This model continues to this day. For example, there are billions of people on Facebook today, but each user shares a separate connection with the Facebook servers, not with any other user. So when you access other users’ content, you’re really just getting the latest information that Facebook feeds you. The earliest form of pseudo-sync was text chat, but you’re still just pushing mostly static data to a server and pulling the latest information from it whenwherehowwhen you need it. The Internet was simply not designed for persistent as opposed to continuous communication, let alone persistent communication in precise real-time synchronization with countless other people.
To operate, the Metaverse requires something more akin to poland mobile database video conferencing and video games. connections update each other in real time and with a level of accuracy that other programs don’t usually require. However, they tend not to have high levels of concurrency: most video chat programs max out at more than a few people, and once you get to 50, you tend to need to “live” a single broadcast to your audience, rather than sharing two connections. These experiences neither need to be, nor are they, fully realistic.
To that end, part of the reason the battle royale genre has only recently become popular in video games is because it’s only recently become possible to play with so many other users. While some of the most concurrent games have been around for over two decades, like Second Life or Warcraft, they essentially cheat the experience by “sharding” and separating users into different “worlds” and servers.