> The metaverse doesn't NEED to be for everyone, but it can certainly have wide appeal if it is easy to access and people can express themselves.
If there are still technical problems both about and inside the "metaverse", why not focus on making it appealing to people with technical chops first? It surely isn't, otherwise this wouldn't be the first time I hear of OpenSimulator.
GP says it's not fun, and that attempts to making it fun involve bringing some lowest-common-denominator forms of entertainment. But what is it about it that makes it not fun for techies? Or for creatives with enough patience to pick up the necessary tech skills along the way? These people should be able to provide content, activity and root out technical problems. It's how many technological products in the past (including the Web, arguably) became popular: first becoming popular with tech-savvy people, and building up widespread appeal on that base.
It IS appealling to those people. This is a 15 year old project with only 1 active developer yet it still has thousands of users despite needing to set up a bunch of ini files and NAT loopback to run it. The problem is that it is hard even just to visit. Most people who run grids and regions are quite technical people who were in second life around the time it was hot , which is a long time ago, thats why you dont hear a lot about it. During the VR hype mania years many people left to try the new platforms until they failed. And in general people don't seem to reach outside their social media bubbles much.
Afaik there are no casinos in opensim btw. It s usually parties with wannabe DJs, real DJs and often live music
It's not appealing enough then, and I think figuring out why might be an angle worth pursuing. "Setting up a bunch of ini files and NAT loopback" does sound like accidental complexity that could be eliminated. It's the kind of stuff I did when I was a kid, and I no longer have patience to bother with; I imagine that, for the younger generation of software developers, it's way beyond their comfort zone.
Since I haven't actually tested Open Simulator yet, I hesitate to speculate on what the actual problems might be. But, for example, I've been looking for an easy way to have a persistent 3D world with optional VR support, that I could easily script to my heart's content. Something closer to Cube/Sauerbraten[0] or Minecraft, with an embedded code editor, than to Unity or Unreal Engine. Something that I could drop into, play around a bit, tweak a little bit, and come back later. I had an idea that we could make a kind of "digital twin" of our local Hackerspace, to prototype some ideas faster than in our real one. Open Simulator looks like it could be just it - so every piece of friction that makes it hard for me to set up the persistent world, build the rooms, build the doodads, script them, and get other HS members to join - I'd consider these to be adoption/interest limiters for the tech-inclined crowd.
You can do that with second life / opensim, but there is no VR viewer and the FPS is low because models are not optimized.
That said, you realize that opensim is very complex. it involves assets, streaming, simulating physics (the physics happen on the server) with multiple physics engines, managing users and groups, networking, scripting engines (it has 2 now), and is constantly trying to reverse engineer the second life protocol in order to work with he viewer which is not fully open source. It's not appealing to developers because it's a lot of work.
When it started the project received backing from IBM who developed a large part of it. Nowadays there's no corporate interest probably because it's considered unmonetizeable.
> The problem is that it is hard even just to visit.
Yes. The hard part isn't installing the viewer and logging in. That works fairly well. So does the initial tutorial on how to move and view. Then it gets hard.
There are two main new user questions in Second Life and Open Simulator: "What do I do now", and "How do I fix this %(^$* clothing problem"? It's quite possible to end up with body parts missing or invisible. The clothing system was created by users on top of the built-in avatar system, so it's mostly workarounds atop workarounds. People who master the system have the best looking avatars of any virtual world.
> FPS is low because models are not optimized.
That's a common comment, but can be overcome. The client is doing almost everything in one overloaded thread, and uses OpenGL. The code is two decades old. (I'm working on a new prototype viewer, using Rust and Vulkan. Easier than trying to work on the legacy code.)
> It's not appealing to developers because it's a lot of work.
Right. That applies both to Open Simulator, which is volunteer, and Second Life, which has paid developers.
The SL developers have a "can't do" corporate culture. (Yes, some of you will read this, and you know this is correct.) Worse, they convinced top management years ago that nothing could be done. This resulted in top management diverting resources into other projects, all of which failed after losing tens of millions of dollars.
It's also hard to get people who can work on this. The people who can do this kind of work can do other, more profitable things. The primary architect of the SL/Open simulator technology went on to do Facebook's mobile app, became VP of mobile at Facebook, and cashed out.
If there are still technical problems both about and inside the "metaverse", why not focus on making it appealing to people with technical chops first? It surely isn't, otherwise this wouldn't be the first time I hear of OpenSimulator.
GP says it's not fun, and that attempts to making it fun involve bringing some lowest-common-denominator forms of entertainment. But what is it about it that makes it not fun for techies? Or for creatives with enough patience to pick up the necessary tech skills along the way? These people should be able to provide content, activity and root out technical problems. It's how many technological products in the past (including the Web, arguably) became popular: first becoming popular with tech-savvy people, and building up widespread appeal on that base.