Jerry Heinz explains why current gaming infrastructure can't handle metaverse-scale crowds. Fortnite concerts work because sharding splits players across servers, but the metaverse would need orders of magnitude more concurrent users. He traces how that demand would force changes from apps down through infrastructure and hardware.
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Look at what Epic's done with Fortnite is also the canonical example here, right? Having concerts in the game, all of those classic experiences and game developers usually get around that by sharding the environment. So hey I've got this manageable world but you and I are on the server and we're approximately located with one another and so therefore we can give the illusion of that but really like pulling in a million versus a million on a scale that's. That's orders of magnitude more difficult. Right? You can't do that in classic sharding technology. It just doesn't. The model just breaks down right. And so the more experiences that are out there, these massive crowds playing in the game experience frustration. But game designers pushing the experience forward will increase the demand for the improvements and it'll happen again at the application layer first we'll drop down into the infrastructure interoperability layers and then it'll drop down into the hardware as you know to really accelerate that.