Standards and protocols

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Rina7RS
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Joined: Mon Dec 23, 2024 3:42 am

Standards and protocols

Post by Rina7RS »

Eve Online, for example, can technically have over 100,000 players “in the same game,” but they’re spread out across different star systems i.e., server nodes. As a result, players can only really see or interact with a handful of other players at any one time. Furthermore, traveling to another star system means disconnecting from one server and loading another which the game is able to narratively “hide” by forcing players to jump to lightspeed in order to traverse the vastness of space. If and when Eve Online does engage in battles involving hundreds of users, the system is painfully slow. But it still works because the game dynamics are based primarily on large-scale, pre-planned ship-based battles. These slowdowns would be unbearable in a “fast-paced” game like Rocket League or Call of Duty.

Many companies are working to solve this problem, but it is a huge computational challenge that requires a redesign of the internet’s underlying infrastructure.

The reason the internet we have today works properly is because poland mobile database there are standards and protocols for visual presentation, file loading, communication, graphics, data, etc. These include everything from the GIF file type that consumers recognize to the websocket protocol that underlies nearly all forms of real-time communication between browsers and other servers on the internet.

The Metaverse will require a broader, more complex, and more resilient set of protocols and standards. What’s more, the importance of interoperability and real-time, synchronized experiences means we’ll need to prune some of the existing standards and “standardize” around each feature. For example, today there are multiple image file formats: GIF, JPEG, PNG, BMP, TIFF, WEBP, and more.
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