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However, we know that it is the manufacturing

Posted: Wed Feb 12, 2025 5:50 am
by Shishirgano9
To succeed in the challenge of developing a green and sustainable metaverse, it is necessary to ask the question of the energy cost of such technology . Measuring the energy impact of the metaverse Let's start at the beginning: the manufacturing of technologies related to the metaverse . Because they are particularly complex, they are more difficult to manufacture and consume more energy. Above all, they need to be combined in various fields: programming, ergonomics, 3D reconstruction, sound design or even AI and blockchain. It is the “real time required” that makes production restrictive.


Nearly 30 images/second and 90/second in VR must be overseas chinese in uk data linked together for the experience to be as fluid as possible. This very rapid flow of images results in high energy consumption , much more than current online video, which already generates nearly 306 million tons of CO2, or 20% of total greenhouse gas (GHG) emissions due to digital technology (use and production of equipment combined) and nearly 1% of global greenhouse gas emissions. Furthermore, the generalization of the metaverse requires the significant development of digital infrastructures and equipment : networks, data centers, underground cables, headsets, screens, ancillary electronic devices – all in high definition.


Use of digital infrastructures that has the greatest impact on the environment, particularly because they are mainly concentrated, at 60%, in Asian countries with carbon-based energy mixes. Finally, the development of the metaverse would have a significant impact on our electricity consumption . Digital services in France represent approximately 10% of annual electricity consumption , while data centers are estimated to represent 4 to 22% of the impact on the environment. Also, the development of metaverses seems to be in particular contradiction with the good practices expressed by ARCEP and ADEME: reducing our consumption of online videos and using lower quality images.