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DarthBuzzard t1_j1hwssh wrote

Reply to comment by b_lett in Future of Games by stoneman217

Actually it's pretty easy to make the argument that VR stands to be the highest bandwidth of communication information across all mediums, including real life.

Well, touch and smell and taste are technically a part of communication, so real life has VR beat there, but as far as our vision and hearing, VR can over time replicate every detail of real world communication - all our microexpressions - put that onto a perfectly realistic avatar of ourselves, or go Disney/anime style and have overly expressive avatars instead, which have an extra layer of communication that real life can't provide.

If you've watched VTubers or even just seen Disney movies, you know that there are things that can only be conveyed by such abstractions.

So VR will have as much visual/auditory expressability as the real world when going for full simulation of our real selves, or can offer extra expressability. And all other mediums exist in VR. I've shared photos, hyperlinks, videos, gifs, memes, and audio files in VR social spaces. You can also dial this up further and become the meme. I could have an avatar of the kool aid man.

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b_lett t1_j1i8hwx wrote

I do agree there's a lot of potential. I just become a bit pessimistic seeing how platforms instantly take people down for copyrighted content detection through algorithmic scanning of audio or visual content.

I think stuff like VR Chat scrapes by through 'Fair Use' practices because it's a free application, but the second you try and broadcast what you're doing elsewhere to like Facebook or Twitch or YouTube, you can get struck down in seconds, especially if you are playing music owned by someone like Disney.

It's a rough thing to navigate when it comes to intellectual properties all being used and abused on someone's platform.

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