Back in the day
Today I was remembering back to the mid to late 90s when the VR craze was all the rage on the fledgling Internet. People were going nuts over giant head mounted displays (yeah you couldn’t hold your bloody head up wearing one), and crappy spacial interfaces utilizing hacked up Nintendo power gloves. Don’t even start with the graphics, low polygon count multi colored tron like landscapes were the best that were managed. Affordable 3D hardware was still out of reach of the average individual, and would be until Nvidia took on SGI in the courtroom.
So here we are 13+ years later, still surfing the web utilizing the same keyboard and mouse, still consuming all of our Internet and game content by staring at a monitor (although at least now they are flat). Why? What is the story? The average American internet user has access to ridiculous amounts of compute power and yet the 3D immersive future of the net still eludes us.
So what do we have?
The 3D hardware and rendering engines are here. The physics engines are here. The hardware to run the software is already in consumer hands. The bandwidth and technology to distribute 3D assets is widely available. There are also some viable light weight head mounted displays in the $300 price range on the market.
If you look at what has been accomplished by companies like Bioware, Blizzard Entertainment, and id software you will recognize that the visual aspect of immersive virtual environments is good to go.
So what are we missing?
It’s the interface dummy!
As of yet all the slick new 3D games and environments are designed for the keyboard and mouse, and rightly so! You have to design the game for the target market and all computer users have a keyboard and mouse. Sadly, until a modern 3D + headmounted display and gesture driven interface is a standard feature this will most likely continue to be the case. The tech is there to create it, and the components are affordable it just needs to happen.
An open platform
Probably the number one reason for the fast growth of the web has been the HTTP standard and the open source project the apache httpd web server. In order to make the transition we will need an open world server and a client. Sorry the webGL stuff just doesn’t cut it, and either does HTTP for immersive client interaction. The client and the world server should support plugins so individual operators can add value to their world/service/application. We will also need a full world building suite.
A universal protocol
The net today has become far too complicated in relation to a pretty simple task: data exchange. The world server and client (as well as client to client P2P) should interact with a universal protocol. This protocol should encapsulate the following functionality:
- Strong identity management/validation/authorization the user/client can opt to give worlds/clients access to certain personal data and or files. These profiles will need to be manageable, and the data sets and data types extensible. Worlds should also be able to define roles and profiles for users that are consuming them.
- IM & Voice user to user and user to group instant communication.
- Mail should be an IM extension for communications that have been missed or not accepted at the time of transmission.
- File Transfer user to user and user to world file transfer instant or point in time
- Asset Download extension of file transfer service possibly relying on P2P distribution and download of bits
- App Services apps delivered via world server with 3D interface
Damn! How long will all that take?
Well the tech is there to do it all, however I don’t think we will see much happen until we have the aforementioned 3D interface. As far as the platform goes I see a lot of toys out there, some have some promise but I really think it is going to take an industry leader or a group of industry leaders to put together the platform and the client and make it available for others to use. I would definitely like to see one standard world server architecture that everyone can build their apps/games/worlds on as opposed to every shop re-implementing their own server and client for every project. The problem is that the business cases are not very strong for doing such a thing. Perhaps lowering the barrier to entry via an asset download vs a full client download and install could enlarge the target market for a given project.
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