From Art Display to Metaverse: How oncyber is Changing the Game

The world of virtual reality is rapidly evolving, and oncyber is at the forefront of this revolution. What started as a platform to display art in 3D space has quickly transformed into a full-fledged metaverse that is changing the game.

The team at oncyber is pushing the boundaries of high-performance graphics on the open immersive web, making their experiences accessible on any device, anywhere. And their recent success is a testament to their efforts – this week they hosted 3.5K attendees from over 100 countries, which would have been impossible just weeks ago.

One of the biggest challenges for oncyber has been blending multiplayer, diverse worlds, and high-quality visuals while rendering frames quickly for smooth interaction. To achieve this, the team has optimized graphics in several categories, including animations, instancing, atlasing, and their world-building editor.

When it comes to avatar animation, naive systems that use CPU can quickly become a bottleneck when dealing with hundreds of avatars. Oncyber has addressed this issue by switching to GPU-based animations, which create a system that packs all character animations into a floating-point texture. The result? The ability to display 1000 VRM characters at 120 fps on high-end computers!

Reducing draw calls, or the number of individual draw operations, is crucial for performance, and oncyber has managed to achieve this through avatar instancing. By rendering multiple copies of the same mesh in a single draw call, they have slashed 85% of draw calls in a world with 200 avatars. Avatar atlasing has also been implemented, packing multiple profile pictures together in one texture and dynamically rendering them into a bigger texture to reduce draw calls.

And it’s not just avatars that have received optimization – oncyber has applied the same system for displaying usernames on top of each player, reducing draw calls to just one.

By combining all these optimizations, oncyber can now display 1000 animated VRM characters at around 120fps on high-end computers, and 600 animated VRM characters on medium computers. Plus, their LOD system kicks in for distant models, further improving performance.

But oncyber’s innovation doesn’t stop there. Their world-building editor, launching soon, will provide a suite of easy-to-use tools for real-time lighting, shadowing, terrain editing, scripting, and more, with GPT-powered commands on top. The goal is to enable anyone to create high-quality, high-performance 3D spaces without any prior skills.

On a personal note, Samsy, the mastermind behind oncyber’s graphics technology, has been testing the limits of graphics on the web through his creation of Cyber No City, the first-ever world-set using the new kitbash system. And for all the artblocks collectors out there, the kit itself will be claimable soon for Jiometory and the upcoming Fushi No Reality drop.

oncyber is rapidly evolving from a platform to display art in 3D space to an actual metaverse that is quickly changing the game. With their innovative graphics technology, optimization techniques, and world-building editor, oncyber is poised to make a significant impact in the world of virtual reality.

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