← Back to list
Colossus (Invest Like the Best / Business Breakdowns)Podcast19 Jul 2022Source: joincolossus.comHost: Patrick O'Shaughnessy

Matthew Ball - A Manual to The Metaverse - [Invest Like the Best, EP.286]

In plain words

This episode explains what the Metaverse really is—a connected 3D internet, not a single virtual world—and how far we are from it. Matthew Ball sees Roblox (55 million daily users, mostly kids) and Epic Games (maker of Fortnite, with strong tech) as the closest templates, while Meta's Horizon Worlds lags despite huge spending. He thinks the Metaverse's biggest value may be in industrial uses, like simulating city traffic or surgeries, not just entertainment.

AI SummaryAI-generated · may contain errors · verify against the original

Matthew Ball, in his appearance on the Invest Like the Best podcast, delved into the definition, current state, and future of the Metaverse. The core argument is that the Metaverse is not a single virtual world, but an interoperable digital network gradually evolving from platforms such as Minecraft

~13 min full read · 8 sections
Deep Analysis

At a Glance

Matthew Ball, former head of strategy at Amazon Studios and one of the most authoritative researchers in the Metaverse space, systematically deconstructs the definition, current state, and future trajectory of the Metaverse in this issue. His core thesis: The Metaverse is not a single virtual world, but an interoperable digital network gradually evolving from platforms such as Roblox, Fortnite, and Unreal. Its greatest value lies not in consumer entertainment, but in industrial simulation and infrastructure optimization.


Current Template for the Metaverse: Roblox and Epic Ecosystem Lead, Facebook Lags

Matthew Ball argues that the existing platforms closest to the Metaverse are Roblox and the Epic Games ecosystem, not Facebook's Horizon Worlds.

  • Roblox has 55 million DAU, of which approximately 45% are under 13 and 85% under 25. The platform already hosts over 75 million virtual worlds, tightly integrated through a unified identity, currency, communication, and discovery system. Ball describes it as "a simultaneously massive, highly diverse, and cohesive plane of parallel existence."
  • The Epic Games ecosystem is more noteworthy: Fortnite Creative Mode now accounts for nearly half of total Fortnite playtime, and plans are underway to introduce Unreal-based editing tools. More critically, the Unreal Engine is deployed in 75% of next-generation games, multiple automotive platforms, and the architecture/engineering/construction (AEC) sector. Ball concludes: "When we talk about the closest template for the future Metaverse, this ecosystem appears the best prepared."
  • Facebook (Meta)'s Horizon Worlds is currently not popular. Ball points out the fundamental issue: "It is technically more powerful than its popularity suggests, has better distribution channels than many platforms, but lacks content." Meta invests tens of billions of dollars annually, with Horizon Worlds being only a part of that; its biggest advantage lies in the planned web version, which removes the installation barrier.

Ball holds a cautiously approving view of Meta's long-term intentions: Zuckerberg attempted to acquire Unity as early as 2015, and an internal memo from 2018 stated that the Metaverse is "something they cannot afford to lose." However, Ball reminds readers to note—this is a perspective from a position holder, and Meta's massive investment itself is also a defensive response to its business model (which suffered a $10 billion loss in operating cash flow due to Apple's ATT policy).


Technical Bottleneck: VR Hardware Falls Far Short of the "Minimum Acceptable Specification"

Ball breaks down the current technological gaps in VR hardware, arguing this is the core obstacle to Metaverse adoption.

  • Key Metric Comparison: Current top-tier VR devices typically offer a 90Hz refresh rate and 4K display, while a mainstream, nausea-free experience requires 120Hz and 8K—demanding roughly a 3x increase in pixels rendered per second.
  • Graphics Computing Power: Current VR hardware is roughly equivalent to the late PS3 or early PS4 era. For example, Population: One (a battle royale game on Oculus) supports only 18 players per match, whereas Fortnite supports 100 and Free Fire supports 50.
  • Sensory Rejection Issue: VR cannot "multitask" like a game console—users cannot tell if the house is on fire or a child is crying. Ball argues this actually raises hardware requirements, making it "necessary to exceed the minimum specification."
  • Pace of Progress: Since 2017, VR resolution density and computing power have roughly doubled, but Ball warns: "It's like a GPA—easy to go from 3.0 to 3.4, hard to go from 3.6 to 3.8." Meta has repeatedly delayed the release of AR devices.

Ball cites John Carmack's view: If asked in 2000 whether the Metaverse could be built with 100 times the computing power available then, Carmack would have said "yes." But 22 years later, the devices in hand have indeed achieved 100-120x the computing power, yet remain far from the goal.


Interoperability: The Underlying Infrastructure of the Metaverse Economy

Ball argues that interoperability is the core feature distinguishing the Metaverse from existing 3D platforms, and a key source of its economic value.

  • Current Problem: Worlds within Roblox can recognize each other, but cannot communicate with virtual worlds in Fortnite, educational forums, or industrial simulations. There is no consistent 3D object storage format, nor a cross-platform real-time service communication suite.
  • Internet Analogy: We have grown accustomed to the internet's interoperability—JPEGs work everywhere, Ping runs everywhere, and domain names are portable. But the 3D world lacks these. Ball emphasizes: "Interoperability essentially extends the network effects of everything you do online."
  • Starting Point for Standardization: In 2022, the Kronos Foundation established the Metaverse Standards Forum, with 28 companies participating (including Epic, Meta, and Qualcomm, but Apple and Google were absent). Ball views this as "the simplest first step—no one needs to sacrifice their own technology roadmap."
  • The Key Is Not "Bringing a Banana Peel from Fortnite to Call of Duty": Ball points out that the more valuable interoperability lies in educational scenarios—physics experiments students conduct in 3D simulations (such as Rube Goldberg machines) can be carried over to the Moon, Mars, and Venus for continued use. The continuity of identity, payment history, and creative records is more important than individual 3D objects.

Demand Side: Metaverse Time Comes from Television, Not the Real World

Ball refutes the criticism that "the Metaverse lacks demand," arguing that its time source is television, not a replacement for real-world experiences.

  • Time allocation data: 300 million Americans watch 5.5 hours of television per day (excluding TikTok and YouTube), with 65% of that time spent sitting alone on the couch. Ball argues this is the time the Metaverse is most likely to capture, not hiking, bars, or baseball games.
  • Generational trends: Roblox has a penetration rate of 75% among children aged 9-12 (in the US, UK, New Zealand, and Canada). Ball notes: "Nearly everyone born today is a gamer—140 million new gamers are added each year."
  • Challenges of participatory consumption: Ball acknowledges that "passive viewing" is television's core advantage, but believes the Metaverse is developing multiple modes of participation—from The Walking Dead: Last Mile (a multi-week simulation where viewers vote on plot direction) to game streaming on Twitch. He references Marshall McLuhan's "hot/cold media" concept but offers no definitive conclusion.

Industrial Applications: The True Value of the Metaverse May Not Lie in Consumer Use

Ball argues that the greatest economic value of the Metaverse may come from industrial simulation and infrastructure optimization, rather than consumer entertainment.

  • Medical Case: Johns Hopkins University completed the first live patient surgery using XR devices. The head of spinal surgery described it as "like using GPS for the first time to drive a car"—not replacing the car, but making driving better.
  • Urban Planning Case: The Water Street development project in Tampa used the Unreal engine to design an 11-foot-diameter 3D-printed model that can simulate traffic, temperature, and pedestrian flow in real time. Developers can test "how changing Building 4 from 11 stories to 17 stories would affect congestion and travel times across the entire city."
  • Airport Case: Hong Kong International Airport uses Unity for real-time simulation—modeling scenarios such as fires, terrorist attacks, and runway blockages to make better real-time decisions.
  • Ball's Core Argument: "The world's largest and most important software development platform is the world itself. And we have almost no real-time collaboration or data support." The value of the Metaverse lies in making this world "fully readable by software"—just like in the Matrix demo, where every car, beam of light, and object in the city can be modified and optimized in real time.

Mentioned Positions

Position Analyst Stance Key Data
Roblox Bullish (currently the closest platform to Metaverse) 55 million DAU, 45% under 13 years old, 75 million virtual worlds
Epic Games / Fortnite Bullish (ecosystem with the most potential) Fortnite Creative Mode accounts for nearly 50% of playtime; Unreal Engine covers 75% of next-gen games
Meta (Facebook) Neutral to cautious (right direction but lagging execution) Billions of dollars invested annually; Horizon Worlds is not popular; ATT policy cost $10 billion in operating cash flow
NVIDIA Bullish (core beneficiary of infrastructure) World's seventh-largest company; Founder Jensen Huang calls gaming "the best strategic choice"
Unity Not explicitly stated Zuckerberg attempted to acquire it in 2015; Hong Kong International Airport uses it for real-time simulation
Microsoft / Activision Blizzard Bullish (acquisition provides Metaverse foundation) $75 billion enterprise value acquisition; Satya says "provides the cornerstone for the Metaverse"
Disney Risk warning (lacks gaming capabilities) No gaming business; Ball believes "this is a problem"
Apple Risk warning (may hinder Metaverse development) Tim Sweeney says "Apple has banned the Metaverse"; 30% commission, restrictions on OpenGL/WebGL
Coinbase / MetaMask / FTX Not explicitly stated (mentioned as examples of payment services) No specific data
Discord Not explicitly stated (mentioned as an example of communication services) No specific data
TikTok Not explicitly stated (mentioned as an example of new companies) No specific data

Judgments Worth Remembering

1. The Metaverse is "a real-time, 3D version of the internet" (Matthew Ball) — the key is interoperability, not visual immersion. The internet is powerful because The New York Times can link to The Washington Post; 3D worlds currently lack this capability.

2. VR hardware is still 3x short of the "minimum acceptable specification" (Matthew Ball) — it requires 120Hz refresh rate, 8K display, PS5-level graphics compute, and must solve sensory rejection (users need to know if the house is on fire).

3. The Metaverse's time comes from television, not the real world (Matthew Ball) — 300 million Americans watch 5.5 hours of TV per day, 65% of which is spent alone on the couch. This is the time the Metaverse is most likely to compete for.

4. Roblox's rise is synchronized with the iPad-native generation (Matthew Ball) — Roblox took off in 2016, exactly when the generation of children who "pinch-zoom magazine images with their fingers" reached the age to use Roblox. 75% of children aged 9-12 use Roblox regularly.

5. The key to interoperability is not "bringing a banana peel from Fortnite to Call of Duty" (Matthew Ball) — far more valuable is the continuity of identity, payment history, and creation records. In educational scenarios, physics experiments students conduct in 3D simulations should be reusable on the Moon, Mars, and Venus.

6. The Metaverse's greatest economic value may lie in industrial simulation, not consumer entertainment (Matthew Ball) — Johns Hopkins performed the first live surgery using XR; Tampa used Unreal Engine to simulate the impact of urban development on traffic and temperature. Ball states: "The world's largest and most important software development platform is the world itself."

7. "The computer is the network" — this is the core technological contradiction of the Metaverse (Matthew Ball, quoting Sun Microsystems' motto) — compute power can be resolved on the client or server side, but the speed-of-light limit between them cannot be bypassed. Tim Sweeney bets on Moore's Law (client-side compute improves faster), while the cloud gaming camp bets on network infrastructure.

8. The Metaverse will make all existing internet problems harder to solve (Matthew Ball) — data rights, security, platform power, harassment, misinformation, radicalization — "Radicalization is already terrifying in 2D social media; it is even more terrifying in 3D spaces, and decentralization makes it even more so." But Ball also believes that platform transitions offer a window of opportunity to "reset" these issues.