| Q&A: Why the Metaverse Needs to Be Open 
 Making virtual worlds as interconnected as the internet will be tough
 
 A  vast digital mirror world accessible through virtual reality is  just  around the corner, if you believe the latest pronouncements coming  out  of Silicon Valley. This so-called metaverse has captured the tech   zeitgeist and is attracting billions in investments. Last month,   Facebook CEO Mark Zuckerberg even announced plans to turn his   trillion-dollar social network into   "a metaverse company".
 
 The name comes from author Neal Stephenson's dystopian sci-fi classic   Snow Crash,   which envisaged a gigantic 3D playground where millions of people   escaped the drudgery of the real world. To its proponents, the metaverse   is the natural evolution of the internet. They envisage a sprawling   network of interconnected virtual worlds for such diverse activities as   gaming, watching live entertainment, buying real-estate, and   collaborating on design projects.
 
 How to achieve that vision is an open question. Online video games like   Fortnite and   Roblox   are pitching themselves as precursors to the metaverse because of  their  large 3D environments where millions gather every day. They've  been  adding social features, character personalization, and the ability   create new environments, and have even been   holding concerts to tempt people to spend ever more of their time immersed in these virtual worlds.
 
 But   the key elements of today's internet are its openness, connectivity,   and interoperability, something these early metaverse-like experiences   are unable to replicate. While the web has the common language of HTML   and Javascript and established protocols to ensure seamless browsing,   there are no shared standards for building or connecting the virtual   worlds that are supposed to populate the metaverse.
 
 That's why early pioneers came together last week at leading computer graphics conference   SIGGRAPH 2021 to chart a path forward. In a session titled "  Building the Open Metaverse," representatives from Fortnite developer   Epic Games, Roblox, chipmaker   NVIDIA, and 3D-development platform   Unity outlined their work and the challenges ahead.
 
 They   discussed agreeing on the 3D equivalent of the JPEG; finding ways to   share not only 3D objects, but also their behavior between virtual   worlds; dealing with the vast data requirements of 3D environments; and   making it possible to create 3D content without your own design studio.   The consensus was that there are some promising developments, but many   problems are currently unsolved.
 
 To find out more, we spoke with one of the session organizers,   Marc Petit of Epic Games, who oversees the company's   Unreal Engine, a 3D creation platform. The conversation has been edited for length and clarity.
 
 IEEE Spectrum: What is the metaverse?
 
 Marc Petit:   It's a hard question. For me, it's the evolution of the internet as  the  fabric for our personal and professional lives. With the internet  right  now, you keep on scrolling through video. We believe that the  metaverse  will bring in the era of interactive content, where you have  agency  over the content and you can control it, you can interact with  it, and  you can ultimately immerse yourself into the content and not  just look  at it through a small window. The foundation is real-time 3D  media.  Whether those elements get integrated into your existing  environment  through augmented reality, or you immerse yourself with a  [virtual  reality] headset into the content, all of that is a  consequence of the  content being 3D and interactive.
 
 Spectrum: Why is openness going to be an important feature for any future metaverse? And what does openness mean, in this context?
 
 Petit: I   think the openness is mandated for two reasons. One, for technical   reasons, because the internet was based on the ability for things to   communicate among themselves. If we have a lot of virtual worlds where   you cannot go from one to the next or they are incompatible with each   other that's not going to be a good experience. So I think that the very   nature of a connected system requires that there is openness.
 
 And   then there is the societal aspect of it. I think it's an opportunity  to  create business models and rules that are more fair for people,   [protect] their privacy, and make sure creators get their fair share for   the content they create. Because, hopefully, we're going towards an   economy of creation, where people who make the money are the people who   created the content, not the people who own the platforms. We want   everybody to become a consumer and a creator and so we need the platform   and the economy that allows participation for everybody.
 
 Spectrum: Lots of companies have developed virtual worlds of their own. How far have they got with linking them together?
 
 Petit: The   metaverse is not here. There are huge technical challenge that we need   to solve as an industry. Let me be clear about this, we are at the  first  baby steps. It's about eating an elephant one mouthful at a time.  Right  now we have to solve the problems of exchanging objects. There's    glTF and   USD   [two leading 3D graphics file formats], but we still can't agree on a   material representation today. We're getting there and progress has  been  made, but it's still not a slam dunk. And some proprietary  technology  is still important and hasn't been really moving to the open  space.
 
 Then  it's going to be all about behavior, and we have  two kinds of behavior.  Procedural behaviors, what we call rigging: so  how a character moves,  how a vehicle drives itself. And then we have  the simulation aspects. We  all live in the same world with the same  laws of physics. So you would  hope that we could harmonize physics to  each simulation. But we all have  different ways to represent logic and  behaviors. That's one of the big  things we need to tackle.
 
 
  
 A screenshot from 'Fortnite'Epic GamesSpectrum:
 
 Are there any obvious route for making things like behavior and attributes interoperable?
 
 Petit:   No. When you start thinking about persistent worlds, the technological   paradigm is going to be very different. You have to maintain a living   and breathing world and do in-flight edits. It's not like a game where   you can stop the game, change the game and restart the game. We're   talking about persistent world where it's always on. There's a lot of   room for innovation in terms of how you handle interactivity and   scripting in an environment where you're always live and you have   millions of users. Some of the models that we have today are not   adequate and need to be evolved.
 
 Spectrum: How do you think the industry will come together to achieve this goal?
 
 Petit:   All the companies cooperate and acknowledge the value and the need for   open source systems and foundations. I think standards will play a big   role. But the standards don't drive innovation, they tend to drive   commoditization. So we are managing this duality. We support the   standards, but with Unreal Engine 5 we are pushing our engine, our data   representation, to become the benchmark and the most advanced solution   to create and playback high-fidelity, fully simulated worlds.
 
 It   takes a few geniuses, like we have on our staff, to invent those kinds   of technologies and prove that they work. Then, when it's proven, it   becomes shared and open. I know some people say open source can do   innovation, and it can happen. But I think it's following the innovation   that's done by some of those private groups.
 
 Spectrum: Assuming we solve these problems and create this open system of interlocking virtual worlds, what will that make possible?
 
 Petit: Seamless   integration. Being able to aggregate and consume information from   everywhere, and letting data from multiple platforms coexist in a single   representation. We already have that in the web with   microservice architecture   and connectivity, so we can see how this could evolve. Once we have  got  this shared representation challenge figured out, I think we can  define  services so that things can interoperate. Being able to use your   digital assets and your digital properties is probably the best  example.  If I buy a Ferrari to play Fortnite I'd love to use it on Roblox.
 
 Spectrum: A   common theme during the SIGGRAPH session was that for the metaverse to   be truly open, it needs to be easier for users to make their own 3D   content. How how far off is that?
 
 Petit: We are we investing proactively in making sure that happens. For example, our   Twinmotion   product is the easiest way that you can create 3D content right now.  We  are proving that you can use game mechanics to make things simple.  In  Twinmotion, if you want snow on your scene you push a button and the   snow falls and accumulates.
 
 For content we have   Megascans   [a library of 3D scans of real world objects], where our mandate is to   scan enough of the world so that we can recreate the entirety of the   world using proceduralism and machine learning techniques. And then   there are all of the techniques around AI-assisted creation and   AI-assisted artistry. So all of those efforts and investments by Epic   are making sure that anybody can create content that other people want   to see because it meets the bar in terms of quality. Because nobody's   watching bad video, and this will be the same for 3D. Nobody wants   crappy content.
 
 Spectrum: A 3D version of the  internet  involves a lot more data than today's 2D one. How big of a  challenge  is it going to be to actually serve this to millions of  people?
 
 Petit: Well,  it's interesting,  because there's a lot of data right now that is  represented in video  that could be represented more efficiently in 3D.  But you're right, the  data will be big. I think you'll see software  architectures adjust with  that reality, with server side systems doing  the heavy lifting and [3D]  glasses doing something much lighter weight.  We're starting to see the  evolution of that computing infrastructure,  with GPUs moving to the edge  and the clients being more capable. Do we  have enough? No, never.  There's never enough compute!
 
 Spectrum:  You've  made it clear that there are still fundamental challenges to  overcome.  Which solutions do you think are close at hand, and which  problems are  going to be harder to solve?
 
 Petit: I   think we are cracking the code of creating content that people want to   watch. That's around the corner. And building this critical mass of   technology where anybody can actually create their own virtual worlds   with as much efficiency as possible. Everybody's at the stage of   integrating real time 3D as a medium into their workflow. The more   difficult thing is going to be the connection of those workflows and the   emergence of platforms that embody the values that we discussed   earlier. That's going to be what takes the most time, because platforms   are hard to build.
 
 Edd Gent  is a freelance science and technology writer based in Bangalore,   India. His writing focuses on emerging technologies across computing,   engineering, energy and bioscience.
 
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