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  • - The Metaverse is coming.

  • There's no turning around,

  • we're going to go there.

  • Most forecasts believe that the Metaverse

  • by the end of the decade will be between

  • $6 and $13 trillion.

  • There's confusion and/or disagreement

  • as to exactly what it is, what it requires, when it arrives.

  • I think many people have heard the term 'metaverse'

  • over the past year with the idea

  • that society's going to transform.

  • The Metaverse is not an all-encompassing clear vision

  • of the future-it is an ambition, it's a hypothesis.

  • At its core, the Metaverse should be understood

  • as a fourth wave of computing and networking.

  • The first was the Mainframe era-

  • most of us think about IBM supercomputers-

  • that was succeeded by personal computing and the internet,

  • succeeded in turn by the mobile and cloud era.

  • But we, as a society, as people, Homo sapiens,

  • did not evolve for thousands of years

  • to interact with 2D interfaces,

  • we didn't evolve to learn by tapping a piece of glass.

  • That arc leaves many to believe

  • that the next evolution is 3D experiences.

  • My name's Matthew Ball, I'm the CEO and founder of Epyllion.

  • I'm also the author of "The Metaverse:

  • And How It Will Revolutionize Everything."

  • It's sometimes helpful to explain what the Metaverse is not.

  • First, it's not just immersive virtual reality,

  • or what many consider a virtual reality headset.

  • It's also not a video game.

  • We see now hundreds of millions of people

  • spending their lives, their friendships,

  • inside 3D-rendered social and virtual worlds.

  • But of course, the Metaverse is a combination

  • of many different technologies,

  • and it is not just for a game.

  • It will not replace the internet,

  • it will build iteratively on top of it.

  • But, it's not fully predictable.

  • Much like there was no technical understanding in 1995

  • that told you exactly what life

  • would be right now on the Internet.

  • Facebook, or now Meta, was born of the PC era,

  • and became far more valuable and successful

  • in the mobile era.

  • The reason for this is 'recursive technology.'

  • Someone invents a new technology,

  • and that new technology is responded to by consumers

  • and developers who build new things or use that technology

  • in ways that are predicted and not predicted.

  • I define the Metaverse as:

  • A massively-scaled

  • and interoperable network

  • of real-time-rendered 3D virtual worlds

  • which can be experienced synchronously

  • and persistently by an effectively unlimited number

  • of users each with an individual sense of presence;

  • while supporting continuity of data,

  • such as history, identity, communications,

  • payments, entitlements, and objects.

  • Should I redo that?

  • Massively-scaled is one of the easier elements

  • of my Metaverse definition, and that largely observes

  • that the internet would not be the internet

  • if it just had 20 websites.

  • The term itself comes from dystopic science fiction

  • coined by Neal Stephenson in 1992.

  • And it refers to 'meta,' a Greek term,

  • as in "greater than or encompassing all verses"-

  • all individual virtual worlds and experiences as a subunit.

  • But describing the number of dimensions

  • or the visual aesthetic of a virtual world

  • reflects just one element.

  • A virtual world is really any computer-simulated

  • and rendered virtual space.

  • It can be immersive,

  • which is what you would think of as a VR headset.

  • It can be an augmented reality, in text, in 2D.

  • Or it could be in three dimensions,

  • like a "Super Mario" or "Legend of Zelda" game made today.

  • 3D is a key specification because at its core,

  • the Metaverse is talking about a parallel plane

  • of existence, a second place where we can live

  • and coexist and socialize.

  • And by the way, we may come to find

  • that the term 'metaverse' does creep

  • into really any socially-focused 3D-rendered experience.

  • We typically identify platforms

  • such as "Minecraft" or "Roblox" or "Fortnite."

  • Some go as far as saying "Call of Duty"

  • or "Legend of Zelda" which are narrative,

  • non-generative experiences are metaverses,

  • but the technical, academic, and mainstream definition:

  • it's the definite article, The Metaverse, not A Metaverse,

  • and certainly not Metaverses.

  • It was intended to describe the unified experience

  • of all interconnected or interoperable virtual worlds.

  • Interoperability is one of the most complex

  • and yet essential elements of the Metaverse.

  • It effectively refers to the ability

  • for different autonomous systems

  • or independently-operated simulations,

  • 3D-rendered virtual worlds,

  • to not just talk to one another,

  • but to do so safely and coherently.

  • That's how you go from one destination to another.

  • We tend not to think about interoperability very much

  • because the internet, as it exists today, is interoperable.

  • You can download an image from your Facebook,

  • upload it to Snapchat,

  • then turn it into a slideshow you post to YouTube.

  • This is why your single web browser,

  • your single session, can take you there.

  • Without interoperability for 3D assets and experiences,

  • you can't take anything that you did previously

  • to any new place, you can't communicate

  • to anyone who isn't doing the precise experiences you are.

  • Without interoperability, it would be lost.

  • Real-time rendering is really fun to talk about.

  • Rendering refers to the process

  • of generating a computer image.

  • We see this in a Pixar movie, for example.

  • But for a real-time experience, one that we experience,

  • a good way to think about this would be

  • to take a look at Google Maps street view.

  • That is not real-time rendered,

  • the image has already been generated, it's static,

  • it's locked in time.

  • What we're talking about is a virtual world

  • that exists in response to us,

  • to know we're there, be affected by us.

  • Synchronous basically means

  • that we're in a shared experience.

  • Think of yourself as a video call.

  • There are multiple different people all participating,

  • and if they lag, it's fine, right?

  • Your system may lose a few words,

  • it might play them back quickly,

  • it rapidly edits out the extra silence

  • so that you can catch up.

  • If someone drops, if they're not speaking, nobody cares.

  • But when we're talking about a massively-scaled

  • synchronous experience, it's coexistence.

  • We need everyone to be experiencing it together.

  • Now, in a computer simulation,

  • this question of persistence is philosophically,

  • what endures, what continues.

  • When you shoot a tree in a shooter game,

  • you'll see the bullet mark,

  • but 10 minutes later, is it important for you to see it?

  • If you ran to a specific part of a map, if you saw a friend,

  • if you spoke to a character,

  • most games assume that that information

  • is not going to be important,

  • and so they don't actually manifest it.

  • There's no critical need for the ground to wear

  • as more people walk on it,

  • much like a traditional grass path would.

  • Persistence of the world, persistence of my history,

  • of the things that we've done is understood

  • to be essential on a data and an experiential layer.

  • Almost nothing in virtual world today is persistent:

  • it's essentially forgotten.

  • It's like moving out of the movie theater

  • and the second you're out there,

  • you no longer remember what you saw, who you were with,

  • and where even you were.

  • How many things can the system do?

  • They need to reflect the world as it's known,

  • and reflect the world in response to individual actions.

  • It's a question of:

  • What memory can be managed?

  • And what information can be processed?