Many might argue that the Metaverse has existed for a long time, as evidenced by early gaming platforms, but virtual ecosystems have now been adopted by nearly every industry. According to a recent report by McKinsey & Company, the virtual world has the potential to produce at least $5 billion in worth by 2030.

McKinsey also discovered that over $120 billion had been invested in virtual platforms this year, denoting that significant growth is underway.

While this is true, there is still a general belief that most platforms lack adequate graphic quality. Mark Zuckerberg, for example, was recently chastised for publishing a selfie taken in front of the Eiffel Tower in Meta. Although Meta has already invested over $10 billion in developing its metaverse, some critics have noted that Meta's current graphics are of lesser quality than images that popped up in Second Life in 2007.

Metaverse graphics are purely aesthetic

Although the general public has quickly criticized the graphics associated with different metaverses, industry experts point out that the image quality is deliberate. Linden Lab, the company behind Second Life, said that other designs and aesthetic decisions are typically stylistic: "For example, some Metaverses' blocky appearance is based on modeling methods first seen in Minecraft. This was done on purpose to appear unrealistic."

With this in mind, a spokesperson for Linden Lab stated that a critical difference between both Second Life and other platforms is the community's emphasis on realism.

However, while realistic images may appeal to some communities, other platforms take a different approach. For example, The Sandbox, one of the most famous blockchain-based Metaverses, uses boxy graphics on purpose.

According to Sebastien Borget, co-founder and chief operating officer of The Sandbox, the platform picked voxels as the building blocks for its metaverse due to their ease of use. To Borget's point, Siu pointed out that the boxy, voxelized images in The Sandbox aren't a visual constraint because they are a style that allows for collaborative design.

He said that the graphics make it possible for creators of all ages and backgrounds to participate, which is essential because he believes it will primarily consist of user-generated content in the future.

According to Chen, Smobler Studios created the wedding venue using VoxEdit and Game Maker, two free software applications available from The Sandbox website. Chen was delighted with the imaginative aspects offered by The Sandbox's graphics in addition to its accessibility.

Some industry experts, however, believe that high-quality images are essential for ensuring participating virtual experiences.

Given Spatial's emphasis on quality, it's no surprise that the company collaborates with major fashion outlets like Vogue Singapore to bring virtual interaction to the mass market. According to the McKinsey report, 79% of consumers are active and have indeed made purchases, so graphic quality is becoming increasingly important.

At the same time, it's crucial to understand that in realism-focused Metaverses, user-generated content is becoming more challenging to achieve. Ready Player Me, for example, is collaborating with Vogue Singapore to ensure users engage with realistic avatars.

Furthermore, 3D artists create various avatar cosmetics, which include physically based rendering materials that define how multiple assets should physically appear in a game engine. Despite the complexity of the process, Selvet revealed that Ready Player Me will open-source its graphics library visage in the coming months to make development easier.

Enhancing Metaverse’s graphics

Even though virtual platform choices determine the graphics quality, advancements are being made as Web3 advances. Borget, for example, stated that The Sandbox is devoting most of its resources to research and development to guarantee the next phases of user interaction.

While there is no doubt that innovation is present, technical constraints will most likely slow development. Selvet, for example, stated that software and hardware challenges remain.

As a result, Selvet noted that the demand for access to devices besides gaming PCs is growing. Loewenstein added that Spatial concentrates on bringing the Metaverse to both web and mobile, but compute restrictions have been challenging.

Overall, virtual development appears to be focusing on community building instead of imagery at the moment. "I believe we need to move beyond the anticipation of a lifelike meta-human Metaverse and look at what drives human interaction," Borget said.

Do you believe in their goal of prioritizing community and accessibility over realism? Drop your comments by sharing this article on social media.

Posted 
Oct 5, 2022
 in 
Digital Lifestyle
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