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== Technology == === Hardware === Access points for the metaverse includes general-purpose computers and smartphones, [[augmented reality]], [[mixed reality]], and [[virtual reality]].<ref name=":10" /> Dependence on VR technology has limited metaverse development and wide-scale adoption.<ref name=":32" /> Limitations of portable hardware and the need to balance cost and design have caused a lack of high-quality graphics and mobility.<ref name=":4" /> Lightweight wireless headsets have struggled to achieve [[retina display]] pixel density needed for visual immersion.<ref name=":4">{{Cite web |last1=Wood |first1=Rhys |date=October 14, 2021 |title=This Oculus VR headset could feature lifelike resolution β here's why that matters |url=https://www.techradar.com/uk/news/this-oculus-vr-headset-could-feature-lifelike-resolution-heres-why-that-matters |access-date=January 9, 2022 |website=TechRadar}}</ref> Another issue for wide-scale adoption of the technology is cost, with consumer VR headsets [[Comparison of virtual reality headsets|ranging in price]] from $300 to $3500 as of 2022.<ref name=":82" /><ref name=":1" /> Current hardware development is focused on overcoming limitations of [[VR headset]]s, glasses, sensors, and increasing immersion with [[haptic technology]].<ref>{{Cite news|last1=Lewis|first1=Leo|last2=Davies|first2=Christian|last3=Jung-a|first3=Song|date=January 5, 2022|title=Investors gear up for 'gold rush' in metaverse hardware|work=Financial Times|url=https://www.ft.com/content/182bb2a7-b4e4-4d0d-8178-4cd9b4c225c4|access-date=January 8, 2022}}</ref> === Software === There has been no wide-scale adoption of a standardized technical specification for metaverse implementations, and existing implementations rely primarily on proprietary technology. [[Interoperability]] is a major concern in metaverse development, stemming from concerns about transparency and privacy.<ref>{{Cite magazine |last=D'Anastasio |first=Cecilia |date=November 4, 2021 |title=The Metaverse Is Simply Big Tech, but Bigger |url=https://www.wired.com/story/big-tech-metaverse-internet-consolidation-business/ |magazine=Wired |issn=1059-1028 |access-date=January 8, 2022}}</ref> There have been several virtual environment standardization projects.<ref>{{cite web|title=The Metaverse Roadmap|url=http://metaverseroadmap.org/|access-date=October 8, 2011|publisher=Acceleration Studies Foundation|archive-date=May 17, 2014|archive-url=https://web.archive.org/web/20140517174255/http://metaverseroadmap.org/|url-status=live}}</ref><ref>{{Cite web|title=X3D Specification, ISO/IEC 19775-1:2004 -- Part 1: Architecture and base components|url=https://www.web3d.org/documents/specifications/19775-1/V3.0/Part01/Architecture.html|access-date=November 3, 2021|website=www.web3d.org|archive-date=November 11, 2021|archive-url=https://web.archive.org/web/20211111080617/https://www.web3d.org/documents/specifications/19775-1/V3.0/Part01/Architecture.html|url-status=live}}</ref><ref>{{cite web|title=Virtual World Region Agent Protocol (VWRAP)|url=http://tools.ietf.org/wg/vwrap/|access-date=October 8, 2011|publisher=[[IETF]]|archive-date=August 11, 2011|archive-url=https://web.archive.org/web/20110811063020/http://tools.ietf.org/wg/vwrap/|url-status=live}}</ref><ref>{{cite web|title=Immersive Education Technology Group (IETG)|url=http://mediagrid.org/groups/technology/grid.ied/|url-status=dead|archive-url=https://web.archive.org/web/20110908045542/http://mediagrid.org/groups/technology/grid.ied/|archive-date=September 8, 2011|access-date=October 8, 2011|publisher=Media Grid}}</ref><ref>{{Cite web |title=Immersive Web Working Group |url=https://www.w3.org/groups/wg/immersive-web |access-date=March 1, 2022 |website=www.w3.org}}</ref> [[Universal Scene Description]] is a specification for [[3D computer graphics]] interchange created by [[Pixar]] and supported by [[Blender (software)|Blender]], [[Apple Inc.|Apple]]'s [[SceneKit]] and [[Autodesk 3ds Max]]. The technology company [[NVIDIA]] announced in 2021 they would adopt USD for their metaverse development tools.<ref>{{Cite web |last=Caulfield |first=Brian |date=April 27, 2021 |title=Universal Scene Description Key to Shared Metaverse, GTC Panelists Say |url=https://blogs.nvidia.com/blog/2021/04/27/usd-metaverse-gtc/ |access-date=December 24, 2021 |website=The Official NVIDIA Blog}}</ref> [[glTF]] is a specification for the efficient transmission and loading of 3D scenes and models by engines and applications created by the [[Khronos Group]], an industry consortium developing royalty free open standards. In August 2022 it was announced that glTF 2.0 had been released as the [[ISO]]/[[International Electrotechnical Commission|IEC]] 12113:2022 International Standard.<ref>{{Cite web|date=July 26, 2022|title=ISO/IEC 12113:2022 Information technology β Runtime 3D asset delivery format β Khronos glTF 2.0|url=https://www.iso.org/standard/83990.html|website=The Official ISO Website}}</ref> [[OpenXR]] is an open standard for access to virtual and augmented reality devices and experiences. It has been adopted by [[Microsoft]] for [[HoloLens 2]],<ref>{{Cite web |last=Edicott |first=Sean |date=July 23, 2019 |title=OpenXR now available on the Microsoft Store for Windows Mixed Reality |url=https://www.windowscentral.com/openxr-now-available-microsoft-store-windows-mixed-reality |access-date=January 8, 2022 |website=Windows Central}}</ref> [[Meta Platforms]] for the [[Oculus Quest]],<ref>{{Cite web |last=Heaney |first=David |date=September 13, 2019 |title=Oculus Rift Has Hidden Preliminary Support For OpenXR |url=https://uploadvr.com/oculus-rift-basic-openxr-support/ |access-date=January 8, 2022 |website=UploadVR}}</ref> [[HTC]] for the [[HTC Vive]],<ref>{{Cite web |last=Heaney |first=David |date=April 14, 2022 |title=HTC's Vive Focus 3 Standalone Headset Gets Beta OpenXR Support |url=https://uploadvr.com/vive-focus-3-openxr-beta/ |website=UploadVR}}</ref> [[Qualcomm]] for the Snapdragon Spaces XR Developer Platform,<ref>{{Cite web |last=Sprigg |first=Sam |date=June 1, 2021 |title=Qualcomm announces global availability of its Snapdragon Spaces XR Developer Platform |url=https://www.auganix.org/qualcomm-announces-global-availability-of-its-snapdragon-spaces-xr-developer-platform/ |website=Auganix}}</ref> and [[Valve Corporation|Valve]] for [[SteamVR]].<ref>{{Cite web |date=August 18, 2022 |title=Conformant Products |url=https://www.khronos.org/conformance/adopters/conformant-products/openxr |publisher=[[Khronos Group]]}}</ref><ref>{{Cite web|date=February 24, 2021|title=Steam :: SteamVR :: Introducing SteamVR 1.16|url=https://store.steampowered.com/news/app/250820/view/3044967019267211914|access-date=January 8, 2022|website=store.steampowered.com}}</ref>
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