Rob Whitehead
@RJFWhite
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CEO/CTO at @MSquared_io, formerly @improbableio BAYC 5546
London
Joined February 2012
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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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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@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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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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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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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!.
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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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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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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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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#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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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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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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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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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!.
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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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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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.
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@HermanNarula @MSquared_io @Improbableio Full video - was a great demo of what is possible on browsers these days!
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@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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What a monster thread, great stuff.
☄️ 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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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.
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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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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I had that music in my head while running around as that blender built monstrosity.
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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- 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!.
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@TheeHustleHouse @AltApe_eth @HermanNarula @Improbableio @OthersideMeta @GratefulApe_eth @BalouBAYC @Ape4249 @WaistbandF I'm sorry, it was the fault of this 10m tall rubber duck
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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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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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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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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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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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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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@Improbableio Proud of the @Improbableio team, and can't wait to continue on our journey with #spatialos and beyond!.
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Great session @MSquared_io with @uzh_blockchain today talking about the challenges and opportunities of bringing NFTs to the Metaverse!
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That was wild!.
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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!.
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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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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Great @MSquared_io Construct Live session today 👏amazing to see what people are up to with the growing features of
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@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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Awesome @WorldsAdrift is now in the wild, using #SpatialOS to combine 200+ unity engines to simulate a living, physical world
Made with #SpatialOS - @WorldsAdrift enters closed beta with Founder’s Packs. See you in the skies @bossastudios!
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@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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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
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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Great talking yesterday about the challenges of @Improbableio #SpatialOS at the @imperialcollege ACL lectures!
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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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@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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The race conditions we've found at @Improbableio with this are out of the scope of human intuition
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MML slides for those who missed!.
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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@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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Been a busy year with @rocket2guns on @ionthevideogame at @Improbableio. Truly simulated worlds have the opportunity to change gaming.
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@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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@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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