There's a lot of talk about male-defaultism these days. You know what else is totally male-default? Avatars in 3-D virtual worlds. At least if they can be modified in-world instead of being monoliths like from places like Ready Player Me.

Almost everytime an avatar system is being designed for virtual worlds, it's designed with only adult males in mind. Eventually, someone will ask the question, "Well, and how do we make female avatars?" It'll probably be those who design either the avatar parts if the avatars are sufficiently modular or the complete avatars if they're monolithic. But this won't occur before the avatar system is finalised to the point at which it can't be substantially reworked anymore.

If you're lucky, female avatars get a somewhat slimmer waist. Or a pair of boobs, maybe only one that's being hinted at by a single bulge. If you're very lucky, they get both. If you're unlucky, there's only one hard-coded body shape, and all they get is more feminine clothing for the upper body, maybe even painted onto the one body shape that's available. In fact, you'll probably have as many "clothing items" for women as for men, all of which were designed by guys. All of whom are software developers with next to no sense of fashion.

Oh, and you get female-looking hairstyles, none of which are even shoulder-long. Well, except maybe for one ponytail that stands off so far that it has no chance of clipping into the body because the head motion is too limited.

Seriously, though: Even if your virtual world system is only planned for purely professional purposes, i.e. business, industrial, governmental, organisational otherwise, and extra care is taken that it will never be used by anyone in their spare time, even then this won't nearly be sufficient. If you plan to hold formal (not necessarily as in business formal) events, it'll be even less sufficient. If it's supposed to be an all-purpose virtual world system, a "metaverse for everybody" that people will use in their spare time, it'll suck completely.

I dare say that I've been using 3-D virtual worlds for longer than most of those who design them from the ground up nowadays. I've been in OpenSim for five and a half years now. I've built both male and female avatars. So I know first-hand what it's like.

OpenSim's default avatar, which also used to be the default avatar in Second Life long long ago, is female. She is named Ruth. But she's based on an avatar system that's mostly geared towards male avatars, and her hairstyle is more of a mullet because this avatar system can't even grow hair over the ears, because guys don't normally wear their hair over their ears. She isn't even really pretty. She can easily be switched to her male pendant, Roth: A bit less shapely, no boobs, therefore abs and pecs, the hair is shorter, and the face changes a little.

Now, if you want to see what kinds of avatars people actually make in Second Life nowadays, just look around (content warnings: eye contact, mild female nudity) PrimFeed, the Flickr alternative created exclusively for Second Life users. These pictures were actually rendered in-world and not by an AI. They show actual Second Life avatars, often even daily-driver avatars, in actual Second Life environments.

Short hair? Long pants? Almost only on male avatars, if at all. And today's male avatars have even more chiseled abs than 22 years ago. And chiseled faces and chiseled everything.

Female avatars, on the other hand, are shapely like you wouldn't believe from a virtual world unless you've been there yourself. Big butts. Big boobs and actual boobs. Dresses. Skirts. Bikinis. Lingerie. High heels, almost never under 15cm or 6 inches, sometimes even higher with platform soles. And: long hair. And with "long hair" I mean lush long locks, not just longer than male hair.

By the way: Nothing of what you see in the images was supplied by Linden Lab. Everything that the avatars and the landscapes consist of was made by users. It has basically always been the users who drove Linden Lab to refining Second Life's avatar system, often by working around its limitations and repurposing features.

Sooner or later, users with female avatars will demand three things for them. Male-centric avatar systems will be unfit to deliver either.

Long hair


The challenge with long hair is to not only make it look natural and, especially, keep it from clipping into the body. Extra challenge: If the clothes aren't simply painted on, keep it from clipping into the clothes when the head moves.

Of course, this point is moot if avatars can't move their heads. Which Second Life and OpenSim avatars can.

Skirts and dresses


This point is moot if avatars don't have legs. You know, like in Meta Horizon or (formerly Mozilla) Hubs.

But if they do, then even in a strictly business environment, I wouldn't too firmly count on all women being content with putting trousers on their avatars. They will wish for pencil skirts.

Skirts and dresses will pose a whole bunch of challenges. None of them is to keep people from upskirting, especially if the camera can move independently from the avatar which it should be able to do in good virtual worlds. In fact, depending on how a skirt or dress is shaped, preventing upskirting can be quite trivial. So that isn't one of the challenges.

No, the first challenge is to rig skirts in such a way that the legs don't clip through them, no matter how the legs move. If you manage to get that done with one kind of skirt, try again with another nine kinds of skirts. Including a pencil skirt.

Think you got that pat down? Well, here's the next challenge: Rig them in such a way that they look good when the avatar is sitting. This is rather trivial with pencil skirts. Now try it with a circle skirt in such a way that the skirt doesn't stand off as if it's made of wood. Extra challenge: Try it with a 1950s poodle skirt. These are just about as unthinkable in virtual worlds as 50s-style corrugated stainless steel diners. Trust me, someone will build the latter.

If you think it's smart to simply hide the legs from the skirt hem upwards so they won't clip, this will come back to bite you once the avatar sits down.

By the way: Even Second Life has never managed the former, and neither has OpenSim. And the latter is hit-and-miss with more miss than hit, and it works best with the old "painted-on" system skirt.

The cherry on top would be if skirts still flowed halfway naturally, and if skirts with a looser fit swayed with the motion of the avatar. This requires not only at least a basic physics model, but also a collision system.

High heels


Again, this point is moot if avatars don't have legs. But if avatars don't have legs, they'll be ridiculed. Yes, they will.

It doesn't matter how high the heels have to be. They don't have to be 15cm spike heels. Or 30cm spike heels with 15cm platforms.

So you want a virtual business environment first and foremost. Then your female users will wish for footwear that isn't men's leather shoes. And not ballet flats or Mary Janes either. Something with at least slightly raised heels. Just like they'll wish for pencil skirts; see above.

Okay, so you may manage to put high-heeled shoes on your avatar. Now, the first challenge will be to get the avatar's feet into the shoes. You know, the same feet that are firmly rigged into a flat position because that's all you need for male avatars (until someone comes and wants to cosplay Dr Frank N. Furter).

So you've reworked large parts of your avatar system to allow for other foot positions than flat? Good luck. Now adjust the avatar's Z position accordingly because the feet and the shoes are clipping into the floor. Ready to pump another few thousand man-hours into something else that you didn't take into consideration when designing your avatar system?

In Second Life and OpenSim, the former could only be solved in a satisfactory way by attaching different feet. Or, in the case of mesh bodies from Second Life, by giving it a whole bunch of feet in various positions and using a HUD to make the appropriate pair visible and the other ones invisible. The latter requires manual adjustment or some long forgotten trickery from almost two decades ago.

Finally...


I've read about four worlds and world systems that have tackled at least the former two points, namely by implementing a basic skeleton-based physics system that's a big upgrade in comparison to flexi prims in Second Life and OpenSim. Its big advantage is a basic collision model that makes hair and skirts (and anything else that needs it that you want to attach to your avatar) nicely flowy with little to no risk of clipping.

The thing is: Sansar was launched by Linden Lab as a kind of Second Life successor. That was at a point at which Second Life already had user-made, highly detailed fitted mesh bodies from various vendors.

High Fidelity was launched by Philip Rosedale. Also known as Philip Linden. The guy who invented Second Life in the first place and who led it for many years.

Well, and Vircadia is a High Fidelity fork, and Overte is a Vircadia fork.

This goes to show how virtual worlds are developed by people who have years upon years of experience with already existing virtual worlds and their users and creations.

And it goes to show that even reading Neal Stephenson's Snow Crash (which, by the way, introduced the word "metaverse" as early as 1991) doesn't give you the knowledge that personal experience with and in virtual worlds does. For Philip Rosedale has read it, and it has inspired him to make Second Life in the first place. But it has not inspired him to add certain elements for building female avatars right off the bat.

Unfortunately, however, even being prepared for that won't necessarily save a virtual world: Both Sansar and High Fidelity are no more. But that wasn't due to their avatar systems.

#Long #LongPost #CWLong #CWLongPost #SecondLife #OpenSim #OpenSimulator #Horizon #HorizonWorlds #MetaHorizon #Sansar #HighFidelity #Vircadia #Overte #Metaverse #VirtualWorlds #Avatar #Avatars #MaleCentric #MaleCentricism #MaleDefault #MaleDefaultism
Jupiter Rowland

There's a lot of talk about male-defaultism these days. You know what else is totally male-default? Avatars in 3-D virtual worlds. At least if they can be modified in-world instead of being monoliths like from places like Ready Player Me.

Almost everytime an avatar system is being designed for virtual worlds, it's designed with only adult males in mind. Eventually, someone will ask the question, "Well, and how do we make female avatars?" It'll probably be those who design either the avatar parts if the avatars are sufficiently modular or the complete avatars if they're monolithic. But this won't occur before the avatar system is finalised to the point at which it can't be substantially reworked anymore.

If you're lucky, female avatars get a somewhat slimmer waist. Or a pair of boobs, maybe only one that's being hinted at by a single bulge. If you're very lucky, they get both. If you're unlucky, there's only one hard-coded body shape, and all they get is more feminine clothing for the upper body, maybe even painted onto the one body shape that's available. In fact, you'll probably have as many "clothing items" for women as for men, all of which were designed by guys. All of whom are software developers with next to no sense of fashion.

Oh, and you get female-looking hairstyles, none of which are even shoulder-long. Well, except maybe for one ponytail that stands off so far that it has no chance of clipping into the body because the head motion is too limited.

Seriously, though: Even if your virtual world system is only planned for purely professional purposes, i.e. business, industrial, governmental, organisational otherwise, and extra care is taken that it will never be used by anyone in their spare time, even then this won't nearly be sufficient. If you plan to hold formal (not necessarily as in business formal) events, it'll be even less sufficient. If it's supposed to be an all-purpose virtual world system, a "metaverse for everybody" that people will use in their spare time, it'll suck completely.

I dare say that I've been using 3-D virtual worlds for longer than most of those who design them from the ground up nowadays. I've been in OpenSim for five and a half years now. I've built both male and female avatars. So I know first-hand what it's like.

OpenSim's default avatar, which also used to be the default avatar in Second Life long long ago, is female. She is named Ruth. But she's based on an avatar system that's mostly geared towards male avatars, and her hairstyle is more of a mullet because this avatar system can't even grow hair over the ears, because guys don't normally wear their hair over their ears. She isn't even really pretty. She can easily be switched to her male pendant, Roth: A bit less shapely, no boobs, therefore abs and pecs, the hair is shorter, and the face changes a little.

Now, if you want to see what kinds of avatars people actually make in Second Life nowadays, just look around (content warnings: eye contact, mild female nudity) PrimFeed, the Flickr alternative created exclusively for Second Life users. These pictures were actually rendered in-world and not by an AI. They show actual Second Life avatars, often even daily-driver avatars, in actual Second Life environments.

Short hair? Long pants? Almost only on male avatars, if at all. And today's male avatars have even more chiseled abs than 22 years ago. And chiseled faces and chiseled everything.

Female avatars, on the other hand, are shapely like you wouldn't believe from a virtual world unless you've been there yourself. Big butts. Big boobs and actual boobs. Dresses. Skirts. Bikinis. Lingerie. High heels, almost never under 15cm or 6 inches, sometimes even higher with platform soles. And: long hair. And with "long hair" I mean lush long locks, not just longer than male hair.

By the way: Nothing of what you see in the images was supplied by Linden Lab. Everything that the avatars and the landscapes consist of was made by users. It has basically always been the users who drove Linden Lab to refining Second Life's avatar system, often by working around its limitations and repurposing features.

Sooner or later, users with female avatars will demand three things for them. Male-centric avatar systems will be unfit to deliver either.

Long hair


The challenge with long hair is to not only make it look natural and, especially, keep it from clipping into the body. Extra challenge: If the clothes aren't simply painted on, keep it from clipping into the clothes when the head moves.

Of course, this point is moot if avatars can't move their heads. Which Second Life and OpenSim avatars can.

Skirts and dresses


This point is moot if avatars don't have legs. You know, like in Meta Horizon or (formerly Mozilla) Hubs.

But if they do, then even in a strictly business environment, I wouldn't too firmly count on all women being content with putting trousers on their avatars. They will wish for pencil skirts.

Skirts and dresses will pose a whole bunch of challenges. None of them is to keep people from upskirting, especially if the camera can move independently from the avatar which it should be able to do in good virtual worlds. In fact, depending on how a skirt or dress is shaped, preventing upskirting can be quite trivial. So that isn't one of the challenges.

No, the first challenge is to rig skirts in such a way that the legs don't clip through them, no matter how the legs move. If you manage to get that done with one kind of skirt, try again with another nine kinds of skirts. Including a pencil skirt.

Think you got that pat down? Well, here's the next challenge: Rig them in such a way that they look good when the avatar is sitting. This is rather trivial with pencil skirts. Now try it with a circle skirt in such a way that the skirt doesn't stand off as if it's made of wood. Extra challenge: Try it with a 1950s poodle skirt. These are just about as unthinkable in virtual worlds as 50s-style corrugated stainless steel diners. Trust me, someone will build the latter.

If you think it's smart to simply hide the legs from the skirt hem upwards so they won't clip, this will come back to bite you once the avatar sits down.

By the way: Even Second Life has never managed the former, and neither has OpenSim. And the latter is hit-and-miss with more miss than hit, and it works best with the old "painted-on" system skirt.

The cherry on top would be if skirts still flowed halfway naturally, and if skirts with a looser fit swayed with the motion of the avatar. This requires not only at least a basic physics model, but also a collision system.

High heels


Again, this point is moot if avatars don't have legs. But if avatars don't have legs, they'll be ridiculed. Yes, they will.

It doesn't matter how high the heels have to be. They don't have to be 15cm spike heels. Or 30cm spike heels with 15cm platforms.

So you want a virtual business environment first and foremost. Then your female users will wish for footwear that isn't men's leather shoes. And not ballet flats or Mary Janes either. Something with at least slightly raised heels. Just like they'll wish for pencil skirts; see above.

Okay, so you may manage to put high-heeled shoes on your avatar. Now, the first challenge will be to get the avatar's feet into the shoes. You know, the same feet that are firmly rigged into a flat position because that's all you need for male avatars (until someone comes and wants to cosplay Dr Frank N. Furter).

So you've reworked large parts of your avatar system to allow for other foot positions than flat? Good luck. Now adjust the avatar's Z position accordingly because the feet and the shoes are clipping into the floor. Ready to pump another few thousand man-hours into something else that you didn't take into consideration when designing your avatar system?

In Second Life and OpenSim, the former could only be solved in a satisfactory way by attaching different feet. Or, in the case of mesh bodies from Second Life, by giving it a whole bunch of feet in various positions and using a HUD to make the appropriate pair visible and the other ones invisible. The latter requires manual adjustment or some long forgotten trickery from almost two decades ago.

Finally...


I've read about four worlds and world systems that have tackled at least the former two points, namely by implementing a basic skeleton-based physics system that's a big upgrade in comparison to flexi prims in Second Life and OpenSim. Its big advantage is a basic collision model that makes hair and skirts (and anything else that needs it that you want to attach to your avatar) nicely flowy with little to no risk of clipping.

The thing is: Sansar was launched by Linden Lab as a kind of Second Life successor. That was at a point at which Second Life already had user-made, highly detailed fitted mesh bodies from various vendors.

High Fidelity was launched by Philip Rosedale. Also known as Philip Linden. The guy who invented Second Life in the first place and who led it for many years.

Well, and Vircadia is a High Fidelity fork, and Overte is a Vircadia fork.

This goes to show how virtual worlds are developed by people who have years upon years of experience with already existing virtual worlds and their users and creations.

And it goes to show that even reading Neal Stephenson's Snow Crash (which, by the way, introduced the word "metaverse" as early as 1991) doesn't give you the knowledge that personal experience with and in virtual worlds does. For Philip Rosedale has read it, and it has inspired him to make Second Life in the first place. But it has not inspired him to add certain elements for building female avatars right off the bat.

Unfortunately, however, even being prepared for that won't necessarily save a virtual world: Both Sansar and High Fidelity are no more. But that wasn't due to their avatar systems.

#Long #LongPost #CWLong #CWLongPost #SecondLife #OpenSim #OpenSimulator #Horizon #HorizonWorlds #MetaHorizon #Sansar #HighFidelity #Vircadia #Overte #Metaverse #VirtualWorlds #Avatar #Avatars #MaleCentric #MaleCentricism #MaleDefault #MaleDefaultism
Jupiter Rowland

How is "metaverse" even defined?

What is a "metaverse" or "the Metaverse"? A long piece of rambling

  • "The Metaverse". Actually named Horizons. Get that into your heads, dammit. And yes, I'm talking about Meta's worlds.
  • Cryptobros' attempted get-rich-quick schemes that imply that "the Metaverse" inevitably requires a blockchain, a cryptocurrency (usually either Dogecoin or Etherium or something running on Etherium's blockchain) and expensive NFTs for everything including land. Not seldomly buggy as hell because in-world experience doesn't earn the world owners any money.
  • More or less failed attempts by other huge gigacorporations to launch their own monolithic walled garden metaverses for as many use-cases as imaginable. Failed because they came too late.
  • The industrial metaverse which is still only a vague idea and probably another buzzword like "the cloud" and "the blockchain".
  • Second Life which has slapped the term "metaverse" onto itself in 2022, trying to stay relevant in spite of stagnating user numbers and showing the world it's still around. This actually had even less of an effect than the comparisons between Horizons' simplistic avatars and Second Life's near-photo-realistic avatars and its 20th birthday PR campaign last year.
  • Roblox, VRchat, Minecraft etc. They don't even need to refer to themselves as "metaverses" because they're so popular with kids that not much more publicity is necessary.
  • OpenSimulator which is as decentralised as Decentraland implies to be but isn't. It has been using the term "metaverse" regularly since 2007, the year it was launched. But as it doesn't make a fuss about it, nobody outside its own community knows.
  • ThirdRoom which was one of the first FLOSS virtual worlds to work in a standard Web browser rather than requiring a specialised client. Its future is unclear because all three devs are on an indefinite hiatus.
  • Vircadia, a HighFidelity fork, and Overte, a Vircadia fork, both trying to build the decentralised next-generation open-source metaverses with some interesting ideas, but neither having a significant community, and both being every bit as obscure and unknown as OpenSim.
  • The proposed decentralised, standardised, open metaverse for everyone. Which might not even come because the virtual worlds hype of 2020 is over for obvious reasons, and whoever else would be interested in it is probably busy in other virtual worlds already.


#Long #LongPost #CWLong #CWLongPost #VirtualWorlds #Meta #MetaMeta #Horizons #SecondLife #OpenSimulator #Decentraland #Roblox #VRchat #ThirdRoom #Vircadia #Overte #TheMetaverse #Metaverse
Jupiter Rowland

@Cheryl Furse

> Where is a crypto crash?
2022 especially.
#^https://en.wikipedia.org/wiki/Cryptocurrency_bubble#2021%E2%80%932023_crash
#^https://www.npr.org/2022/12/29/1145297807/crypto-crash-ftx-cryptocurrency-bitcoin
More recently: #^https://www.forbes.com/sites/digital-assets/2023/06/10/bloodbath-sudden-1-trillion-crypto-crash-sparks-fresh-coinbase-warning-and-tanks-the-price-of-bitcoin-ethereum-bnb-xrp-cardano-dogecoin-polygon-and-solana/

> Opensim a success? We are just 200 real people with thousands of alts.
That's your personal perception which you yourself think you "know" for a "fact".

If you really think this is a cold, hard fact, please prove it with a link to statistics.

By the way, here come cold, hard facts: the Hypergrid Business stats from June 15th.

#HypergridBusiness reports 424 active grids. Everyone would have to run at least two grids.

You refuse to believe that number? You think it's made up? It isn't just a number. Here's a list of all 424 grids. Count them. Then check the links. Almost all of them should be active.

125,841 standard regions on the reporting grids alone = each user has to have almost 630 standard regions on average.

#OSgrid alone reported 27,325 standard regions. If everyone had land on OSgrid, that'd be almost 130 standard regions per #OpenSim user.

Also, as of today, by the way, OSgrid lists 5,689 sims (taking varsims into account) on its official website, all by name. Only few of them are official. All the others are hosted by their owners and attached to OSgrid externally. OSgrid does not offer land rentals.

If every OpenSim user had land on OSgrid, everyone would have 28 sims or more on average attached to OSgrid. That's enough land for a stand-alone grid.

If you claim for a fact that this is bullshit, and either OSgrid or its staff makes up most of the names on the list, go in-world and check on the map whether these sims actually exist on the OSgrid map. Mind you, they may be offline. Many of them run on people's Windows PCs which they shut down when they don't need them. Nonetheless, these sims have existed and been online recently.

And that's only OSgrid. On average, everyone would have to own countless sims alll across the Hypergrid.

> I would compare much more with sim city. In opensim anyway, because most are just building landscapes and take pictures of it. SimCity has some more goals. lol

Goes to show you don't get out much.

What people actually do is hoard freebies and party. Female users also play Barbie with their avatars. And some have virtual sex.

But in general, most users don't spend more time than absolutely necessary decorating sims. Look at those many freebie sims that look like they were slapped together within one afternoon.

> You didn't mention thirdroom. Why?

Because I only wanted to pick out a few examples. If I had to include #ThirdRoom, I would also have to cover #VRchat and #Vircadia and #Overte and #RecRoom and #MozillaHubs etc. etc., just to give each and every virtual world out there a fair treatment. The article would have grown HUMONGOUS.

Even when it only came to free, open-source, decentralised virtual worlds, I would also have had to mention and analyse Vircadia, Overte and Mozilla Hubs and rip #Decentraland apart for lying into people's faces.

Besides, I know you're a huge Third Room fangurl. But Third Room is far from being as successful as #SecondLife or #Minecraft or #Roblox. It's a tech preview. It's in a very very early stage. It's far from having a community of thousands, having in-world places that you can spend weeks or months or years exploring, having in-world events etc.

Right now, Third Room is only just barely where Second Life was in 2002, only with public access. It is where OpenSim was in July 2007, immediately after OSgrid was launched, and before people flocked into OSgrid, claimed land and started building.

Also, since Third Room is based on Unity, this blocks creativity. Everything has to be built and scripted outside Third Room. That's like building an entire Second Life or OpenSim sim outside Second Life/OpenSim, scripting it outside Second Life/OpenSim, then dropping the whole thing into Second Life/OpenSim in one chunk, and if you want to change even a small detail, you have to go back outside Second Life/OpenSim and go through almost the whole process again because Unity doesn't let you do shit in-world.

> For opensim I only see one big problem. Stone age technology. Especially because of openGL and Firestorm still thinks we live in a 8 bit world.

32-bit. Second Life wouldn't even be technologically possible in 16-bit, much less 8-bit.

Also, you claim that #OpenGL is stone-age technology because its initial release was in 1992. Well, bad news for you: Your precious, oh-so-powerful MacBook Air M1 runs on an operating system from the age of dinosaurs. It's basically #BSD (macOS is based on Darwin, and Darwin is based on BSD), and BSD is from 1977.

Oh, and by the way, OpenGL has advanced over time. The minimum version required for the official Second Life viewer is 3.2 from August 2009, the minimum version recommended is 4.6 from July 2017.

> This can be changed if there would be young developers interested in creating high end graphics. But you have only nostalgic 60 years old men in opensim who are not skilled to develop new technology.

Another false claim of you which you "know" for a "fact": Everyone in OpenSim except for you is a crusty old geezer at an average age of 60 years.

> Thirdroom has 20 years old kids already who can develop new technology

LOL ROFL

Okay, let's check the factuality of this.

This is the Third Room code repository on GitHub.

The contributors, at least those that aren't bots, are:
Robert Long, software engineer
Nate Martin
Ajay Bura
Matthew Hodgson
Rhea Danzey, senior SRE
Hugh Nimmo-Smith
antpb
Travis Ralston, senior software developer

At the age of 20, you can't be an engineer. You can't have an engineer's degree of any kind. You're still in university or college.

At the age of 20, you certainly can't have "senior" in your official job title.

At least some of these developers don't even look like they're 20. Not 25 either. Not even 30.

So next time you present your personal perception as cold, hard, undeniable facts, prove them. Or don't complain when someone comes with actual facts that contradict what you say and proves these.
Cryptocurrency bubble - Wikipedia

Since a couple months ago, you can read it all over the place: "The #Metaverse is dead." Everyone agreed, because for 99% of all people out there, "Metaverse" refers to the series of 3-D #VirtualWorlds (to be) launched by #Meta, formerly #Facebook. And as far as I know, Zuckerberg actually tried to use "Metaverse" as the registered, trademarked, exclusive brand name for his worlds until he learned that he can't trademark something already used in a commercially published novel, namely Snow Crash by Neal Stephenson from 1991.

Thus, he settled for names like #HorizonWorlds which nobody knows nor cares about because everyone still speaks of Meta's worlds as "the Metaverse". And I guess people would continue to do so even if Snow Crash was turned into a massive Hollywood blockbuster with a budget of $400M that makes $4B in theatres within the first week.

What we can take away from this is that Mark Zuckerberg did, in fact, not invent the term "metaverse".

Oh, and just recently, Linden Labs started a massive PR campaign for #SL20B, the 20th birthday of #SecondLife which has also only recently started referring to itself as a "metaverse" to try and jump into the gap that the Horizons leave behind as Meta drops them like they're hot in favour of #ArtificialIntelligence.

Many have rubbed their eyes in disbelief. Didn't Second Life, like, shut down in, what, 2008 or 2009? Because the rampant news coverage about it died down back then. Yeah, but that was because it was no longer viable for commercial mainstream mass media to have virtual offices in Second Life after what few big corporations had joined it had left again. And when journalists stopped using their avatars (said avatars are still there, only unused), they didn't know what was happening in Second Life anymore. Besides, what was still happening in Second Life was only of interest for Second Life residents, but not for casual mass media consumers.

Nonetheless, Second Life continued to exist, and it does so until today. It even developed and advanced greatly. Today's avatars look nothing like those from 2007 when the hype was the biggest and from when the most images and videos seem to have survived. Oh, and they blow everything that Horizons has ever dared to demonstrate clean out of the water while consisting entirely of user-generated content.

What we can take away from this is that the Metaverse (no capital M here) is not dead, and that #HorizonWorldsIsNotTheMetaverse and has never been "The Metaverse".

However, between Snow Crash and the renaming of Facebook (the corporation) into Meta, the term "metaverse" was still used a lot, only it was used in places which next to nobody even knew, which are still largely unknown today. I'm talking about the worlds based on #OpenSimulator, a sort of free and open-source implementation of Second Life, and its community.

To give you a few examples: Alternate Metaverse counts as the fifth-biggest #OpenSim grid by active users and the sixth-largest by land area. It was launched in late 2019 under this name. That already was well before Zuck implied having invented 3-D virtual worlds. And the name wasn't chosen to cash in on Snow Crash, but because the word "metaverse" had been all around OpenSim for years already.

The Infinite Metaverse Alliance is from 2016, if not even older. And it has always been all about OpenSim with two grids of its own, one named Metaverse Depot.

#Metropolis, launched in 2008 was one of the first OpenSim grids, it was the first mostly German-speaking OpenSim grid, and when it was shut down for good almost a year ago, it was the third-oldest still existing grid. Its full name was "Metropolis Metaversum" for which there's proof from as early as 2010.

I'm tempted to say the earliest uses of the term "metaverse" in conjunction with OpenSim go back until even earlier in 2008 when OpenSim introduced the #Hypergrid which federated grids much like Fediverse instances are federated: For the first and so far only time in the history of virtual worlds, it became possible for avatars to travel between separate worlds with separate operators. Some said the Hypergrid was worth being referred to as a metaverse.

This was when it was increasingly attempted to define what a metaverse or the Metaverse is. Another idea was that "the Metaverse" refers to the entirety of all virtual worlds, regardless of whether they're connected or not. It would include 3-D worlds like Second Life, There or the various OpenSim grids, it would include 2½-D isometric worlds like Furcadia, it would include 2-D worlds and maybe even text-only worlds, and it would include out-right games like Minecraft or World of Warcraft, even if the worlds in the former are created procedurally. Basically, "metaverse" became the new "cyberspace".

And then there were those who had probably read Snow Crash and who knew what the Metaverse in that book is: a centralised, monolithic, corporate-owned walled garden. Essentially, that Metaverse was a vision of an Internet that had evolved into a 3-D world, but in 1991, the Internet largely consisted of corporate-owned walled gardens such as AOL and CompuServe itself, and Microsoft tried to establish its own one. That was three years before the World-Wide Web.

So while the requirement of being corporate-run and even a walled garden wasn't pursued further, "metaverse" was defined as being one single world. According to this definition, there isn't "the Metaverse", but there are many metaverses. Each OpenSim grid would be its own metaverse. No wonder not few grids actually refer to themselves as metaverses.

Sometimes, another criterium is added to the definition: It's only truly a metaverse when it's possible to move between separate locations (rooms, spaces, lands, call them whatever) by natural means. Usually, a virtual world has to be divided into smaller units, especially if these smaller units can be run by someone else than the creators/owners of the whole world. Now, this criterium means that these units have to at least be able to directly border on one another. An avatar standing near the border between two units must be able to look into the neighbouring unit. And in order to enter the neighbouring unit, the avatar must be able to walk or ride a vehicle that's actually moving instead of being a teleporter in disguise (I've seen both in OpenSim). Teleportation must not be a requirement out of basic technological limitations.

Now, imagine a virtual world that's IRC or Discord ported to 3-D just like the Metaverse in Snow Crash is AOL ported to 3-D, a world that only consists of separate, enclosed chatrooms which are built in-world as virtual conference rooms which you enter by logging into them and leave by logging out again. It probably doesn't have any windows. It definitely doesn't have a door working as such; either there is no door, or the door is decoration, or the door is the logout button, but there's nothing outside that door. If your avatar runs into that door, provided your avatar can walk and isn't bound to a chair at the conference table (yes, there are virtual worlds in which avatars can't walk around), it'll log out of that conference room and back into a kind of lobby. By the above criterium, this cannot be a metaverse.

However, if the door actually opens, and your avatar can look and walk through it into a hallway, from there into the lobby and even leave the building, then we're getting closer to a metaverse, probably even more so if the conference room is actually a separate virtual location operated by someone else than the lobby and the hallways.

Second Life fulfills this definition. You can walk around the mainland for hours, constantly crossing from one sim into another, all rented and designed by different residents, even though they all run on the same server cluster under Linden Labs' control. Sure, you can teleport, but that's only necessary if there's no other way to get somewhere. That might be because your current location and/or your destination is too remote, i.e. isolated by empty regions with no sims running in them which can't be crossed, or out of convenience because your destination is too far away.

OpenSim grids fulfill it, too, while the Hypergrid doesn't. The Hypergrid requires teleportation because it connects separate worlds and not different places within the same world. Otherwise, it's like Second Life while sometimes taking the "separate places with separate owners" part even further: Between renting land on grids and running a whole grid of your own, you can host your own sims and have them attached to certain existing grids. As a visitor, it might actually happen that you walk not only from one sim to another, but onto someone else's machine.

Still, if you look around, if you look at the various platforms that have "metaverse" painted on them, whether they're operational or only vague concepts, each one of their creators has a different definition of what a metaverse or the Metaverse is, always corresponding on what they plan their worlds to be like. Corporations that place all their bets on #VirtualReality claim that "pancake" worlds which can be accessed through conventional devices with 2-D screens like Second Life or the OpenSim grids can't be metaverses. Those who want to include the real life and #AugmentedReality or #MixedReality claim that this is part of the very definition of "metaverse" so that they can also deny VR-only platforms such as #VRchat or #RecRoom any metaverse status. At the same time, even companies that offer nothing more than e.g. concerts in virtual reality claim that their secluded concert venues make up a metaverse, too.

Corporate definitions of "metaverse" almost always amount to, "A metaverse is what we call a metaverse; all metaverse definitions by our competitors are false, they don't have/work on true metaverses." Exceptions are limited to Meta ("We're inventing the Metaverse from scratch. Wait, what do you mean, we can't trademark that word?") and Linden Labs ("We've had a metaverse before any of you even had computers. And our very own Philip Rosedale has actually read Snow Crash. Your arguments are invalid.").

Sometimes the definition of "metaverse" even goes hand-in-hand with a declaration of what makes a virtual world, and what's necessary to build and operate one. Cryptobros, for example, insist that the Metaverse/metaverses/virtual worlds can impossibly function without a blockchain, a cryptocurrency and NFTs. Others who invest in AI currently state that virtual worlds won't and can't be possible without AI. Second Life has been proving them all wrong by successfully and continually running a virtual world without a blockchain, without crypto, without NFTs and without AI for two decades now, but they build their business model on their customers either never having even heard of Second Life or believing it was shut down before summer 2009.

The IEEE even has a scientific paper on the definition of "metaverse". No, really.

This leads us to a set of criteria for the Metaverse or a metaverse that may or may not be valid.

The first one is that it's 3-D. This is easy to agree upon unless pre-3-D worlds protest against that definition.

Persistence is another criterium. The world must not only exist on your end-user device and start up when you join it and shut down again when you leave. This is generally fulfilled. Generally because many OpenSim users run their own grids based on the #DreamGrid distribution on Windows computers at home. Some do leave them running 24/7, others only start them up when they're at home and awake. And then there are those who only own one functional computer which therefore serves as both the machine they run their viewer on and their grid server. Now, the typical Windows user starts up their machine when they need it and shuts it down when they're done. So there are actually public grids that are only online when their grid owners are, even if that's only two or three hours a day. But this only applies to a limited number of grids and not OpenSim as a whole. That said, even grid servers in data centres running larger public grids have to be restarted every once in a while.

Thirdly, some make a functioning economy an absolute requirement for a virtual world to call itself a metaverse. Second Life has one that works so well that Linden Labs makes more money per user and month than Meta, all without privacy breaches. It helps that nearly all in-world content is made by users, and Linden Labs doesn't take offering free content in larger quantities kindly.

Its younger open-source sibling, OpenSim, however, which has been referred to as a metaverse or multiple metaverses would fail this definition. It's technically impossible to implement an in-world economy both with "monopoly money" and with virtual currencies that can be exchanged with real money, either grid-independently (Gloebit, Podex) or grid-specific (like #Kitely or #WolfTerritoriesGrid handle it). But the vast majority of grids has chosen not to include any method of payment for anything. OpenSim in general doesn't even need an economy because most grids by far are run by hobbyists in their spare time. And openly for-profit grids are not only suspicious, but usually not very long-lived. In the meantime, OSgrid, the first, oldest and largest of all grids, celebrates its 16th birthday next month (I guess), and it's non-commercial and running on donations.

By the way, OpenSim also took over Second Life's set of item permissions. But since so many avatars in OpenSim have access to admin mode ("god mode") which can override them, they're symbolic at best and useless at worst.

Immersion is a point that's being debated. However, this lastly depends not only on the underlying technology, but also on how in-world places are designed. Immersion is something that I personally am very very interested in. But most OpenSim users neither know what it is, nor do they care, especially not if it stands in the way of convenience. For example, building an in-door club with no doors to the outside saves the sim owner the effort of a) cutting a hole into the walls of the building and b) scripting and configuring a door. Sim owners tend to believe that if they wouldn't use such a door, nobody would. But a building with no doors is not very credible and realistic, and having to teleport to get into it and back out is not very immersive.

If we're talking about "the Metaverse" instead of single virtual worlds as metaverses, decentralisation is of course important. Now, by this definition, everything else from Second Life to #Roblox to #Fortnite to Horizon Worlds is just a bunch of centralised walled gardens and not even close to being part of the Metaverse. The few exceptions are all not corporate-owned; they include the #HighFidelity fork #Vircadia, the Vircadia fork #Overte and OpenSim's Hypergrid. The latter is made up from hundreds, if not thousands of separate grids, and very very rarely do even two have the same owner. On top of that, there isn't even an "official grid" run by the developers; lead dev Ubit Umarov only owns one standard region that's externally attached to OSgrid.

On the other hand, OpenSim entirely runs on one and the same software product. Even if various versions and even a number of forks are in use, it's only one platform and not several. And besides, how can the Hypergrid be "the Metaverse" if only a tiny minority of the grids that make it up pass the "metaverse litmus test" themselves because they don't have an economy?

Not even Vircadia could comply with this definition. It's decentralised, and it's commercial. Also, it's said to be fully compatible with Overte, so we already have two different virtual world platforms interacting. But for one, Overte is still a Vircadia fork, a soft fork even, so they aren't as different as Second Life and #ThirdRoom, and Overte messes with the economy requirement by being decidedly non-commercial at platform level already.

But seriously, debating such details is kind of futile as long as it's even unclear if it's "a metaverse/multiple metaverses" or "the Metaverse". So no, nobody has the privilege of having that one single "official" definition of "metaverse".
Netzgemeinde/Hubzilla

@Johannes Ernst Probably not. #HorizonWorlds was limited to #Meta headsets from the very beginning. Not to mention it was officially pronounced dead. Also, not to mention that it has become the laughing stock of the virtual worlds community with its cartoonish look.

Maybe, in a few years when the mobile phone app is stable, #LindenLabs might consider developing a #SecondLife viewer for the #VisionPro. Probably not because even the Vision Pro won't be able to render dozens upon dozens of avatars with an average avatar rendering complexity of over a million, textures with tens of millions of pixels and, in sum, more vertices than all of World of Warcraft including all expansions combined at a steady framerate of 60fps. Good look comes at a price.

A third-party viewer for Second Life or #OpenSimulator would be even less likely. Not only because see above, but because I've yet to be convinced that it'll be easy to install #FLOSS on a Vision Pro. Remember that it's impossible to install software under any form of the GPL on an iPhone or iPad without rooting it. And all third-party viewers for Second Life and #OpenSim that I'm aware of are open-source and under free licenses.

#Roblox is unlikely to come to the Vision Pro because they don't have a common target audience. #VRchat, maybe, but I expect the development of a new client from scratch for a whole new platform to be expensive. For the same reason, we won't see any of those crypto-based money-printing worlds on the Vision Pro. #Vircadia and #Overte? Nope, neither would go closed-source for a client.

In fact, I wouldn't be surprised if Apple tried to build its own #metaverse around the Vision Pro. And I wouldn't be surprised if they landed flat on their faces because they haven't learned anything from Philip Rosedale and Second Life either.
Johannes Ernst (@[email protected])

35 Posts, 833 Following, 686 Followers · Technologist, founder, organizer. Let's put people back in control of their technology. The Fediverse is a good start. Also wondering aloud where we are taking this planet. Check out my home page for more info and links. He/him. tfr

social.coop
@𝗝𝗮𝗸𝗼𝗯 :𝗳𝗿𝗶𝗲𝗻𝗱𝗶𝗰𝗮: 🇦🇹 ✅
But I think... this is dead at birth...
Well, not only do the big Silicon Valley players retreat from 3-D worlds one by one, but several blockchain-and-crypto-based worlds have already folded in the wake of the crypto crash because they suddenly ran out of money when their cryptocurrency wasn't worth anything anymore. They could have sold fairly small patches of land to celebrities or corporations for millions upon millions of dollars, and this money went straight through the chimney.

In the meantime, Second Life carries on with land rents of a few hundred dollars per month for 256x256m while neither referring to itself as a metaverse nor claiming to be part of the Web3. And OpenSim, based on Second Life's technology, keeps growing steadily with land rents of often $10 for the same area while having used the word "metaverse" long before it was cool, all with no central administration of any kind and with no venture capital in play anywhere.

I'd even say that newly-launched free and open-source platforms such as #Overte, a non-commercial fork of #Vircadia which is a fork of #HighFidelity itself, #MozillaHubs or #ThirdRoom which is based on the technology of #Matrix have higher chances of survival than anything crypto-based. After all, they don't put their focus on money-making and shiny advertisement but on virtual world technology itself.
Netzgemeinde/Hubzilla

IMHO, the entire #Metaverse topic is too diverse. There are too many factions that often have nothing in common but the general concept of #VirtualWorlds.

You've got the #SecondLife users who'll make everyone else stare in disbelief at the fact that Second Life has not shut down in late 2008/early 2009.

You've got the #OpenSimulator users. Similar to Second Life, yet something vastly different culture-wise.

You've got those who thought #HorizonWorlds is #TheMetaverse before discovering the hard way this isn't the case.

You've got those who firmly believe the Metaverse will inevitably require a #blockchain, #cryptocurrencies and #NFTs, and who see all other projects as standing in the way of their get-rich-quick schemes.

You've got the #Decentraland faction that firmly believes they're in the world's very first #decentralised system of virtual worlds, and that may or may not try to either discredit or outright silence the #OpenSim faction for having had just that as early as 2008.

You've got the #Roblox and #VRChat factions that have never in their lives even heard of Second Life.

You've got the #Vircadia and #Overte fellowships.

And so forth.
Netzgemeinde/Hubzilla

Regarding #VRChat alternatives, I'm currently torn between #OpenSimulator ( http://opensimulator.org/wiki/Developer_Documentation ) and #Vircadia ( https://github.com/vircadia/vircadia ). Looks like Vircadia is the most mature of the two (in fact I think my company used it for a virtual meeting during the Pandemic)