New approaches to big virtual worlds in General Second Life Tech Discussion Posted November 24, 2018 Spatial OS technical discussion. It's a general purpose back end for large world persistent multiplayer games. Games that use it are just starting to come out. So far, not from the big game studios. The games using it have big worlds, but not much in them. It's not clear yet how well this will work in practice. As with SL, the world is divided into regions. Unlike SL, the region boundaries move, so that areas with more avatars get smaller regions and more compute power per unit area. There's supposed to be inter-region physics without region crossing lag. That's the kind of system SL needs. Maybe not this one, but as MMO developers use this, we're going to find out a lot more about how to build machinery for big virtual worlds. There's a good critique by a game developer who uses Spatial OS. There are problems. Some come from it being early stage software, and some lag-related ones are inherent in a client/server VR system. One game studio has already dumped Spatial OS because you have to run on Google's "cloud", and it costs too much. Game developers are struggling with what to do with all that space. There's a battle royale game, like Fortnite, with 100 square km of play area and 1000 players. So everybody is running around trying to find someone to shoot. There's a big pirate airship world, where users can build airships and islands. A big, tranquil good looking, world called Nostos is in development. One of the strangest ideas is Community Garden. It's a big virtual city in which you can put on VR goggles, plant seeds and water the plants, but not do much else. As in SL, they continue to grow while you're away. It's really just a proof of concept for a persistent world. The Sinespace people are looking at using SpatialOS to scale up their system. What's come out of the Sinespace/Sansar/High Fidelity projects is that, without continents, you're just a game loader, and Steam has the game loader industry sewn up. There's a lot of activity. Much of this will come out of alpha and beta in 2019.