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Meta Unveils Horizon Engine: A Revolutionary New Platform for Immersive Experiences
Meta has revealed the first technical details of its new Horizon Engine, a groundbreaking platform designed to bring the metaverse to life with faster performance, better graphics, and easier creation tools. The engine, which replaces Unity in Horizon Worlds and Quest’s new Immersive Home, promises to deliver 4x faster world loading and support for 100+ users in the same instance, revolutionizing the way we interact with virtual worlds.
The recent announcement of Meta’s Horizon Engine has sent shockwaves through the tech industry, with many eager to learn more about this game-changing platform. So, who is behind this innovative technology? Meta, the company founded by Mark Zuckerberg, has been working tirelessly to develop the Horizon Engine from scratch over the past couple of years. What is the Horizon Engine, you ask? It’s a new engine designed specifically for Horizon Worlds and Quest’s new Immersive Home, replacing Unity in the process. Where will we see the Horizon Engine in action? The new Immersive Home is currently available on the Public Test Channel (PTC) as part of Horizon OS v81, while in Horizon Worlds, it’s available in worlds made using the upcoming Horizon Studio. When can we expect to see the full rollout of the Horizon Engine? While no official date has been announced, the fact that Meta has already begun sharing technical details suggests that we can expect to see more developments in the near future. Why is the Horizon Engine such a big deal? According to Mark Zuckerberg, the new engine brings 4x faster world loading and support for 100+ users in the same instance, making it a significant improvement over its predecessor. How does it achieve this? The Horizon Engine is fully optimized for bringing the metaverse to life, with much faster performance, better graphics, and easier creation tools.
Key Features of the Horizon Engine
The Horizon Engine boasts an impressive array of features, including:
* A robust, data-driven, and creator-controlled asset pipeline that supports modern local workflows with standard tools and familiar middleware like PopcornFX for effects, FMOD for sound, Noesis for UI, and PhysX for physics.
* A spatialized audio system that stitches together experience sound, immersive media formats, and hybrid-mixed VoIP into a single immersive experience.
* First-class integration of Meta Avatars, providing consistent embodiment and interaction behavior across the platform, and networked cross-instance crowd systems.
* A secure and scalable actor-based network topology that allows for low latency player-predicted interactions with server validation and creator-defined networked components.
* A mobile and VR-first forward renderer, with a physically based shading model, built-in light baker, probe-defined lighting for dynamic objects, and a creator-defined material framework through a powerful, extensible, and stackable surface shader system.
* A resource manager, streaming system, and multi-threaded task scheduling framework to maintain the user experience by balancing quality and cost within the variable performance envelope of Quest and other platforms.
* An extensible Typescript authoring environment to unify logic and control flow in worlds, with creator-defined components and clear entity lifecycles.
* A data-oriented ECS-based simulation system capable of efficiently simulating millions of networked entities.
Implications for the Future of Virtual Worlds
The Horizon Engine has significant implications for the future of virtual worlds, particularly in the context of Horizon Worlds on smartphones. Currently, Horizon Worlds on smartphones is cloud streamed, resulting in a non-trivial cost to Meta and requiring a strong and consistent internet connection from the user. However, with the Horizon Engine, Meta describes it as “running on mobile phones,” suggesting that native rendering on phones could become a reality. This could result in a more responsive and reliable experience, bolstering Meta’s ambitions of competing with the likes of Fortnite and Roblox.
As Mark Zuckerberg noted, “This engine is fully optimized for bringing the metaverse to life. It is much faster performance and to load things, much better graphics, much easier to create with.” With the Horizon Engine, Meta is poised to revolutionize the way we interact with virtual worlds, and we can expect to see significant developments in the metaverse space in the coming years.
Technical Details and Future Developments
Meta has published a blog post describing some details of the Horizon Engine, including its ability to automatically scale from high-end cloud rendering to running on mobile phones. The engine can support crowds of live avatars in a single shared space, expansive environments that can be streamed as sub-levels, with automatic management of object quality through automatically generated LODs.
As we look to the future, it’s clear that the Horizon Engine will play a significant role in shaping the metaverse. With its impressive array of features, including support for 100+ users in the same instance and 4x faster world loading, the Horizon Engine is poised to revolutionize the way we interact with virtual worlds.
Conclusion:
The unveiling of Meta’s Horizon Engine marks a significant milestone in the development of the metaverse. With its impressive array of features and capabilities, the Horizon Engine is poised to revolutionize the way we interact with virtual worlds. As we look to the future, it’s clear that the Horizon Engine will play a significant role in shaping the metaverse, and we can expect to see significant developments in the coming years.
Keywords: Meta Horizon Engine, metaverse, virtual worlds, Horizon Worlds, Quest, Immersive Home, Unity, Mark Zuckerberg, cloud rendering, mobile phones, native rendering, Fortnite, Roblox.
Hashtags: #MetaHorizonEngine #Metaverse #VirtualWorlds #HorizonWorlds #Quest #ImmersiveHome #Unity #MarkZuckerberg #CloudRendering #MobilePhones #NativeRendering #Fortnite #Roblox
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