Showing posts with label Virtual Reality Augmented Reality Mixed Reality 360 Video. Show all posts
Showing posts with label Virtual Reality Augmented Reality Mixed Reality 360 Video. Show all posts

Wednesday, 27 March 2019

Angry Birds Virtual Reality’ Review Redefining a Mobile Powerhouse for the Virtual Age

Happily it is not encumbered with all the addictive extras such as loot boxes, or pay-to-win consumables that allow you to brute force the amount into entry --a plague on contemporary mobile gaming--it was refreshing to observe Angry Birds Virtual Reality is pure' Angry Birds encounter, offering up only the genuinely fun bits from the show' long list of bird-shooting puzzle games.
If you have played Angry Birds earlier, you will immediately know how every bird functions: there is your typical red, quick yellowish, three-shot blue, along with the black heavy bomb.  They have titles, but to me, they are just ammo in my search to blow out strategically put TNT boxes, or knock linchpin structures made from wood/ice/stone.

 A bird is automatically loaded to a hand-held slingshot, and all you need to do is pull with the opposite hand to fire off, triggering whatever particular ability your adorable little ammo may have in mid-flight.  A shooting manual with a couple white, arched dots is obviously current, which makes this a deceptively simple endeavor.  But because we are discussing a 3D mystery here, you are going to need to teleport into the supplied hot spots to work out the ideal vantage point for pig-related carnage.

Just enjoy its cellular forerunners, however, the game is basically an exercise in continuously failing until you get it just perfect.  You may miss an integral linchpin that only becomes evident after several attempts, or a shooter may rebound otherwise, forcing you to reset for another move --that is Angry Birds for you personally, love it or despise it.  I just need trouble was more innovative, which comes right down completely to level layout. 

Regrettably, there is only has two enemy kinds at this moment, regular green piggies, and occasional big boss beans that arrive in the conclusion of every phase.   Bosses are generally surrounded by enthusiasts that may blow off boxes round in a swarm, dealing damage to the predator in tiny increments.  If you do not hint a construction just right or pop up a balloon properly to ship a heap of boxes into the blowers, you are back to resetting the amount and attempting again.  In the event the boxes overlook the boss for any motive and knock each other from the blowers flow, again, you have fallen prey to the randomness of this physics-based world before you.  There are moments when you are feeling smart by finding the best way to ruin any arrangement, but I discovered boss battles for a small letdown.

Angry Birds Virtual Reality has its guardian system which blacks out your perspective when you walk too near or too far away, but this did not prevent me from cheating stages in which the constructions materialize only a meter off.  The majority of the time, however, it is far enough off to ensure it is impossible, which ought to ward off any prospective serial cheaters.

The game includes four phases, each with thirteen levels a bit which supplied me with a bit under three hours of gameplay.  There were approximately a half-dozen levels I just could not grok however, so if you're searching for a ideal three-star conclusion on all levels, you could take more.
As for replay value, there is not enough meat on the bone just yet to justify another playthrough personally--there is no distinctive levels to unlock, no additional accomplishments to pursue, or some other manner which may make the game more challenging at this moment.  Rovio says that there are more levels and gameplay coming in the coming months, together with support for additional Virtual Reality platforms apart from Rift and Vive.

In a sense, Angry Birds Virtual Reality brought me back to these ancient days when I would play with the first namesake in my afterward well-worn iPhone 3G whilst sitting on the bus, trying incessantly to have the coveted three gold stars by figuring out the amount's perplexing structure and destroying those wicked little green piggies at the shortest possible shots.  What is more, Angry Birds Virtual Reality tapped to the gleefully destructive kid inside me, the one buried beneath the tax-paying schlub who mostly sits in the front of a pc all day.

Angry Birds Virtual Reality's brilliant and also the adorable cartoony world is much better in Virtual Reality than I had expected, putting you into a well-realized surrounding that looks, because of its lack of a better term, perfect. 

There is no left-handed choice now, which is not a major deal for Vive consumers as they can easily switch controllers to their hand.  Oculus Touch users are not so lucky though because the slingshot is jump into a hand, forcing one to take and goal with your own right.

For a game that is light on any true demand for room-scale motion and primarily depends upon teleportation, it is a very comfortable game.  I would not hesitate from casting a Virtual Reality first-timer in, particularly one that has played some of those Angry Birds names.
Due for this, the game could be performed completely while seated.

Justin Roiland’s Next Virtual Reality Game ‘Trover Saves the Universe’ is Coming to PSVR in May

 This week in GDC 2019 although it appears the studio has reversed this decision since the humor platformer can be slated to get there on PCs through Steam and Epic Game Store.  To make things more intriguing, it seems PSVR users possess a company May launch date today.

Initial Post (March 21st, 2019): Squanch Games was not able to validate which particular PC Virtual Reality cans will be encouraged at launch, but Virtual Reality service is definitely coming into the PC version because of its targeted 2019 launch, I had been advised.

Neither the Epic Game Store page nor the Steam webpage has info regarding supported cans at this moment.  An educated guess: we are going to see service for HTC Vive and Oculus Rift.
There is no specific launch date yet, even though the studio claims we ought to learn more on the front at PAX East, that occurs at Boston on March 28th -- 31st.  We will probably learn whether it is a staggered or simultaneous launching there also.

 It is not a platformer in the standard sense, as the personality (known as a Chair-open) is seated and depends on teleportation to accompany along with compacted pal Trover, that is manipulated to particular twist nodes in which he fights enemies and solves puzzles in search of your missing dogs.  There are lots of fourth-wall-breaking minutes here that are certain to appeal to lovers of Roiland's disarming and infectious sense of humor.

It appears the GDC 2019 demonstration on the ground would be more or less the same from when we saw it at E3 2018, albeit shortened somewhat to adapt more GDC-goers.  It is possible to see the complete demonstration I experienced under.

Space Junkies’ Review – Reviving a Bygone Era of Arena Shooters with Virtual Reality

 Ubisoft's newest Virtual Reality game is nonetheless closely connected to an earlier strain of this shooter and less than its modern brethren of now --apparently an homage to the creators of this genre like Unreal Tournament (1999) and Quake (1996).  It is not to say that Space Junkies does not have a lot happening, but its heart gameplay needs to be quite familiar to anybody who's been anywhere near a console or computer in the previous twenty decades.  That aside, it is an actual Virtual Reality native and incredibly comfy one despite some fairly frenetic gameplay.

Space Junkies is a traditional shooter in virtually every sense.  After connecting a four-person lobby, then you begin the game using a random gun then find mended pickups all over the map which will provide you an edge over the 3 other players.  You will find health and armor pickups or varying power, and understanding where people are can definitely influence your kill-death ratio.   I will get more into all that below.

With no underselling that the zero-G locomotion and outstanding Virtual Reality shooting encounter (on PC Virtual Reality), it is decidedly a reliable formula which functions players searching for a quick pickup game.  After going through the tutorial, then you will likely end up in a Quick Match within approximately 30 minutes --great for those that only need to let off a little steam with minimal hassle.  There is also personal games and team-based matches also, which resources users from the Uplay friends listing. 

The guns are strong and plentiful.    What is more about the platform-specific shooting:
Shooting is fairly natural expertise in Space Junkies, though you can not really require the iron sights regardless of the present on several firearms.  For both single-handed and two-handed firearms, its a lot simpler to utilize the laser sights (or laser reticle) to have a fantastic notion of where bullets go, then course-correct by following the path of the previous bullet to have a clearer idea of where I had been shooting.  You might not even have sufficient time for this, however, as other players appear to have discovered the knack for precisely where their bullets will property (right at my head ).
  This really is true is most single-handed weapons, though some, like the shotgun, need two hands to shoot and charge.  It seems simple and dependable --what it ought to be.

 PlayStation Virtual Reality users just have one supported controller system, DualShock 4.  This, I discovered, was responsive in reloading as a result of this single button push demanded.  Actually shooting though needed a little bit of practice.  Considering that the game basically turns your gamepad to one 6DOF control (much like in Astro Bot Rescue Mission), then you need to be sure to physically target with both hands, something which's easily forgotten in the thrill of the battle.  When I did forget to maneuver the control, I ended up naturally overcompensating with artificial locomotion by planning with my own body and utilizing the fixed reticles.  Double shooting can be a more remarkable experience on PS Virtual Reality; you can not target firearms independently from one another.  You are going to need to get accustomed to the controller scheme before it is possible to be really competitive with PC Virtual Reality players at the shooting section, although it's faster to reload a shotgun and pump off at closing goals on DualShock 4.

 This one was among my favorites, as ordinary deathmatches began to feel a little stale after a couple in a row.  Other styles and firearms are thought to come at some stage post-launch, and I am really hoping for a broader selection.

The game has decorative updates via XP-driven loot boxes also, which really are a wonderful touch since it includes a rigorously no-microtransactions system.  The capability to configure your holstered secondary weapons enables you to mix and match your own load-out, and a couple of characters also allow you to select your comparative health, endurance, and speed.

Like all multiplayer-only Virtual Reality games, however, the ancient player people will dictate if it lives a wholesome lifestyle, or becomes a ghost town in comparatively short sequence; the problem really is that fragile at the present time in Virtual Reality.  Ubisoft Montpellier says they are committing a few months of content updates to help keep things going ahead.  In other words, Ubisoft Montpellier is seeking to go the space with Space Junkies.  And while content upgrades may also not be the savior I have made them out to be, possibly the planned in-game occasions and esports tourneys can help draw the replicate involvement the game should catch fire.

Allow me to preface this next paragraph using something positive: Space Junkies is enjoyable, fast-paced and looks to test all the ideal boxes for stadium shooting lovers.

My fear, however, is that lots of shooter lovers have mostly moved on from arena-based games.  While I have had a few great laughs with Space Junkies, I haven't grokked if the gameplay is heavy enough to keep me coming back again.  With a superb degree of implementation in basically all other sections, it remains to be seen whether Virtual Reality players will probably be satisfied with a game which could be aggressively yawned at if it had been on a flatscreen.  Additionally, it is likely that Space Junkies will develop into the Unreal Tournament-style game Virtual Reality was on the lookout for, since there's precious little alternative concerning advanced shooters in Virtual Reality now. 

Like all Ubisoft's Virtual Reality games up to now, Space Junkies provides well-realized environments using a degree of polish that tactics'AAA' land, albeit using a cartoonish art design.  Visually, it is difficult to ask for more.  Environments are equally well constructed and diverse enough to provide lots of intriguing cover for stressed firefights.

For Rift & Vive users, the game's reverse kinematics are nothing short of good, providing users a full-body avatar outfitted with context-dependent hand emotes (bring your palms together to clap, create up a horn, create a heart once you bring your palms together).  PS Virtual Reality players might need to do without, however, as your hands are constantly secured in precisely the exact same gamepad-holding position. 

 On PC Virtual Reality platforms it provides support for 180 or 360 monitoring setups, hand or head-relative movement, and abandoned or right-handed shooting. 

Ubisoft was a pioneer in the comfort department using their ancient Virtual Reality name Eagle Flight, and it appears some of those courses have made their own way to Space Junkies too.  Acting as a type of cockpit, the participant's helmet helps ground the consumer in the surroundings, giving a good anchor line to the zero-G locomotion plot regardless of there being no floor beneath your feet.  This may be toggled off and on and comes with an optional FOV vignette that comes in and out based on the rate of your head motion.

Snap-turning together with all the comfort choices available make it easy to entertain the notion of getting multi-hour play sessions in Space Junkies.

Granted the game's zero-G surroundings are far from a faithful replica of everything you could anticipate in space, as all users have an identical flat plane and move down or up at the 3D space so.  This is a great thing, however, because you constantly have a stable horizon underneath your feet or over your head.  

Tuesday, 19 March 2019

Valve Laid Off Contractors and 13 Employees, Some Working on Virtual Reality

Valve now confirmed the company laid off 13 full-time employees along with millions of builders.  The layoffs are thought to have largely influenced the company's Virtual Reality hardware collection.

In comparison with this collection of other significant businesses working in the Virtual Reality area, Valve includes a few employees--contemplating its sway in both gambling and Virtual Reality--thought to number in the low volumes. 

The announcement came following advice out of a purported leaker was submitted to Reddit indicating that a huge part of Valve's Virtual Reality hardware group has been let go.

Valve played an essential part in the growth of the technology behind the HTC Vive, for example, Steam  Virtual Reality Tracking system that the headset and its own controls employ.  The company naturally also functions the hugely popular Steam game supply service, which comprises a market of Virtual Reality content as well as the SteamVirtual Reality platform where they operate.

Valve is regarded as working on next-gen Virtual Reality controls known as knuckles', and purported escapes have led to the company working on a brand new Virtual Reality headset.  The company also mentioned that it is growing three Virtual Reality games.  If or any one of those projects (or other Virtual Reality jobs in the company) will be affected by the worker and contractor terminations is uncertain now, however, the publicly declared projects (such as Knuckles and the three Virtual Reality matches ) appear safer than the purported Virtual Reality headset that hasn't been supported by the company.

Emails allegedly received from Valve head Gabe Newell in reaction to queries regarding Valve's Virtual Reality leadership in light of their Advances reiterate that the company isn't changing plans, also affirm the three Virtual Reality matches are still in evolution.  The path to Virtual Reality has not been able to validate the authenticity of the emails but has contacted Valve for caution on continuing Virtual Reality plans.  

Tuesday, 11 December 2018

Computing Crunch Power and the Physical Simulator

It's been revealed that our reality might, in actuality, be a virtual reality. This is, some unknown agency,"Others" have created a computer simulation and we'exist' within that overall simulation. One objection to that scenario is that in order to exactly simulate our Cosmos (like ourselves) we'd require a computer the size of our Cosmos together with the type of crunch power which could replicate our Cosmos to a one-to-one foundation, which is absurd. The flaw is that realistic simulations can be produced without resorting to a one-on-one correlation.

Physical Simulator


WHY ARE WE A SIMULATION?

 We're the virtual reality - simulated beings. Here's the"why" of items. That's the most important reason why we shouldn't assume that ours is a really real world! If one postulates"The Other", where" Another" might be technologically advanced extraterrestrials creating their version of video games, or even the individual species, the real human species out of that which we'd predict the far future performing ancestor simulations, the odds are our really real world is really a really real virtual reality world inhabited by simulated earthlings (like us).

Now an interesting aside is that people have a tendency to assume that" The Other" are biological entities (individual or extraterrestrial) who prefer to perform" what if" games utilizing computer hardware and applications. Obviously" Another" could actually be highly advanced A.I. (artificial intelligence) with consciousness playing" what if" situations.

SIMULATIONS AND THE NEED FOR COMPUTER CRUNCH POWER

Anyhow, each individual simulated world requires just a lot of components of crunch power. We, humans, have thousands of video games each ONE requiring a certain amount of calculating crunch power. There may be in total is an awful lot of calculating crunch power going on when it comes to those video games jointly, but what counts is that the number of video games split by the number of computers playing with them. Not all video games have been played on just one computer at the exact same time. In case you have a ten-fold increase in video games, and a ten-fold gain in the number of computers they are played on, there's no demand for ever-increasing crunch power unless the nature of the game itself demands it. Video games now probably demand more crunch power than video games from twenty years ago, but we have to date fulfilled that requirement.

Now if a really real world created thousands of video games, and also the characters in each and every one of those video games created tens of thousands of video games along with the characters in those video games made tens of thousands of their video games, fine, than ever-increasing crunch power inside that initial really real universe is in demand. That is not to say that ever-increasing demand for crunch cannot be met, however. But that is NOT the general situation that is being advocated.

Having said that, a variation on Murphy's Law might be: The ways and means to utilize computing crunch power climbs to meet with the crunch power available and is easily on tap.

Skeptics appear to be presuming here that if you're able to simulate something, then finally you'll pour more and more and an increasing number of crunch power (since it becomes available) into that which you're simulating. If you would like to produce and market a video game, if you place X crunch power into it you will get Y yields in earnings, etc.. If you place 10X crunch power into it, then you might only get 2Y returns in sales. There is a counterbalance - the law of decreasing returns.

Video gamers may always want more, but if the crunch power of this computer along with the software it can carry and procedure surpasses the crunch power of the human gamer (boxing programs/software anyone), then there is no point in wanting even more. A human gamer might be able to photon-torpedo a Klingon Battlecruiser going at One-Quarter Impulse Power, but a huge fleet of them at Warp Ten might be another starship situation entirely. Gamers play to win, to not be frustrated and constantly outperformed by their game.

It makes no financial sense at all to buy and receive a monthly bill for 1000 pc crunch units and just need and utilize 10.

But the bottom line is that computer crunch power is available for simulation exercises as we've done. Anything else is just a matter of degree. If us; themthem, of course, being" Another" or The Simulators.

LIMITS TO GROWTH

Are there limitations to crunch power? Well before I get to consent to this, which I ultimately do, are opponents presuming that crunching power won't take quantum leaps, perhaps even undreamed of quantum jumps in the generations ahead? I suppose for starters that we from the first 21st Century do not have enough computing power to simulate the Cosmos at a one-to-one scale. Can quantum computers alter this investigation? I'm no expert in quantum computers - I've only heard the hype. However, are available crunch power skeptics' game to predict what may or might not be possible in a 100 years; in 1000 decades? Still, the capacity to boost computing crunch power could go on for a while yet. Is not the next innovation moving out of a 2-D chip into a 3-D processor?

Still, Moore's Law (computing crunch power doubles every 18 to 24 months) can not go on forever and I was not conscious that I.T. people have postulated that Moore's Law could go on"forever". That's a bit of a stretch.

Okay, even if we accept that we're all greedy and want more, more and much more crunch power - and - ditto by implication our simulators - then there will ultimately be limitations. There might be engineering limits such as dealing with heat production. There might be settlement limitations. There may be technological limitations as in perhaps quantum computing isn't really feasible as well as possible. There'll be economical limits as in you may want to upgrade your PC but your budget does not allow for you ask for a new study grant to buy a new supercomputer and get turned down, and so on.

Perhaps our highly advanced simulators have struck the greatest computer crunch power wall and that is all she wrote; she could write no longer. Then also, our simulators have competing priorities and need to divide the economic / study pie.

I've never heard or read about any argument which the Physical Simulator assumes ever and ever and ever increasing crunch power. It presumes that the computer/software programmer has enough crunch power to achieve their goal, no more, no less.

Quite simply, the computer/software simulator is going to be as economical with the bits and bytes as is as possible to achieve that is still compatible with the amount of realism needed. This is logical.

The bottom line is that our simulated reality just needs to be good enough to fool us. In reality, if we'exist' as a simulation, then from the get-go you've experienced nothing but a simulated'reality' and so you wouldn't have the ability to comprehend really real reality even if it clobbered you over your head!

THE ONE-TO-ONE FALLACY

There is one obvious objection to those who propose that there's not enough computer power to create 100% realistic simulations. Here realistic way a one-to-one relationship. But such a degree of realism is not necessary and we may even be able to conceive of our simulator's really real reality since we have known no other reality other than the one we exist in right now. We've got no other reality to compare ours to additional than additional realities (i.e. - simulations of our reality) we create, which of course includes our fantasies and skate films.

The degree of realism currently possible with CGI is, in actuality, equal to the true degree of realism we all experience in our daily world; with everyday experiences. I am confident that you must have seen over the previous five years films that had loads of CGI embedded in them, and even while knowing that what you were seeing was CGI, you couldn't actually detect besides the simulation (state that the dinosaurs in"Jurassic World") from that which was actually real (like the actors). Nevertheless, you've got very little difficulty telling the difference between film actions, even 3-D film actions, and live action.

Perhaps within this reality, you can tell the difference between a film and live action, but what if that live activity was simulated as the movie? If you've spent your entire existence as live-action virtual reality (without knowing it of course) and now and watching virtual reality movie that you can distinguish from your live activity virtual reality, you then can have zero idea of the nature of the really real reality where our simulators live and of the simulators themselves (though it may be the best guess to speculate that there will be a good deal of similarities) and just how much crunch power they have committed to their own hobby /gaming/research (we could function as a grand"what if" sociological experiment). Maybe their Moore's Law gives them in theory 1000 units of crunch power, but they just need or can manage 100 units. Just because you may be able to afford a fleet of sports cars, many yachts, a 28 bedroom mansion, a half-dozen holiday houses along with a half-yearly round-the-world vacation and can buy each the girls you might want does not of necessity imply you'll invest that money.

Anyway, my conscience to the one-on-one Truth is that in a simulation, not everything must be simulated to an exacting standard. The computing power required to make our immediate environment look really real is vastly different than what is required to make the Universe outside our immediate surroundings look really real. I mean a planetarium does a fantastic job of simulating all of the sorts of things that a planetarium simulates, but you would not claim planetarium demands exactly the exact same number of bits and bytes to simulate that which are needed for your really real thing it's simulating. Two really real galaxies in the collision could be written off way more bits and bytes than needed by astronomers simulating two galaxies in the crash on their PC. The astronomers don't require that extra crunch power. So, perhaps 90% of our simulator's personal power is devoted to making our immediate community (i.e. - that the solar system) seem really realistic, along with the other 10% simulates everything external to our immediate locality. Further, even within our solar system, you do not need to simulate each and every particle, atom, and molecule which would - at a really real solar system - reside inside state sunlight or Jupiter or even the Earth. Things that you may think need to be calculated may in fact not need to be calculated in order to attain the objective of making things seem really real for us.

In our'reality', when any scientist postulates any theory or hypothesis or other, they ignore many possible factors. A biologist performing" what if" development scenarios probably doesn't concern himself with each and every potential astronomical scenario that may impact on evolution at each and every possible instant. You gotta draw the line somewhere.

The only one-on-one simulation I will think that people do will be in the realm of particle and quantum physics. Simulating two protons blasting together is about as one-on-one as you can get.

THE HOLODECK AND THE PHYSICAL SIMULATOR

To date, when talking about our virtual reality, the Physical Simulator, I've pretty much had in mind the idea that our developers, Others are otherwise called The Simulators, were monitoring us pretty much like we track our simulations - from a distance on a track. However, what if The Simulators really walk among us? In other words, their simulation is much more akin to a Star Trek holodeck compared to a standard video game.

We have always tended to immerse ourselves in virtual reality, sometimes involuntarily as in our dreams and dream-worlds, but often as not voluntarily, from telling ghost stories around the camp-fire; to studying novels; to seeing the soap, horse or distance operas; even by simply daydreaming. In more recent times that immersion has expanded to the computer and video games, but usually in the outside looking at a screen when fiddling with a mouse or a joystick or other controllers. You sometimes quasi-immerse yourself within virtual reality as in generating an avatar hence developing a virtual copy of yourself (or make-believe backup of yourself) and interacting with other virtual individuals via their avatars online, as in"Second Life". But what we really desire, truth be known, would be to actually immerse our real selves into virtual reality scenarios.

KEEP THINGS SIMPLE, STUPID

A coaching simulation has to be only as realistic as is needed to train the trainee to perfect whatever abilities are required. Take a driver training simulation package. Apart from the fact that the simulation can be near to ordinary animation standard, the images continuously shift - that the turnpike software retreats into the background as one turns away onto a country road and new software is currently to the forefront. The picture always changes and so will the applications necessary for this image. The computer just has to crunch a small percent of the overall software at any one time.

Taking Planet Earth, the number of particles, molecules, atoms, etc.. necessitating simulation hasn't changed very much over geological time. In case you've got simulated Planet Earth, you have not had to pour more and more and more crunch power resources to the simulation since you're dealing with a finite object that's ever recycling those particles, atoms, and molecules.

The simulators do not have to simulate every elementary particle within their simulation just in case one day their virtual beings (that is us) choose to interact with elementary particles that need to be there but aren't. Their simulation software may be tweaked/upgraded as essential as their simulation virtual reality situation unfolds. Take Mars. Our simulators could for the longest time just utilize applications that simulated a moving reddish dot in the sky that made odd retrograde motions (loop-the-loops) from time to time. Then the telescope situation came to pass and the software was updated to show features - polar caps, regions of clear'vegetation', two moons, dust storms and of course'canals'. Then came Mariner 4, 6 7 and 9 and the simulator's applications had to be updated again to show close-up features from these fly-by Mariners and Mariner 9 that went into orbit. Then of course came into the landers like Viking, and kin and another tweak has been demanded. It is all too simple.

Software past its use-by date could only be deleted - without any memory demanded. When it is ever needed again, well that is just another tweak or update. Your memory has deleted plenty of occasions in your life, but coming across an old letter, photograph, dairy, etc. can restore what your mind did not believe it needed to store.

When I place a character, let's call him Rob, into a video game and Rob gets zapped, no guts will look since I did not program them in. If we're on the flip side the simulation; personalities in the movie game not of our making, our bowels are there but will look if and only if the unfolding situation requires it. The bottom line remains that not all software is front-and-center in precisely the same time. Further, the software can be tweaked as the simulation scenario evolves, just like we receive upgrades to our software on our PC's.

As for having to simulate each and everything that's required, such as Rob's heart, liver, lungs, etc., in any simulation just a part of the whole is energetic and'in your face' at any one time. When the situation demands that something else now has to be'in mind' rather, well that software can be obtained, but other software now retires into the desktop until and if it's necessary again. To put it differently, not 100 percent of the applications that comprise the entire simulation is actually front-and-center at any one time so the computer's ability to deal is not taxed beyond its way.

I've said above that you don't have to do a one-on-one correlation between what's being simulated and the simulation. When I simulate Rob as a character in a video game that I do not have to also simulate his heart, lungs, liver, and all of his other internals. That is a big saving in bits and bytes.

It has been oft-noted that if one will simulate one's whole Cosmos in exacting one-on-one detail, then one would need a computer that's as large as the Cosmos that one is attempting to simulate in the first place, that is absurd. The fallacy lies in the phrase"in just one-on-one detail". A simulation doesn't require that level of exacting detail so as to be realistic. There is many a sleight-of-hand short-cut which could be entered into when simulating an entire Cosmos, as in a planetarium for instance. No matter how you slice and dice things, planetariums do an excellent job of simulating the Cosmos. When cosmologists simulate the Cosmos, they want to know more about the broad-brush picture. They do not have to know about every fundamental particle inside the Cosmos so as to understand the broad-brush picture. A simulation is NOT attempting to recreate 100 percent of reality but just those bits and pieces that are of interest. Therefore, the bits and bytes necessary to simulate the Cosmos as required by cosmologists need only be a small, tiny portion of those bits and bytes needed to simulate 100 percent of the entirety of this Cosmos.

If scientists want to simulate two galaxies colliding but their research grant doesn't provide them unlimited funds for crunch power, they then contend with what their budget permits. In the case of our simulators, maybe they've maxed out their bits and bytes; perhaps their cost has been minimal - on a shoestring budget. We don't understand. We can not know.

I'd argue that astronomers/cosmologists have not just simulated possible planetary worlds and entire virtual solar systems but also the whole Universe in the Big Bang event on up the line. Obviously, these simulations are vastly simpler than what they are mimicking but they do the job which needs doing. To these entities, that bureau, what they have simulated (our Cosmos) is readily achievable since it is NOT a one-to-one representation of their Cosmos, any more than our cosmologists try to simulate one-on-one what they believe is our Cosmos. We believe our virtual reality Cosmos is the be-all-and-end-all of all there is if it is just a very small fraction of really real reality - that our simulator's Cosmos.

Obviously, in one sense we all as simulations, are part of The Simulators Cosmos in the same way as our simulations, our virtual realities are part of our Cosmos. We might be the same'stuff' as in we are a part of The Simulators Cosmos also, which let's say is that the Full Monty of things A to Z. However, if The Simulators simulated or constructed or crafted us (yes, you too), they simplified things and state left out each the vowels. So yes, we'exist' within their Cosmos, but in a simplified virtual reality simulation of the Cosmos. To put it differently, there's no one-on-one correlation.

THE FREE WILL OBJECTION 

That argument absolutely undermines the Physical Simulator. The fly in the ointment is that all anyone has to do is prove to the satisfaction of the rest of the world that they really have free will, and therefore by extension, all humans have free will. Then various sites and publishing houses can delete free will from their inventory and thus free up a huge amount of data storage space for other topics. Meantime, I can put my time, energy and efforts to better use that thinking over our possible virtual reality.

CONCLUSION 

Let's also say that for The Simulators to simulate one-on-one their own Big Cosmos would require 100,000 units of calculating crunch power. Alas, The Simulators simply have 100 units of calculating crunch power on tap, and obviously, they don't attempt to stimulate their very own Big Cosmos on a one-to-one basis - in its entirety. However, they really do simulate a 100 unit calculating crunch power mini-Cosmos. That is us, that is our mini-Cosmos from the way. So we'exist' in a simulated 100 units of computer crunch power mini-Cosmos. We can no more simulate our simulated mini-Cosmos one-on-one than The Simulators can simulate their Large Cosmos one-on-one. And that's where it all ends, at least for now. Our mini-Cosmos is a simulated mini-Cosmos, simulated by The Simulators within their Large Cosmos. There is no one-on-one identity correlation anywhere to be had, in any Cosmos. Is crystal clear today?