Networking, the threshold of the Metaverse

"If a tree falls in a forest and no one is around to hear it, does it make a sound?" This thought experiment goes back hundreds of years. The experiment has endured in part because it's fun, and it's fun because it's intriguing and philosophical.

It is generally accepted that the above question was first proposed by the subjective idealist philosopher George W. Berkeley stated that "to be is to be perceived". If someone or something else is perceiving the tree, whether the tree is upright, falling, or already on the ground, it is an indication that it exists. It has also been argued that what we call "sound" is just a vibration that travels through matter, whether it is picked up by the observer or not. It has also been said that sound is the sensation experienced by the brain when these vibrations interact with nerve endings, and that sound would not be possible without nerves interacting with the vibrating particles. Then, decades ago, humans created physical devices that convert vibrations into sound, so that we can hear the sound through human observers. But does that count? At the same time, in today's quantum mechanics world, it is recognized that if there is no observer, existence is at best a conjecture, which cannot be proved or proved. Therefore, we can only say that trees exist.

Why? Because even if the Metaverse could be "fully realized," it wouldn't exist in physical form. The Metaverse, and every tree and leaf in it, and the forest in which they live, will be nothing more than data stored in a seemingly infinite network of servers. While one could argue that as long as this data exists, the Metaverse and its contents exist, we need many different steps and technologies beyond databases for the Metaverse to exist. In addition, each part of the "metaverse stack" provides a company with the means to realize the metaverse, so that the company can understand what works and what does not work. For example, you will find that there are only dozens of people who can observe the fall of a high-fidelity tree today. How can more users observe it? One technique is to replicate the virtual world, in other words, in order for many people to hear the sound of a tree falling, many trees must fall. Or, perhaps its observers are faced with a time delay and therefore unable to shadow the fall or prove a correlation between the fall and the sound. Another trick is to simplify the bark to a particularly textured, uniform brown, and the sound of it falling to a generic "thump."

Break through bandwidth limitations, let us switch freely in the virtual world

Online gaming is still "mostly offline," which came as a surprise to avid gamers. Most music and video is now streamed, we don't pre-download songs or TV shows, let alone buy physical CDs to store them in, and video games are supposed to be a more technologically sophisticated and forward-looking media category . However, precisely because games are so complex, those who make them choose to rely as little as possible on the Internet, which is unreliable. Connections are unreliable, bandwidth is unreliable, latency is unreliable .

When a game sends this kind of less predictable data to the user, which contains far more detailed information than the visual details of an office park or forest, it will require far more than 1GB of data per hour. This is yet another problem with today's Internet connections, and arguably the most criticized problem is latency.

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