The Metaverse Is Still More Question Than Answer
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The word “metaverse” comes from Neal Stephenson’s 1992 novel Snow Crash, where it describes a persistent virtual world accessible through goggles — a shared space where people can walk, talk, and conduct business as avatars. The term has been sitting in technology culture since then, invoked occasionally, not quite arriving.
In 2021 it is arriving as a buzzword, with multiple companies claiming to be building it. The reality of what exists, what is promised, and what is technically plausible is more interesting and more complicated than either the hype or the skepticism suggests.
What already exists that looks like pieces of it
The clearest example of a large-scale shared virtual space in 2021 is not a technology demonstration — it is Fortnite. In April 2020, Travis Scott performed a concert inside Fortnite that drew 27.7 million live concurrent participants. That is a bigger simultaneous audience than any television broadcast in history. Ariana Grande performed there in August, this month. These were not videos streamed inside a game — they were interactive events in a persistent shared space with a social component.
Roblox IPO’d in March and is valued at over $40 billion. Its platform — primarily used by children and teenagers — already contains millions of user-created virtual worlds, an in-platform economy, and a virtual currency that converts to real money for creators. Roblox has been described as a proto-metaverse not because of its technology but because of its social and economic structure: people spend real time and real money there.
VRChat exists and has an active community of people who spend hours per day in virtual spaces wearing VR headsets or playing on desktop. Decentraland and The Sandbox are blockchain-based virtual worlds where land parcels are sold as NFTs. These are small and niche now, but they represent genuine experiments in digital property rights and user-owned economies.
What Facebook and Microsoft are claiming to build
Facebook has announced what it calls the metaverse as a core strategic direction, with significant investment. The announcement involves Horizon Workrooms — a VR meeting space — and broader ambitions around social and work experiences in virtual space. Facebook controls Oculus, which makes the Quest 2, currently the most accessible VR headset at $299.
Microsoft has its own version, oriented toward enterprise: mixed-reality meetings using Teams, digital twins of industrial facilities, and HoloLens for specific industrial applications. The Mesh platform is their announced foundation for shared virtual experiences.
Neither of these is a single connected metaverse. They are products that use the word.
The technical barriers are real
Building something that deserves the name “metaverse” — a large-scale, persistent, shared virtual environment with real-time interaction across thousands of simultaneous users — runs into problems that are not solved:
Latency. A virtual environment that feels physically present requires low latency between input and response. VR adds a time-sensitivity requirement that normal video doesn’t — lag above about 20 milliseconds contributes to motion sickness. Current internet infrastructure is not uniformly fast enough for this at scale, especially for users without fiber connections.
Rendering. Detailed 3D environments require significant GPU power. The Quest 2 is impressive for a standalone wireless headset, but it makes visual compromises compared to a PC-tethered headset, which itself makes compromises compared to a high-end desktop. Serving high-quality visual experiences to millions of simultaneous users requires either client-side rendering (limiting what cheaper hardware can do) or server-side rendering (which adds latency).
Identity and interoperability. Who controls your avatar, your inventory, your reputation across different spaces? If Facebook owns your metaverse identity, leaving Facebook means losing it. If identity is on a blockchain, it becomes portable but the technical and UX overhead is significant. There are no agreed standards for this.
Content creation at scale. A metaverse that contains enough varied environments to hold billions of users requires an enormous amount of created content. Roblox works because users create most of it. Whether user-generated content can reach the visual and experiential quality that makes a space worth spending time in is an open question.
What I think is actually happening
The experiments that seem most real to me are the ones where people are already choosing to spend time — Fortnite events, Roblox economies, VRChat communities. These exist not because of a product roadmap but because enough people found them worth their time, which is the only proof that a social platform actually works.
The corporate announcements from Facebook and Microsoft feel more like claims about where value will be created than descriptions of something that currently exists. That is a normal part of technology development, but it is worth distinguishing from the platforms where people are already present.
The metaverse, as a concept, is probably correct: the direction of shared digital spaces becoming more immersive, more social, and more economically significant is real. The specific version that will matter in ten years may look very different from what any company is announcing now. The early web also had many confident predictions that did not survive contact with how people actually chose to use the technology.
