised to revolutionize the way we interact and experience entertainment.
For those unfamiliar, virtual reality has been around since the 1990s, but it wasn't until Meta acquired Oculus that the technology gained mainstream traction. Since then, Meta has invested heavily in developing VR hardware and software, with a focus on creating a fully immersive metaverse.
What is a Metaverse? ¶
A metaverse is a computer-generated environment where users interact with each other in a way similar to real life, through avatars. This concept is not new, but Meta's proposed Metaverse takes it to the next level, offering a seamless and immersive experience.
Fortnite, for example, is not a metaverse, as it is primarily a competitive online game. In contrast, Roblox is a metaverse, as it allows users to build and interact with each other in a virtual world.
Meta's Vision for the Metaverse ¶
Meta's proposed Metaverse is inspired by the concept of OASIS, depicted in the movie 'Ready Player One.' This virtual world will allow users to work, shop, and play together, with entertainment options including movies, live music events, and gaming.
Imagine being able to sit down 'face to face' with coworkers, watch movies with friends, or even download and place bets on competitive games happening in a virtual arena. The possibilities are endless, and Meta's vision for the Metaverse is exciting.
Hardware Woes ¶
However, creating a metaverse that can accommodate millions of users will require significant advancements in hardware and infrastructure. Raja Koduri, Intel's senior VP for Accelerated Computing Systems and Graphics, estimates that the world will need to increase its computing power by a thousandfold to support a metaverse of this scale.
Additionally, the increased network and storage infrastructure required to support a metaverse will be substantial. Meta will need to invest heavily in developing the necessary hardware and software to make this vision a reality.
User Base ¶
Virtual reality is growing rapidly, with estimates suggesting that around 6.1 million VR headsets were sold in 2022, taking the VR user base to around 16 million worldwide. However, this is still a relatively small number, and more big names will need to adopt VR to make it a mainstream phenomenon.
When it comes to gaming, just selling headsets is not enough. We need big franchises to expand into VR, and for users to buy headsets specifically for gaming. Only then will we see the development of metaverse games truly begin.
When Will We Play in a Virtual World? ¶
The answer to this question is 'it depends.' It depends on how fast VR becomes a widespread and popular gaming platform, where developers decide to put their money, and how fast the social aspects of a metaverse attract new users. But one thing is certain – it will likely be sooner rather than later.