Metaverse graphics aim for community and accessibility - Not realism

Metaverse graphics have been questioned for quality, but industry experts say images appear in certain ways for a right.

Metaverse graphics aim for community and accessibility — Not realism Analysis

Some would argue that the metaverse has been around for years, as early gaming platforms demonstrate, but virtual ecosystems are now being embraced by nearly every industry. A recent report by consulting firm McKinsey & Company estimates that the Metaverse has the potential to generate at least $5 billion in value by 2030. McKinsey also found that investments exceeding $120 billion have been made in the platforms Metaverse this year, indicating that major growth is underway. .

While noticeable, there is still the perception that most metaverse platforms lack graphics quality. For example, Mark Zuckerberg was recently criticized for posting a selfie in front of the Eiffel Tower within Meta. Although Meta has already invested over $10 billion in building its metaverse, some have pointed out that Meta's current graphics are of lower quality than the images that appeared in Second Life in 2007.

Second Life 2007. Metavers 2022. pic.twitter.com/2JByEzk5eL

— Andrés Guadamuz (@technollama) August 17, 2022 Metaverse graphics are aesthetic choices

While the general public has been quick to criticize the graphics associated with various metaverses, industry experts note that the image quality is intentional. A spokesperson for Linden Lab - the company behind Second Life - told Cointelegraph that the content design and aesthetic choices other metaverses make are generally stylistic:

"For example, the blocky appearance of some metaverses relies on modeling techniques first seen in Minecraft. This was a deliberate choice not to appear realistic."

.. .

Metaverse graphics aim for community and accessibility - Not realism

Metaverse graphics have been questioned for quality, but industry experts say images appear in certain ways for a right.

Metaverse graphics aim for community and accessibility — Not realism Analysis

Some would argue that the metaverse has been around for years, as early gaming platforms demonstrate, but virtual ecosystems are now being embraced by nearly every industry. A recent report by consulting firm McKinsey & Company estimates that the Metaverse has the potential to generate at least $5 billion in value by 2030. McKinsey also found that investments exceeding $120 billion have been made in the platforms Metaverse this year, indicating that major growth is underway. .

While noticeable, there is still the perception that most metaverse platforms lack graphics quality. For example, Mark Zuckerberg was recently criticized for posting a selfie in front of the Eiffel Tower within Meta. Although Meta has already invested over $10 billion in building its metaverse, some have pointed out that Meta's current graphics are of lower quality than the images that appeared in Second Life in 2007.

Second Life 2007. Metavers 2022. pic.twitter.com/2JByEzk5eL

— Andrés Guadamuz (@technollama) August 17, 2022 Metaverse graphics are aesthetic choices

While the general public has been quick to criticize the graphics associated with various metaverses, industry experts note that the image quality is intentional. A spokesperson for Linden Lab - the company behind Second Life - told Cointelegraph that the content design and aesthetic choices other metaverses make are generally stylistic:

"For example, the blocky appearance of some metaverses relies on modeling techniques first seen in Minecraft. This was a deliberate choice not to appear realistic."

.. .

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