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Rob Whitehead Profile
Rob Whitehead

@RJFWhite

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321

Co-founder & Chief Product Officer at @improbableio and @MSquared_io BAYC 5546

London
Joined February 2012
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@RJFWhite
Rob Whitehead
3 months
Great recap of what we've been up to over the past few years - taking the best of @UnrealEngine and extending it into the mass density backbone of @MSquared_io , capable of 20k+ unique players in one spot. UE5 dev platform early access coming later this year!
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@RJFWhite
Rob Whitehead
4 months
Lets goooo - had to be this guy!
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@RJFWhite
Rob Whitehead
2 years
I'm currently working on the Open Object Standards described for @OthersideMeta and M2. Here's some context on the different areas covered in the litepaper
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@RJFWhite
Rob Whitehead
4 months
👀
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@RJFWhite
Rob Whitehead
2 years
@CloakdDev @HermanNarula @MSquared_io For rendering, we've written a custom skeletal mesh rendering engine that can handle every character having totally distinct animation states and be represented by thousands of different modular pieces - below is a demo using some example assets!
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@RJFWhite
Rob Whitehead
2 years
Operations per second is a critical metric to compare virtual worlds - you'll hear @HermanNarula , @MSquared_io and myself use it often. You can think of it like the "horsepower" of a virtual world - the raw connective capability it has.
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@RJFWhite
Rob Whitehead
1 year
Messing around with MML objects that can mutate their own code using GPT-4. Because MML extends HTML & JavaScript, it already has a great intuition of what to do!
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@RJFWhite
Rob Whitehead
1 year
Stress testing the @MSquared_io emote system with close to 20,000 synthetic test players. We have automated systems to do this daily - testing well beyond expected live load is key to making robust virtual worlds. As a bonus, they look awesome!
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@RJFWhite
Rob Whitehead
2 years
In a high density metaverse environment, when you double the number of players, you quadruple the amount of data you need to send. This means going from 100 to 20,000 players isn't 200x more work, it's 40,000x more work!
@HermanNarula
Herman Narula
2 years
Leak time: So there have been some major upgrades to the backend of our @MSquared_io technology. This is little candid clip of more than 20,000 CCU in a dense location. Many caveats and details in thread: @RJFWhite
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@RJFWhite
Rob Whitehead
1 year
MML Interoperability thread ( @HermanNarula @BoredElonMusk @philiprosedale ) - NFTs are solution to the problem of interoperable ownership, but they remain usually just JPEGs. How do we create truly interoperable metaverse objects, including behaviour and visualization?
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@RJFWhite
Rob Whitehead
1 year
Had a blast at the impromptu @MSquared_io tech test. Apologies to those who fell off the map... the rubber duck did it... I'm not joking. Definitely found it much more communal a vibe than twitter spaces, we'll definitely do this more going fwds!
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@RJFWhite
Rob Whitehead
1 year
Want to start building cross-metaverse characters, items, and objects? We're getting to the point we need your help to continue MML development - sign up to the beta here!
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@RJFWhite
Rob Whitehead
1 year
Where HTML describes buttons, labels, text boxes, MML describes 3D models, images, audio, and interactions. We're already written MML renderers for THREE.js, Unreal 4 & 5, and Unity. You can design something once, use it anywhere, and edit in real time.
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@RJFWhite
Rob Whitehead
1 year
Ok who put an MML dino in @MSquared_io construct, we've all seen Jurassic Park and know how this ends...
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@RJFWhite
Rob Whitehead
1 year
MML objects don't have to be static - they can run in the cloud, executing JavaScript, and can simultaneously react to users across multiple metaverses, and even talk to external services. This is my favourite demo of that:
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@RJFWhite
Rob Whitehead
2 years
#metaverse interoperability means different things to different people. I've found it useful to break it down into interoperability of people, places, and things
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@RJFWhite
Rob Whitehead
1 year
oh boy @HermanNarula , I did promise a mint of this hot garbage
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@RJFWhite
Rob Whitehead
5 months
Experimenting with taking @LumaLabsAI text-to-3d characters through into fully in-game interoperable @MSquared_io avatars.. every month this stuff is getting better!
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@RJFWhite
Rob Whitehead
10 months
Just integrated @OpenAI GPT4-Vision into MML to enable interoperable metaverse agents with sight. Of course the first thing to make was ROASTMASTER 9000 that seriously judges you for your metaverse outfit choices... @HermanNarula you may want to close your ears
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@RJFWhite
Rob Whitehead
2 years
We're still investigating exactly what is the best environment for this system - unsurprisingly JavaScript is a big contender. However the earliest forms of adding custom behaviour will be "If this then that" style rules rather than full-blown coding.
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@RJFWhite
Rob Whitehead
1 year
Ok some folk have been busy with the metaversal gameboy... level 24 Charmeleon?!
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@RJFWhite
Rob Whitehead
2 years
For Morpheus 2.0, which now powers @Msquared and @OthersideMeta , the demo @HermanNarula leaked (whoops) shows 20,000 players with full density of interaction. This is almost 1 billion ops / sec
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@RJFWhite
Rob Whitehead
2 years
What is a "Metadata Ontology" and why do we need one? When you load 3D models, or 2D images into a virtual world, the world knows how to render them, but doesn't know what they are. It has no idea the 3D model you made of a sword is actually something you can hold in your hand.
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@RJFWhite
Rob Whitehead
1 year
What if we embraced the most successful interoperability standards in the world - HTML and JavaScript, and extended them for use in metaverse environments? We're been exploring just that- a new open standard called MML - Metaverse Markup Language.
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@RJFWhite
Rob Whitehead
1 year
We'll be nerding out much more on MML on Sunday - less insanity dance party, more slideshows. Expect deeper technical discussion, code snippets, architecture, etc!
@HermanNarula
Herman Narula
1 year
You know the time. You know the place. You know the madness to expect @RJFWhite this time will be more educational especially for builders and content creators.
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@RJFWhite
Rob Whitehead
2 years
If this is the HTML of the Metaverse, what is the JavaScript of the Metaverse? This is where the "Universal Scripting System" comes in, where you can add your own rules and behaviours to things in an interoperable way
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@RJFWhite
Rob Whitehead
2 years
Unbounded player density means players are now able to gather all in one spot, to participate in massive battles, concerts, festivals. Some of the most amazing human experiences are when people come together en masse - we can now do that virtually
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@RJFWhite
Rob Whitehead
3 months
I think I dance like this IRL
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@RJFWhite
Rob Whitehead
2 years
That was a ride! To sum up: * ops per second = "virtual world horsepower" * When you next see a virtual world tech demo, try and think about the scale, density, and fidelity together * final note - don't trust tech demos (even ours!). Trust shipped experiences you can validate
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@RJFWhite
Rob Whitehead
1 year
More details to come in our space tomorrow, check it out!
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@RJFWhite
Rob Whitehead
6 months
Early experiments with @MSquared_io default interoperable avatars - for those who don't want to be a potato, a golden blob, or their NFT PFP!
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@RJFWhite
Rob Whitehead
2 years
Imagine defining a metaverse equivalent of HTML - elements in HTML aren't just about what things look like, they define what they are and how they should behave - a <button> should be pressed, a <video> can be played and stopped
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@RJFWhite
Rob Whitehead
1 year
Blobs should be with all who DMed me in April- wrote a more robust script to dish them out, thanks for being patient! 🙏🙏
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@RJFWhite
Rob Whitehead
3 years
Pushing density is a hard, full-stack problem. It's been an blast working on it with the team: - Every player can see every other player - 250 million entity updates per second - 350 kilobits per second per player bandwidth - We've hit over 10k in tests, but the memes are great
@pcgamer
PC Gamer
3 years
Remember when 100 players in one game felt like a lot? Try over 9000.
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@RJFWhite
Rob Whitehead
2 years
@HermanNarula @MSquared_io @Improbableio Full video - was a great demo of what is possible on browsers these days!
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@RJFWhite
Rob Whitehead
2 years
@aaronmcdnz @metabloxx @OthersideMeta Couldn't agree more - any protocol / spec for metaversal objects needs to be defined in a way it can be implemented in multiple places rather than just in a specific network. less like apps, more like websites
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@RJFWhite
Rob Whitehead
1 year
What a monster thread, great stuff
@harry_forj
Harry Liu @ Forj
1 year
☄️ 10 months since the launch of @OthersideMeta ODK and the development is not slowing down! Check out the comprehensive April update 🧵
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@RJFWhite
Rob Whitehead
2 years
The future isn't a singularly owned #metaverse but an "Internet of Metaverses" - an evolution of the public internet where interconnected but independent worlds exist much like sites on the web do today. MSquared is developing the standards and technologies to get us there.
@Improbableio
Improbable
2 years
Today we’re announcing M2. The first #metaverse network to enable and grow rich, high-density, large-scale virtual worlds. Backed by renowned #Web3 and #crypto names: @a16z @mirana @DCGco @alliancedao Find out more:
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@RJFWhite
Rob Whitehead
4 months
the morning after the night before..
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@RJFWhite
Rob Whitehead
1 year
Great to announce our latest addition to @MSquared_io , partnering with MLB - here's two reason why it's such a cool project for us:
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@RJFWhite
Rob Whitehead
1 year
@HermanNarula training for the thing that is not happening tomorrow
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@RJFWhite
Rob Whitehead
2 years
But we'll also need elements to define in an interoperable way new things like equippable items (tools, weapons, accessories), clothing, characters, placeable objects, consumable items, etc
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@RJFWhite
Rob Whitehead
4 months
Some madness cooking in the Construct right now
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@RJFWhite
Rob Whitehead
1 year
I had that music in my head while running around as that blender built monstrosity
@thepaulbalaji
paul ⏩️
1 year
Awesome twitter-space-turned-demo by @HermanNarula and @RJFWhite - really cool to have more people see and experience MML in action! This moment at the end is gonna give me nightmares though 😰
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@RJFWhite
Rob Whitehead
3 years
Sharing some thoughts on the gameplay and technical exploration we've been doing within our large scale event sandbox, ScavLab. It's been an amazing journey and looking forward to see where we go next!
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@RJFWhite
Rob Whitehead
2 years
So what sort of elements would you see in a "Metaversal HTML"? There will probably be equivalent elements for a 3D environment - a <button> could be something physically in space, and a <video> could be on a jumbo screen
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@RJFWhite
Rob Whitehead
11 months
- our next web3 event in collab with the @forgottenrunes team, all our invited. Got some new tech features we're super excited to show off, and the event is looking awesome!
@ForgottenRunes
Forgotten Runes Wizard's Cult
11 months
The Web3 Halloween you’ve been waiting for. Everyone is invited. Sign up now!
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@RJFWhite
Rob Whitehead
2 years
Unbounded player update rates means being able to support the above high scale and density without compromising on fidelity. This can make these experiences suitable for high precision ranged and melee combat, VR or XR experiences
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@RJFWhite
Rob Whitehead
1 year
the moment when you MML a bit too hard and turn the entire map into a procedurally generated maze
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@RJFWhite
Rob Whitehead
2 years
As you scale up virtual worlds in scale, density, and fidelity, the amount of ops per second - computational horsepower you need absolutely explodes. It's useful to plot this on a graph to really take it in..
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@RJFWhite
Rob Whitehead
1 year
thoughts for @MSquared_io - the beating heart of successful metaverse network starts with a creator community. Rather than siloing people into isolated development tools, we should have a way to bring everybody together and jam. A great inspiration here is Second Life Sandboxes
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@RJFWhite
Rob Whitehead
3 months
Great to see everybody at the @MSquared_io session, and sorry for those who lost vital organs through the portals! See you all next time💥
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@RJFWhite
Rob Whitehead
2 years
@HermanNarula @MSquared_io I mean, I would have showed the other video….
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@RJFWhite
Rob Whitehead
1 year
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@RJFWhite
Rob Whitehead
11 months
when you didn't get the memo about the metaverse party dress code...
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@RJFWhite
Rob Whitehead
2 years
"Interoperability of things" is the really interesting one. It's also the foundation of true cross-metaversal economies. Objects you can take from experience to experience that don't just look the same (we have open 3d model formats), but have consistent meaning and behaviour
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@RJFWhite
Rob Whitehead
2 years
What were these limitations all about? The most critical limit is the server's ability to figure out what every player needs to see in the world, and send player updates fast enough. As you scale up to more players, density, and fidelity, this explodes in complexity.
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@RJFWhite
Rob Whitehead
2 years
For a Universal Scripting System within @MSquared_io and @OthersideMeta , what language / environment would you most like to see? Interested to hear thoughts!
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@RJFWhite
Rob Whitehead
7 years
Great to announce that @improbableio is taking #spatialos to #GDC again this year. Come and find out how our tech works and how it's making impossible games possible: #booth1031
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@RJFWhite
Rob Whitehead
8 months
Playing around with distributed physics simulations in @MSquared_io morpheus tech - end-to-end latency is now comparable with high fidelity action games, which enables different physics simulations to stably interact with one another!
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@RJFWhite
Rob Whitehead
2 years
Taking the initial Morpheus 1.0 tech in 2021 - it updates every player around you twice per second, and for the closest 500 players 10 times per second. For a 10,000 player, fully dense experience, this works out at 250 million ops / sec ... these numbers are growing fast!
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@RJFWhite
Rob Whitehead
2 years
Growing up within Second Life, it wasn’t possible for more than 50 people to gather in the same place before the server refused entry for that area. When really exciting things happened, like a live concert, having ~50 people show up added a ceiling in terms of experience.
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@RJFWhite
Rob Whitehead
2 years
When spending my summer holidays in Eve Online, while it supported multi-thousand player massive battles that made news headlines, in practice these experiences were slowed down by up to 10x to allow the servers to keep up.
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@RJFWhite
Rob Whitehead
2 years
It's a bit easier to parse with a logarithmic scale
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@RJFWhite
Rob Whitehead
7 months
Great to see everybody on the metaversal dancefloor and recapping on our progress and future for @MSquared_io tech - tens of thousands of players in one spot ✅ - interoperability and composable across any metaverse and world, XR, Unreal, web 👈 up next - putting more of the
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@RJFWhite
Rob Whitehead
7 years
@Improbableio Proud of the @Improbableio team, and can't wait to continue on our journey with #spatialos and beyond!
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@RJFWhite
Rob Whitehead
1 year
Great session @MSquared_io with @uzh_blockchain today talking about the challenges and opportunities of bringing NFTs to the Metaverse!
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@RJFWhite
Rob Whitehead
1 year
That was wild!
@BoredApeGazette
The Bored Ape Gazette🍌
1 year
CHECK IT OUT » Listen To @AKarlssonMusic ’s New Song Based On @GratefulApe_eth
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@RJFWhite
Rob Whitehead
1 year
Was great to host @uzh_blockchain in the metaverse - a chance to go beyond slides and actually be immersed in the technologies we were talking about!
@uzh_blockchain
UZH Blockchain Center
1 year
Online, On-Campus, everywhere: #UZH #summerschool2023 : Deep Dive into #Blockchain in the #Metaverse ! We delved into the fascinating world of blockchain through an engaging #Metaverse experience curated by @Improbableio and their CPO Robert Whitehead ( @RJFWhite ) in #ddib2023
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@RJFWhite
Rob Whitehead
1 year
We're looking for a logo for MML ahead of it open sourcing later this month. Could definitely do with some ideas - this is what we're rolling with if not! @HermanNarula
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@RJFWhite
Rob Whitehead
2 years
For a large Eve Online battle, let’s say 8,000 players: 8,000 Players * 8,000 Density * 0.1 Tickrate = 6.4 million ops / sec Eve's typical tickrate is 1 hz, but slows down by 10x to 0.1 hz during big battles.
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@RJFWhite
Rob Whitehead
2 years
There was a glimpse of "interoperability of things" in Second Life - objects authored by totally different creators able to co-exist in the same experience and interact with one another. Making this work in a more general context is going to be an interesting challenge!
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@RJFWhite
Rob Whitehead
2 years
Unbounded player count means we can have single, unsharded worlds where the entire userbase can explore, without boundaries and loading screens
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@RJFWhite
Rob Whitehead
1 year
Great @MSquared_io Construct Live session today 👏amazing to see what people are up to with the growing features of
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@RJFWhite
Rob Whitehead
2 years
“ops per second” is a measure of this complexity - how many of these updates are being sent between the participants in a virtual space. More interactions = more ops. The rough formula is: # of players in a space * player density * update rate = ops per second
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@RJFWhite
Rob Whitehead
2 years
USD is great, but I believe HTML is the HTML of the Metaverse... USD is a great for connecting authoring tools but has a way to go until it's viable as a cross-platform runtime scene representation for virtual worlds.
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@RJFWhite
Rob Whitehead
1 year
@CloakdDev @MSquared_io Older video from last year, but shows the tech - we developed a custom instanced skeletal mesh rendering system for UE5!
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@RJFWhite
Rob Whitehead
2 years
An arena shooter like CS:GO has 10 participants playing - they can all see each other, and the server sends player updates 64 times per second. Plugging this in to our formula 10 Players * 10 Density * 64 Tickrate = 6,400 ops per second
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@RJFWhite
Rob Whitehead
7 years
Awesome @WorldsAdrift is now in the wild, using #SpatialOS to combine 200+ unity engines to simulate a living, physical world
@Improbableio
Improbable
7 years
Made with #SpatialOS - @WorldsAdrift enters closed beta with Founder’s Packs. See you in the skies @bossastudios !
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@RJFWhite
Rob Whitehead
2 years
@HermanNarula @MSquared_io @Improbableio We've done experiments with over 10,000 players in a fully modifiable voxel world, all able to see each other!
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@RJFWhite
Rob Whitehead
1 year
Ok now it can run, we're all screwed....
@Escapation
Directive Creator 🍌
1 year
Learning MML and finding out that testing the “position-probe” is a dangerous endeavor:
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@RJFWhite
Rob Whitehead
2 years
So with uncapped operations per second, what sorts of possibilities open up? One way of thinking about this is to look back to the equation of operations per second - it relates to total number of players, player density, and player update rate.
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@RJFWhite
Rob Whitehead
6 years
Hugely proud of the team for this! Full source available for a #unity3d , essentially 200 player battle-royale-in-a-box running on SpatialOS. This was made possible by leveraging more networking and compute than a single dedicated server can handle
@Improbableio
Improbable
6 years
We are delighted to announce the launch of our #SpatialOS Games Development Kit for #Unity - a platform to build, host and manage a Unity online multiplayer game quickly. Get started now for free: #gamedev #indiedev #multiplayer
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@RJFWhite
Rob Whitehead
7 months
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@RJFWhite
Rob Whitehead
9 years
Great talking yesterday about the challenges of @Improbableio #SpatialOS at the @imperialcollege ACL lectures!
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@RJFWhite
Rob Whitehead
6 years
Incredibly excited we can finally announce our partnership with the team at Midwinter, leveraging #SpatialOS and many instances of #UE4 stitched together to create Scavengers, an incredibly rich world combining complex AI with fast-paced PvP
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@RJFWhite
Rob Whitehead
7 years
. @neurotic - We're gone live with our GRPC web libs from @Improbableio !
@Improbableio
Improbable
7 years
We're open sourcing our @typescriptlang and @golang libs for using @grpcio from a browser:
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@RJFWhite
Rob Whitehead
2 years
For a 100-player, 60 tickrate battle royale game like PUBG, things scale up more - you're looking at approx 70,000 ops per second. Not this isn't 100 * 100 * 60, as you don't get high fidelity updates for every player, just those near you.
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@RJFWhite
Rob Whitehead
1 year
See you all in just under an hour - the link is as always 👍👍
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@RJFWhite
Rob Whitehead
1 year
Spending my morning having an argument with a sassy sentient light switch that really doesn't want to help. Metaverse is going to be a weird place post #ChatGPT
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@RJFWhite
Rob Whitehead
1 year
We've got one ingredient of the puzzle - MML, which allows for cross-metaverse objects to be edited and interacted with in real time. Finding a way to let MML devs bump into each other's work and collaborate in a builder space would be amazing.
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@RJFWhite
Rob Whitehead
2 years
@0xRyanDG @NBATopShotEast @OthersideMeta Yeah the Decentraland creation tools are definitely a good reference point - I've yet to see a standard that really is really set up to work across metaverses, it's a pretty tough challenge!
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@RJFWhite
Rob Whitehead
4 months
where am I
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@RJFWhite
Rob Whitehead
9 years
The race conditions we've found at @Improbableio with this are out of the scope of human intuition
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@RJFWhite
Rob Whitehead
1 year
MML slides for those who missed!
@MarcusLongmuir
Marcus Longmuir
1 year
It was great to see so many people at the #MML Event yesterday with @HermanNarula and @RJFWhite . To all attendees, I hope you had a fun and insightful experience. For those who missed it, I hope the slides can give you an idea of what you can do with MML!
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@RJFWhite
Rob Whitehead
2 years
@HermanNarula @NeoTokoh Yup UE5 is already working in test builds - it has some cool features compared to UE4 but generally is fully backwards compatible so has been easy enough to port over!
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@RJFWhite
Rob Whitehead
9 years
Been a busy year with @rocket2guns on @ionthevideogame at @Improbableio . Truly simulated worlds have the opportunity to change gaming.
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@RJFWhite
Rob Whitehead
2 years
@riv8if @CloakdDev @HermanNarula @MSquared_io 15,000 - this clip is from last year though, we can do higher numbers these days! Rendering doesn't scale as nasty as networking does so it's not currently our bottleneck
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@RJFWhite
Rob Whitehead
2 years
@TheSmarmyBum @HermanNarula @MSquared_io Yup we've done weapons! In ScavLab (an earlier event in 2021) we had 5,000 players face off against 10,000+ complex AI with full melee battles (it's on youtube!).
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