Epic has also tried to use its cross-platform power to undercut Steam's dominance in PC gaming. As mentioned above, these efforts have been less successful than those against Sony. But it's worth noting that just three days before Epic launched its Epic Games Store, which will charge a store fee of 7-12% compared to Steam's 30% rate, Valve announced that Steam would cut its commission to 25% after reaching $100 million in total sales, and to 20% after $500 million. This competition has resulted in developers now making hundreds of millions of dollars in profits each year through Steam.
Of course, Epic has spent hundreds of millions of dollars — and given up hundreds of millions of dollars in Fortnite revenue — trying to break Apple’s grip on iOS.
In the age of the Metaverse, all of the challenges listed above risk taiwan mobile database becoming harder or worse. This, in turn, will make it harder for new platforms to emerge — and frankly, harder to build the Metaverse.
For example, we want to integrate as many worlds as possible into the Metaverse. This means interconnecting the many devices and platforms that surround us today, from your car and home security cameras, to your employer’s productivity software, as well as entirely new devices and platforms like VR and AR headsets, projection cameras and screens, wearables, and more. As always, much of this hardware and experiences will require the use of proprietary standards, or at least benefit from the use of proprietary standards. Facebook is investing heavily in XR specifically so that it can build its own operating system, fight back against today’s mobile OS juggernauts, and avoid using standards created by its direct competitors, such as Snap. All of this puts a burden on developers and could become a vicious cycle,