What is the meta universe? Why are the technology giants taking the lead in layout


Tencent technology news on May 14, technology often produces unexpected surprises. However, the results of technological development are often expected decades ago. In 1945, Vannevar Bush described what he called “Memex,” a single device that stores all books, records, and communications and connects them mechanically by association. This concept was then used to form the concept of “hypertext” (a term created 20 years later), which in turn guided the development of the world wide web (a term created 20 years later)“ The “streaming war” has just begun, but the first streaming video appeared 25 years ago. In addition, many attributes of this so-called war have been assumed for decades, including unlimited supply of content, on-demand playback, interactive, dynamic, personalized advertising, and the value of combining content with publishing.
In this sense, the broad outlines of future solutions are usually understandable and, in a sense, agreed before the technical capabilities to produce them mature. However, it is often impossible to predict how they will be put in place, which functions are more or less important, what governance models or competitive dynamics will drive them, or what new experiences will be generated. When Netflix launched its streaming service, most people in Hollywood knew that the future of television was related to the Internet (IP TV was deployed in the late 1990s). The challenge is timing and how to package the service (it took Hollywood another 10 years to accept that all their channels, genres and content need to be integrated into one app / brand). The popularity of video game broadcasting and YouTube is still not recognized by many people in the media industry. AOL, the former cable Internet giant, acquired Time Warner, a media group, in 2000. At that time, the idea was that media and technology / publishing needed to be integrated. However, after it failed to produce much benefit in 2009, the century alliance was forced to be cancelled. Nine years later, AOL was acquired by mobile Internet giant at & T under the same premise.
Recently, apple and Epic Games, the developer of the popular video game fortress night, launched an antitrust lawsuit in the United States. The core of this lawsuit is the “in app payment” system, which is a set of virtual goods and services trading system provided by apple in the app store, including game props, e-books, music, videos, subscription members, etc. Apple will charge up to 30% of the handling fee for all virtual goods and services transactions completed under this system, That’s the so-called “Apple tax.”.
But on the first day of the trial, Tim Sweeney, known as the “father of the virtual engine,” outlined an ambition beyond money. Fortress night, he explained, “is a phenomenon beyond the game. Our goal in Fortress night is to create something like a metauniverse from science fiction. ” This may sound strange, but many other technology giants want to do the same. In an exclusive interview with Time magazine last month, Huang Renxun, chief executive of NVIDIA, the US chip giant, said he wanted to create “a virtual world composed of human digital twins.” What is metauniverse and how to construct it?
The word metaverse comes from the 1992 science fiction novel snow crash. This novel is the third and best work of Neal Stephenson, an American science fiction writer. In this novel, Hiro protagonist’s job is to deliver pizzas to the Mafia, which has already controlled the territory of the United States. When it doesn’t work, Hiro protagonist goes into the metauniverse: a networked virtual reality. In this virtual reality, people behave as “avatars” designed by themselves, engaging in secular (conversation, flirting) and extraordinary (sword fighting, mercenary espionage) activities. Like the Internet, Stephenson’s metauniverse is a collective, interactive effort that is always going on and is not controlled by anyone. Just like in games, people live and control the characters moving in space.
Think of the metauniverse as virtual reality, or MMOG, but unlimited. People can play games, but they can also chat, shop, walk, chat, watch movies, go to concerts, shop and do most of the things they can do in the real world – most importantly, the virtual world will interact with the real world in countless unpredictable ways. This fully formed metauniverse still has a long way to go. But some of the big multiplayer online games have shown a multiverse trend. Reporters Without Borders, a non-governmental organization, built a library in the game my world; A recent clip from a Star Wars movie premiered in Fortress night. In many massively multiplayer online games, people use real gold to buy things.
For Silicon Valley dreamers, this immersive, networked three-dimensional world will eventually replace today’s two-dimensional Internet. It needs infrastructure and processing power that doesn’t exist yet, and can maintain countless real-time synchronous connections. To this end, the meta universe has become the latest macro goal of many technology giants. The novel coronavirus pneumonia is not a popular way of thinking about the world of Facebook, the virtual reality game Horizon that is still being tested, and other investments in large technology companies, not to mention the way millions of people immerse themselves in online videos every day. Today, the metauniverse is closer to reality than when Stephenson first imagined it.
What is “meta universe”?

The most common concept of the meta universe comes from science fiction. In fiction, the metauniverse is often portrayed as a digital “embedded” Internet – a representation of reality, but it is based on a virtual (usually theme park like) world, as depicted in the movies number one and the matrix. These experiences may be just one side of the meta universe, and the concept is limited, just as the 1980s science fiction movie Tron described the Internet as an “information superhighway.”.
Just as in 1982 it was hard to imagine what the Internet would look like in 2020 – and even harder to communicate with people who had never even “logged in” to it at that time – we really didn’t know how to describe the meta universe. However, we can identify the core attributes.
Core attributes
The metauniverse will be permanent – that is, it will never “reset”, “pause” or “end”, it will just continue indefinitely.
Be synchronous and instant – even if pre arranged and independent events occur, as they do in “real life”, the meta universe will be a life experience that persists in everyone and instant.
· there is no real restriction on the “sense of being” of individuals participating at the same time – everyone can become a part of the virtual world and participate in specific events / activities at the same time.
To become a fully functioning economy – individuals and businesses will be able to create, own, invest, sell and receive incredible returns from a wide range of “jobs” that generate “value” that can be recognized by others.
Become an experience that spans digital and physical worlds, private and public networks, and open and closed platforms.
Provide unprecedented interoperability of data, digital projects / assets, and content in every experience — for example, the weapon skin of the user’s “anti terrorist elite” can also be used to decorate the guns of “Fortress night” or be given to friends on Facebook. Similarly, cars designed for rocket league can be taken to roblox. Today, the digital world is basically like a shopping mall, although each store uses its own currency, requires a proprietary ID card, and different dress codes.
· “content” and “experience” created and operated by an extremely wide range of contributors, some of which are independent individuals, while others may be informal organizations or business centric enterprises.
There are also some ideas that may be the core of the meta universe, but they are not widely accepted. One of the questions is whether participants will have a consistent digital identity (or “Avatar”) used in all experiences. This will have practical value, but it may not be possible, because all the leading enterprises in the “meta universe era” still want their own identity system. Today, for example, there are several dominant account systems – but none of them cover the entire network, and they often overlap with each other with limited data sharing / access.
There are also disagreements about how much interoperability is needed to make the meta universe a “meta universe”, not just the evolution of today’s Internet. Many people are also debating whether a real metauniverse can have only one controller (as in player one). Some people think that the definition and success of metauniverse requires it to be a decentralized platform, which is mainly based on community-based standards and Protocols (such as open networks), as well as “open source” operating systems or platforms of metauniverse (this does not mean that there will not be a dominant closed platform in metauniverse).
Another idea is related to the basic communication architecture of the meta universe. Today’s Internet is built around a single server “talking” to each other as needed, but some people think that the metauniverse needs to be “wired” and “operated” around persistent many to many connections. But even so, there is no consensus on how this will work and the degree of decentralization required. It’s also helpful to think about what the metauniverse is often compared to, but that’s not true. Although each of these analogies may be part of the metauniverse, they are not.
Non elementary cosmology
? virtual world — artificial intelligence driven virtual world and games have existed for decades, as well as the virtual world and games filled with “real” human beings in real time. This is not a “meta” (Greek for “transcendence”) universe, but a synthetic and fictional universe designed for a single purpose (a game).
Virtual space: digital content experiences such as second life, a virtual world game, are usually regarded as “prototypes of the meta universe” because: (1) they lack game like goals or skill systems( 2) It is a persistent virtual stroll( 3) Provide nearly synchronous content updates( 4) Use digital avatars to represent real people. However, these are not enough properties for the metauniverse.
Virtual reality – virtual reality is a way to experience the virtual world or space. The sense of being in the digital world can’t constitute the meta universe.
Digital and virtual economy – these are already there. Games like world of Warcraft have long had a functional economy. In this economy, real people exchange virtual goods for real money, or virtual tasks for real money. In addition, technologies like Amazon’s Mechanical Turk platform and bitcoin are all based on employing individuals / enterprises / computing power to perform virtual and digital tasks.
Game – fortress night has many elements of the meta universe. Because it: (1) mix and match IP( 2) Having a consistent identity across multiple closed platforms( 3) It’s the gateway to countless experiences, some of which are purely social( 4) Compensation for the creative content of the creator. However, like player one, it is still too narrow in what it does, how far it extends and what “work” can happen. Although the meta universe may have some game like goals, it is not a game in itself, nor is it oriented around specific goals.

· virtual theme park – in the meta universe, not only are “scenic spots” unlimited, they will not be centralized “design” or programming like Disneyland, nor are they all about entertainment or recreation.
New app store – no one needs another way to open apps, nor will they do so “in virtual reality” to unlock / enable the various values envisioned by the subsequent Internet. Metauniverse is essentially different from today’s Internet / mobile mode, architecture and priority.
New user generated content platform — metauniverse is not just another platform similar to YouTube or Facebook. On previous platforms, countless individuals could “create”, “share” and “monetize” content, with the most popular content accounting for the smallest share of overall consumption. The meta universe virtual world will be a place to invest and build an appropriate Empire, where these well capitalized enterprises can fully own a customer, control API / data, unit economy, etc. In addition, just like the network, dozens of platforms occupy a considerable share in user time, experience, content, etc.
Why is the universe important?
Even if the meta universe does not reach the fantasy vision of science fiction writers, as a new computing platform or content media, it may generate trillions of dollars in value. But in its full vision, the meta universe becomes the gateway to most digital experiences, the key component of all physical experiences, and the next labor platform.
The value of being a key player in such a system is self-evident – there is no “owner” of the Internet today, but almost all leading Internet companies rank among the top ten listed companies with the highest market value in the world. If the meta universe is really the functional “successor” of the network – only this time it covers more areas, takes longer time, and has more business activities – then it may have a greater economic advantage. In any case, the meta universe should generate as many opportunities as we see on the web – new companies, products and services will emerge to manage everything from payment processing to authentication, recruitment, advertising delivery, content creation, security, etc. This in turn means that many of the companies that exist today will disappear.
More broadly, the meta universe represents a change in the way we distribute and monetize modern resources. Over the centuries, advanced economies have changed, with the scarcity of labor and real estate going from good to bad. In the virtual world, potential workers who choose to live outside the city will be able to participate in the “high value” economy through virtual labor. As more and more consumer spending turns to virtual goods, services, and experiences, we will also see further changes in where we live, the infrastructure we build, and who performs what tasks. Shortly after the emergence of the intra game trade economy, many “players” – usually employed by larger companies, usually in low-income countries – spent a working day collecting digital resources inside and outside the game for sale. These sales are usually for high-income players in the West. Although this kind of “labor” is usually humble, repetitive and limited to a few applications, the diversity and value of this kind of “labor” will grow as much as the universe itself.
How to construct the metauniverse simply?
The meta universe needs countless new technologies, protocols, enterprises, innovations and discoveries to work. It will not be produced directly, and there is no “before metaverse” or “after metaverse”. On the contrary, over time, with the integration and integration of different products, services and functions, it will gradually appear. The emergence of the metauniverse requires three core elements.
Concurrent infrastructure
On the basic level, this synchronous experience that allows hundreds of people to participate in sharing does not exist, let alone provide services for hundreds of millions of users. Think of Fort night’s Marshall concert in 2019. An astonishing 11 million people experienced the event in real time. However, they did not do so together. In fact, Marshall concert has more than 100000 instances, all of which are slightly out of sync, and each instance has up to 100 players. Epic may be able to do more than that today, but it can’t reach hundreds of people, let alone millions of people.
Not only does the meta universe need infrastructure that doesn’t exist, but the Internet has never been designed for this kind of experience. After all, it’s designed to share files between one computer and another. Therefore, most of the underlying system of the Internet is around a server and another server or end-user equipment to contact. This pattern continues to this day. For example, today’s Facebook has billions of users, but each user shares a separate connection with the Facebook server, rather than with any other user. So when a user visits another user’s content, they are actually just getting the latest information from Facebook. The earliest form of pseudo synchronization program is text chat, when users still only push most of the static data to the server, and get the latest information from the server when needed. The Internet is not designed for persistent (as opposed to continuous) communication at all, let alone persistent communication that is precisely synchronized in real time with countless other devices.
In order to operate, the metauniverse needs something more similar to video conferencing and video games. These experiences work because persistent connections can update each other in real time and with precision that other programs don’t usually need. However, they often do not have high concurrency: most video chat programs can only accommodate a few people at most. Once they reach 50 people, they often need to “live” to the audience instead of sharing two-way connections. For this reason, these experiences are neither needed nor real.

For this reason, part of the reason that the Royal combat genre has only recently become popular in video games is that it has recently been possible to live with so many other users. Although some of the most concurrent games have existed for more than 20 years, such as second life or Warcraft, they essentially cheat the user experience by “splitting” and dividing users into different “Worlds” and servers. For example, eve online can technically have more than 100000 players in the same game, but they are divided into different galaxies (i.e. server nodes). In this way, a player at any time, really see, or interact with other players, only a handful. In addition, traveling to another galaxy means disconnecting from one server and loading another (the game can “hide” narratively by forcing players to jump at the speed of light across vast spaces). When eve online gets involved in a battle involving hundreds of users, the system crawls. This still works because game dynamics are based on large-scale, pre planned ship based battles. If it’s a “fast-paced” game like rocket league or call of duty, these slowdowns are inevitable.
Many companies are trying to solve this problem, such as British game technology development company Yingbo improved. But it’s a huge computing challenge, and one that conflicts with the underlying design / intent of the Internet.
Standards, protocols and their adoption
Today’s experience of the Internet is able to work because of its visual presentation, file loading, communication, graphics, data and other standards and protocols. These include everything that can be identified from the consumer. Gifs file type conforms to websocket protocol, which is the basis of almost all real-time communication between browser and other servers on the Internet.
The meta universe will need a broader, more complex and more flexible set of standards. In addition, the importance of interoperability and real-time synchronization experience means that some existing standards need to be pruned and “standardized” around a smaller set of each function. For example, there are many image file formats today: gif,. JPEG,. PNG,. BMP,. Tiff,. Webp and so on. Although today’s network is based on open standards, most of it is closed and proprietary. Amazon, Facebook and Google use similar technologies, but they’re not designed for each other’s transition – just as Ford’s wheels are not designed to fit GM’s chassis. In addition, these companies are incredibly resistant to cross integrating their systems or sharing their data. These measures may increase the overall value of “digital economy”, but also weaken its super value network effect, making it easier for users to transfer digital life to other places.
It will be very difficult and will take decades. The more valuable and interoperable the meta universe is, the more difficult it is to build industry wide consensus around data security, data persistence, forward compatible code evolution and transactions. In addition, metauniverse will need new rules for auditing, communication control, regulatory enforcement, tax reporting, and more challenges that are still being addressed.
Although the establishment of standards usually involves actual meetings, negotiations and debates, the standards of the meta universe are not established in advance. The standard process is more chaotic and organic, and meetings and opinions are constantly changing on a specific basis.
We don’t know what the metauniverse needs, let alone where, how, what effects, when, or through what applications and groups, the existing standards will be transferred. Therefore, it is important to consider how the meta universe emerged, not just around which technical criteria.
Ramp experience
Just as the standard of metauniverse cannot be simply “announced”, consumers and enterprises will not accept it just because metauniverse is available.
Think about the real world. Just because a shopping center can accommodate 100000 people or 100 stores doesn’t mean it attracts a consumer or brand“ “City square” appears organically around the existing infrastructure and behavior to meet the existing civil and commercial needs. In the end, any meeting place – whether it’s a bar, basement, park, museum or carousel – is because of who or what is already there, not because it’s a place in itself.
So is the digital experience. Facebook, the world’s largest social network, announced it would become a “social network” before it succeeded. But because it first appeared as a campus hot spot, and then turned into a website from digital yearbook to photo sharing and message service. Just like Facebook, the metauniverse needs to be “filled”, not just “fillable”, and then these people have to fill the digital world with what they want to do and what they want to consume.
That’s why I think fortress night is a game or interactive experience, which is too small and too fast《 Fortress night started as a game, but soon evolved into a social square. Its players log in not to “play,” but to be with their virtual and real world friends. Teenagers from the 1970s to the early 21st century would go home and spend three hours on the phone. Now, they talk to friends of Fortress night, but they don’t talk about fortress night. Instead, they talk about schools, movies, sports, news, boys, girls and so on. After all, fortress night has no story or intellectual property – plot is what happens to the story and who is there.

In addition, fortress night is rapidly becoming a medium for other brands, intellectual property rights and story telling. Most famously, this included last year’s live Martha Mello concert. However, such examples have since expanded rapidly. In December 2019, fragments of the Star Wars movie premiered in Fortress night《 Fortress night is part of a larger in-game audience interaction that includes a live interview with director J.J. Abrams. What’s more, the event was explicitly quoted in the opening moment of the film. Weizer has created a custom island where fans can listen to their new album exclusively《 Fortress night also produced several themes, “limited time mode,” including Nike’s Michael Jordan and Lion Gate’s fast pursuit series. In some cases, these “game props” transform part of the “Fortress night” map into a mini virtual world. When entering, they will change the aesthetics, objects and game style of the game, making it similar to another.
Therefore, fortress night is one of the few places where marvel and DC share intellectual property rights. Users can wear Marvel character clothes in Gotham City and interact with those wearing legal NFL uniforms. This has never really happened before. But it’s crucial for the metauniverse.
More broadly, fortress night has emerged as a complete sub economy in which “players” can build (and monetize) their own content. This can be as small as digital clothing (“skin”) or dance (“expression”). However, it has rapidly expanded to use fortress night’s engines, assets and aesthetics to create all new games and experiences. This includes a simple treasure hunt, an immersive fusion of the green brothers and Parkour culture, and a 10 hour science fiction story spanning multiple dimensions and time lines. In fact, the creation mode of Fortress night already feels like a prototype of the meta universe. Here, players load their avatar – a specific avatar for all fortress night related experiences – and land in a game like hall, where they can choose from thousands of “doors” (i.e., time and space cracks) that send them to one of thousands of different worlds, up to 99 other players.
This illustrates the long-term vision of the game, and creative director Donald mustard is increasingly aware of it《 Fortress night is not a metauniverse, but it is closer to the metauniverse in spirit than all others.
Who can create the meta universe?
Although metauniverse has the potential to replace the Internet as a computing platform, its underlying development process may not have much in common with its predecessor. The Internet comes from public research universities and U.S. government programs. This is partly because few in the private sector understand the business potential of the world wide web, but it is also true that these groups are essentially the only entities with computing talent, resources and the ambition to build it. When it comes to the metauniverse, none of this is true.
Private enterprises are not only fully aware of the potential of the meta universe, but also may have the most positive belief in the future, not to mention the biggest cash, the best engineering talents and the biggest desire to conquer. Major technology companies don’t just want to lead the metauniverse, they want to own and define it. Open source projects with a non entrepreneurial spirit will still play an important role – they will attract some of the most interesting creative talents in the metauniverse – but there are only a few possible leaders in the early metauniverse.
Microsoft is a good example. The company has hundreds of millions of joint users through office 365 and LinkedIn. It is the second largest cloud provider in the world. It has a wide range of work-related software and service packages, covering all systems / platforms / infrastructures. It has clear technical experience in a large number of shared online content / operations. It has passed “my world” and “my world” Xbox + xbox live and hololens offer a range of potential gateway experiences. To this end, metauniverse provides Microsoft with an opportunity to recapture the OS / hardware leadership it gave up during the transition from personal computers to mobile devices. But more importantly, Satya NADELLA, the company’s chief executive, understands that as long as there is a job, Microsoft should be there. From enterprise to consumer, from PC to mobile, from offline to online, while maintaining the dominant position of “work” economy, it is hard to imagine that Microsoft will not become the main driving force of labor force and information processing virtualization in the future.
Although Mark Zuckerberg, Facebook’s chief executive, has not explicitly announced his intention to develop and own the meta universe, his obsession with the meta universe seems obvious. It’s smart. Facebook is losing the most from the metauniverse than any other company, because it will build a bigger, more powerful social graph that represents a new computing platform and a new engagement platform. At the same time, the metauniverse also allows Facebook to expand its scope up and down. Despite repeated efforts to build a smartphone operating system and deploy consumer hardware, Facebook is still the only company that stays completely in the application / service layer. Through the virtual world, Facebook could be the next Android or IOS / iPhone, not to mention Amazon’s virtual product version.
Facebook’s metauniverse advantage is enormous. It has more users than any other platform on earth, daily usage and user generated content created every day, as well as the second largest share of digital advertising spending, tens of billions of dollars in cash, tens of thousands of the world’s top engineers, and the belief of founders with a majority of voting rights. Its virtual world assets are also growing rapidly, and now include patents for semiconductors and brain computer interfaces. At the same time, Facebook has a very poor record of managing user data / trust.

Amazon is interesting in several ways. Most obviously, it will always be the main place for users to buy “things”. It doesn’t matter whether you buy it in a game engine, virtual world, or web browser. In addition, the company has hundreds of millions of credit cards, accounting for the largest share of e-commerce in the world (except China), and is the largest cloud provider in the world. It operates many different consumer media experiences (video, music, e-books, audio books, video game broadcasting, etc.) and third-party business platforms, They want to be the first major game / rendering engine in the cloud computing era. Amazon is also reported to be developing augmented reality glasses and is a leader in home / office digital assistants.
More importantly, the company’s founder and CEO, Jeff Bezos, attaches great importance to the underlying infrastructure. Although Elon Musk’s private airline SpaceX aims to emigrate to Mars, Bezos knows that his goal with blue origin is to promote the construction of space infrastructure, similar to the early network protocol and Amazon cloud computing service AWS, so that “we can build a huge chip factory in space, just send a little information.” To this end, Amazon may be more supportive of a truly “open” virtual world than any other federal aviation management group company – it will benefit from a substantial increase in back-end infrastructure usage and digital transactions.
The Internet is a treasure house of data, the meta universe will have more data and greater returns than today’s network. No one in the world can monetize this data better than Google. In addition, the company is not only a market leader in digital and physical world index (nearly 10000 employees contribute to its map program), but also the most successful digital software and services company outside China. Google also runs Android, the most commonly used operating system on earth, and the most open major consumer computing platform. Despite its failure, Google is the first company to really pursue wearable computers through Google glass, and is actively promoting home digitization through Google assistant and Fitbit. Therefore, metauniverse may be the only measure that can integrate all of Google’s huge investments so far, from edge computing of stadia cloud game service to project fi, Google Street View and so on.
Apple is unlikely to drive or manipulate the underlying metauniverse. To be sure, it runs the second-largest computing platform in modern times (and by far the most valuable) and the largest game store on earth (which means it pays developers more than anyone else on earth). In addition, the company is investing heavily in augmented reality devices and “connective tissue,” which will help the metauniverse (such as beacons, apple watch, apple headphones, etc.). However, building an open authoring platform where everyone has access to all user data and device API runs counter to Apple’s spirit and business strategy. All this means that apple is more likely to be the dominant way for the western world to deal with the metauniverse than the operator / driver. Like the Internet, it can be good for everyone.
Other companies
Magic leap seems to believe that by having a hardware layer, it can become the core driver of the metauniverse. In fact, most faamg companies seem to believe that glasses will be a key gateway to the digital future and are collectively investing billions of dollars in this type of device. With this in mind, snapchat, with a large and active social network and strong positioning around cameras, glasses, location-based experiences and digital avatars, seems to be able to play a major role in the metauniverse (especially in the case of acquisitions). Despite its uniqueness, fortress night is not even the only one – there are several other online “games” that share many of the same attributes, behaviors and potential. For example, “my world” and roblox both have more than 100 million monthly users and are able to mix intellectual property (such as marvel and DC). More importantly, these “games” rely more on user generated content and user led experience — in my world, there is no potential goal of “winning” or “surviving” similar games, and “game” is creation. Roblox said it would pay more than $100 million to game creators around the world in 2019. The company also points out that it doesn’t even pay directly to these developers – unlike the IOS App Store – who get paid directly from users. In the fall of 2019, roblox launched the “developer market”, which allows developers to monetize not only their games, but also the assets, plug-ins, vehicles, 3D models, terrain and other projects they produce for them. At the same time, many other games, such as Grand Theft Auto online, which has more than 50 million monthly active users, have added social oriented models (such as casinos), where users can create, operate or participate in activities purely for the purpose of “loitering”.
Ultimately, it’s not clear which company leads the metauniverse, or how they provide services to users. In fact, the meta universe is likely to come from a network of different platforms, institutions and technologies that work together and embrace interoperability. Today’s Internet is the product of a relatively chaotic process. In this process, open (mainly academic) Internet and closed (mainly consumer oriented) services develop in parallel. These services often seek to “rebuild” or “reset” open standards and protocols. For this reason, it is hard to imagine that the arrival of the era of the meta universe will make any major technology company decline or disappear completely( Compiled by Tencent technology / Wuji)