Skip Navigation

The theory that we live in a simulation involves simulants running their own simulations; wouldn't that require impossibly more resources for the main sim?

The theory, which I probably misunderstand because I have a similar level of education to a macaque, states that because a simulated world would eventually develop to the point where it creates its own simulations, it's then just a matter of probability that we are in a simulation. That is, if there's one real world, and a zillion simulated ones, it's more likely that we're in a simulated world. That's probably an oversimplification, but it's the gist I got from listening to people talk about the theory.

But if the real world sets up a simulated world which more or less perfectly simulates itself, the processing required to create a mirror sim-within-a-sim would need at least twice that much power/resources, no? How could the infinitely recursive simulations even begin to be set up unless more and more hardware is constantly being added by the real meat people to its initial simulation? It would be like that cartoon (or was it a silent movie?) of a guy laying down train track struts while sitting on the cowcatcher of a moving train. Except in this case the train would be moving at close to the speed of light.

Doesn't this fact alone disprove the entire hypothesis? If I set up a 1:1 simulation of our universe, then just sit back and watch, any attempts by my simulant people to create something that would exhaust all of my hardware would just... not work? Blue screen? Crash the system? Crunching the numbers of a 1:1 sim within a 1:1 sim would not be physically possible for a processor that can just about handle the first simulation. The simulation's own simulated processors would still need to have their processing done by Meat World, you're essentially just passing the CPU-buck backwards like it's a rugby ball until it lands in the lap of the real world.

And this is just if the simulated people create ONE simulation. If 10 people in that one world decide to set up similar simulations simultaneously, the hardware for the entire sim reality would be toast overnight.

What am I not getting about this?

Cheers!

75 comments
  • You are correct, but missed one important point, or actually made an important wrong assumption. You don't simulate a 1:1 version of your universe.

    It's impossible to simulate a universe the size of your own universe, but you can simulate smaller universes, or to be more accurately, simpler universes. Think on videogames, you don't need to simulate everything, you just simulate some things, while the rest is just a static image until you get close. The cool thing about this hypothetical scenario is that you can think of how a simulated universe might be different from a real one, i.e. what shortcuts could we take to make our computers be able to simulate a complex universe (even if smaller than ours).

    For starters you don't simulate everything, instead of every particle being a particle, which would be prohibitively expensive, particles smaller than a certain size don't really exist, and instead you have a function that tells you where they are when you need them. For example simulating every electron would be a lot of work, but if instead of simulating them you can run a function that tells you where they are at a given frame of the simulation you can act accordingly without having to actually simulate them. This would cause weird behaviors inside the simulation, such as electrons popping in and out of existence and teleporting over gaps smaller than the radius of your spawn_electron function, which in turn would impose a limit to the size of transistors inside that universe. It would also cause it so that when you fire electrons through a double slit they would interact with one another, because they're just a function until they hit anything, but if you try to measure which slit they go through then they're forced to collapse before that and so they don't interact with one another. But that's all okay, because you care about macro stuff (otherwise you wouldn't be simulating an entire universe).

    Another interesting thing is that you probably have several computers working on it, and you don't really want loading screens or anything like that, so instead you impose a maximum speed inside the simulation, that way whenever something goes from one area of the simulation to the next it will take enough time for everything to be "ready". It helps if you simulate a universe where gravity is not strong enough to cause a crunch (or your computers will all freeze trying to process it). So your simulated universe might have large empty spaces that don't need that much computational power, and because traveling through them takes long enough it's easy to synch the transition from one server to the next. If on the other hand maximum speed was infinite you could have objects teleporting from one server to the next causing a freeze on those two which would leave them out of synch with the rest.

    And that's the cool thing about thinking how a simulated universe would work, our universe is weird as fuck, and a lot of those weirdness looks like the type of weirdness that would be introduced by someone trying to run their simulation cheaper.

  • First, this is not really science so much as it is science-themed philosophy or maybe "religion". That being said, to make it work:

    • We don't have anyway of knowing the true scale and "resolution" of a hypothetical higher order universe. We think the universe is big, we think the speed of light is supremely fast, and we think the subatomic particles we measure are impossibly fine grained. However if we had a hypothetical simulation that is self-aware but not aware of our universe, they might conclude some slower limitation in the physics engine is supremely fast, that triangles are the fundamental atoms of the universe, and pixels of textures represent their equivalent of subatomic particles. They might try to imagine making a simulation engine out of in-simulation assets and conclude it's obviously impossible, without ever being able to even conceive of volumetric reality with atoms and subatomic particles and computation devices way beyond anything that could be constructed out of in-engine assets. Think about people who make 'computers' out of in-game mechanics and how absurdly 'large' and underpowered they are compared to what we would be used to. Our universe could be "minecraft" level as far as a hypothetical simulator is concerned, we have no possible frame of reference to gauge some absolute complexity of our perceived reality.
    • We don't know how much we "think" is modeled is actually real. Imagine you are in the Half Life game as a miraculously self-aware NPC. You'd think about the terribly impossibly complex physics of the experiment gone wrong. Those of us outside of that know it's just a superficial model consisting of props to serve the narrative, but every piece of gadget that the NPC would see "in-universe" is in service of saying "yes, this thing is a real deep phenomenon, not merely some superficial flashes". For all you know, nothing is modeled behind you at anything but the most vague way, every microscope view just a texture, every piece of knowledge about the particle colliders is just "lore". All those experiments showing impossibly complex phenomenon could just be props in service of a narrative, if the point of the simulation has nothing to do with "physics" but just needs some placeholder physics to be plausible. The simulation could be five seconds old with all your memories prior to that just baked "backstory".
    • We have no way of perceiving "true" time, it may take a day of "outside" time to execute a second of our time. We don't even have "true" time within our observable universe, thanks to relativity being all weird.
    • Speaking of weird, this theory has appeal because of all the "weird" stuff in physics. Relativitiy and quantum physics are so weird. When you get to subatomic resolution, things start kind of getting "glitchy", we have this hard coded limit to relative velocity and time and length get messed up as you approach that limit. These sound like the sort of thing we'd end up if we tried simulating, so it is tempting to imagine a higher order universe with less "weirdness".
  • As others have said, our reference of time comes from our own universe's rules.
    Ergo if rendering 1 second of our time took 10 years of their time, we wouldn't measure 10 years, we'd measure 1 second, so we'd have no way of knowing.

    It's worth remembering that simulation theory is, at least for now, unfalsifiable. By it's nature there's always a counterargument to any evidence againat it, therefore it always remains a non-zero possibility, just like how most religions operate.

  • I think there are a few tricks that still make it possible. First, nothing says that you have to, or really that you can simulate a universe 1:1. When you think of it we already simulate millions of universes in video games, but they are dramatically simpler than our reality. So, our parent reality could be much more complex than our own.

    Consequently, physics could be vastly different from one layer to another. Maybe in the real reality, entropy isn't that significant and quasi-perpetual motion is possible, making energy super cheap. Maybe the limits in our universe like the speed of light and Planck constants are just hardware caps to prevent us from using too much compute.

  • What am I not getting about this?

    The assumption is that the simulation runs constantly and at least as fast as real time.

    Neither needs to be true. A simulation might be to see what would have happened if we made different choices, it might be a video game, it might be a way to gen TV shows based on "the historical past" that we consider present time.

    We might just be an experiment to see if free will exists. Start 10,000 identical simulations to run a century, and at the end compare the results, see what's changed, and if those changes snowballed or evened out.

    And just like how video games only "draw" what's in field of view, a simulation could run the same way, drastically cutting down resource needs.

    And "impossible levels of energy" isn't really right. At a certain point a species can get a Dyson sphere. And once they get the first, every subsequent one is a cake walk. It's as close as possible to "infinite energy" there's no real reason to even go past one.

    Hell, it doesn't need to be "everything" everything. Generate a solar system and as long as no one leaves, you don't need to generate anything past it other than some lights.

  • I understand the point your making, but what if the simulation was actually not shared at all?

    Perhaps in this scenario the human brain is the only required hardware? Then there would only be one "base simulation" that is in fact just a basic set of prompts, rules, and initial visual stimulus that is then sent to each person in essence creating a whole separate simulation within each individual. Everything that happens after that is created based on how each individual reacts to the initial prompts. The main system would not have to create any new data to keep the simulation growing because the human mind would create and store all new information within itself. Each new person born would have all the additional hard drive and processing power needed to keep the simulation going for the rest of their lives.

    Just consider that if the world as we know it is just a simulation, and that simulation is all we have ever known since birth, how would you ever know if the other people are real or not? Would it even matter?

  • The argument with "it doesn't have to be a realtime simulation" is good.

    Also: Why should the same rules of physics we have, apply to the world that runs the simulation? Maybe they have infinite energy and different physics. We can't apply our physics to other, different universes.

    And we use a very small amount of electricity on earth. A few petawatts as far as I know. We can't even imagine what's possible for a civilization who harvests a substancial amount of energy from their sun. Or has nuclear fusion power plants available. That should immediately allow for a simulation a few layers deep.

    And you don't need to simulate every molecule in the universe for a good simulation. Maybe there is a trick to it. For a computer game we also don't simulate atoms and real gravity. And it's believable, nontheless. So it doesn't even have to scale exponentially. There could be a way to make it much more managable and not make it much more complicated with every layer.

    Strictly speaking you only need to simulate the state of mind and the sensory input of a few billion people. Or less. Or one person. If they choose to "build" a simulation themselves, it's just the things necessary for their perception that need to be handled.

    I'd say IF we live in a simulation... It's most likely running in a world that has in fact improbably many resources available. And laws of physics that allow for that.

  • It would take vast quantities of energy and resources if you were to do it real time, full time.

    As in - in the simulation 1 minute could be 1 year outside the simulation. Assuming we can continue to use more energy sources, develop the technology to fully simulate a single reality, it wouldn’t necessarily have to be real time.

    Inside the simulation, it wouldn’t make a difference

75 comments