Quality of Metaverse Images Questioned, Experts Explain

Metaverse has been around for years, but not as we know it today. There have been some early adaptors of this innovation, companies that saw into the future and potential of the metaverse technology and invested in it. Today, bigger companies have come to tap into this new technology. Rachel Wolfson reported that many companies have suddenly expressed interest in investing in the virtual ecosystem.

In a separate report by McKinsey & Company, a Netherlands consulting company, metaverse business can generate not less than $5 billion by 2030. In a revelation by the company today, investment in the metaverse niche has exceeded $120 billion this year alone. This development means that more major investments are coming into the industry in the long run.

The Challenge

Amid these huge investments and a favorable climate that will probably give rise to one of the biggest industries in the world today, there have been some reservations about the quality of most metaverse images. Experts believe that metaverse Images are lacking in quality, according to analysts who made reference to Meta CEO’s recent selfie at the Eiffel Tower, which has already started generating so much criticism from the online community. Even with over $10 billion investment in the metaverse business, analysts believe that Meta’s recent Mark’s metaverse graphics doesn’t speak well of such an investment; it is way lower than anticipated.

But be it as it may, some other analysts believe that the quality of Mark’s Eiffel Tower selfie was deliberate. In an interview with Linden Lab spokesperson, the company behind the Second Life said that the choice of style on other metaverse platforms decides the aesthetics of the image. He went ahead to explain that the block structure of most Metaverse is a result of the modeling techniques applied to Minecraft. He added that this technique offered a deliberate choice to present a low-quality image.

The More Challenges

In an interview with Yat Siu, Animoca Brands chairman, and co-founder, while addressing journalists, said that the type of image representations depends on the Metaverse that needs it. He explained using Life Beyond and Phantom Galaxies as examples. He confirmed the images of those two games as being high quality and explained that fashion, in this case, is graphically closer than what you might see in the actual sense of it.

With this, the spokesman of Linden Lab mentioned that the major difference between the graphics created by Second Life and other metaverse companies is the extent to which they add realism. While quality graphics appeal to metaverse consumers, some companies have taken a slightly different turn. One of them is Sandbox: one of the most popular blockchain-integrated and deliberately introduced boxy-looking graphics.

In defense, Sandbox co-founder, Sebastien Borget, told newsmen that its company picked voxels because of their simplicity. It is easier to build blocks for its metaverse section. He also called voxels “digital legos,” and revealed that they don’t need a user manual, unlike the others. He claimed that over 100 million people have already known the style; hence, the reason why gamers easily embrace products from Sandbox.

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