Above: One of these pics is reality, the other is Microsoft Flight Simulator — but which?
I'm blogging Matthew Ball’s must-read, nine part metaverse primer this Summer; my take on Part 1 is here, and my coverage of Part 2 is here.
Part 3 of Matthew's Metaverse Primer, Networking and the Metaverse, touches on similar territory as the paper I wrote for Samsung Next last year, but with a big difference. (More on that below.) This section explores all the networking technology needed to make highly immersive, highly multiplayer applications possible. As an example of that, Matthew touches on how Microsoft's Flight Simulator (current version) uses streaming to display a mirror world:
Microsoft Flight Simulator is the most realistic and expansive consumer simulation in history. It includes 2 trillion individually rendered trees, 1.5 billion buildings and nearly every road, mountain, city and airport globally… all of which look like the ‘real thing’, because they’re based on high-quality scans of the real thing. But to pull this off, Microsoft Flight Simulator requires over 2.5 petabytes of data — or 2,500,000 gigabytes… Microsoft Flight Simulator works by storing a core amount of data on your local device (which also runs the game, like any console game and unlike cloud-based game-streaming services like Stadia). But when users are online, Microsoft then streams immense volumes of data to the local player’s device on an as-needed basis.
This becomes even more complicated when other users, not to mention new content they create, are part of your virtual world. But while broadband penetration and bandwidth speeds continue to increase, any multi-user Metaverse worth the name will run up against the simple fact that our broadband can't ever run faster than the speed of light:
[W]hile the Metaverse isn’t a fast-twitch AAA game, its social nature and desired importance means it will require low latency. Slight facial movements are incredibly important to human conversation — and we’re incredibly sensitive to slight mistakes and synchronization issues (hence the uncanny valley problem in CGI)…
Unfortunately, latency is the hardest and slowest to fix of all network attributes. Part of the issue stems from, as mentioned above, how few services and applications need ultra-low latency delivery. This constrains the business case for any network operator or latency-focused content-delivery network (CDN) — and the business case here is already challenged and in contention with the fundamental laws of physics.
At 11,000–12,500km, it takes light 40–45ms to travel from NYC to Tokyo or Mumbai. This meets all low-latency thresholds. Yet while most of the internet backbone is fiber optics, fiber-optic cable falls ~30% short of the speed of light as it’s rarely in a vacuum (+ loss is typically 3.5 dB/km)… Furthermore, network congestion can result in traffic being routed even less directly in order to ensure reliable and continuous delivery, rather than minimizing latency. This is why average latency from NYC to Tokyo is over 3× the time it takes light to travel between the two cities, and 4–5× from NYC to Mumbai.
Emphasis mine. Or to put it another way: The metaverse of our dreams will always be hobbled by the speed of light.
In fact, the way Matthew lays out all the bandwidth and latency hurdles facing metaverse applications leaves me significantly less confident than I was while writing the Samsung Next article. Which takes me to my own thoughts on Part 3:
It's very possible that the networking challenges that Matthew lays out cannot be fully addressed. In fact they might even become somewhat worst, if VR and its even higher graphics requirements demand a streaming solution. If your vision of the metaverse is highly realistic avatars from around the world which respond to facecam capture and motion capture, while also supporting those avatars in contiguous spaces where hundreds of users can interact — even create content — at the same time, I might want to wait patiently for another 2-3 decades or so.
This is probably why the most successful virtual worlds which are described as metaverses do not rely on users with high-end desktop computers, or dedicated, heavy bandwidth. Rather, theses metaverses — ROBLOX, Fortnite, a few others — are optimized to run wirelessly on mobile, and consequently, are very much not dependent on high-end, ultra-realistic graphics. (Fortnite for example has very engaging, highly responsive physics, but graphics which are decidedly cartoonish, and avatars have a limited range of customization and expression options.)
And that's quite OK, if we're willing to accept a mass market metaverse which sacrifices high fidelity in order to achieve high concurrency and low latency among a global userbase. Because of this speed of light hurdle, we may also see the rise of "local", micro metaverses, with all the high fidelity graphics affordances we aspire to– but confined to players within, say, a 500 mile radius of the local server.
Whatever evolves, I'm fairly confident the latency challenge isn't going away. When it comes to the metaverse, Einstein is the ultimate cockblocker.
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