OUR VIRTUAL REALITY

September 17, 2017 | Default | By Derek Brown | 0 Comments
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What follows is in a way my own playing a “what if” scenario ‘game’.

There is a lifelong virtual reality scenario that plays out inside your skull from the time you develop a reasonable facsimile of a brain until your death. This unfolding virtual reality scenario, call it consciousness if you will, is being constantly upgraded as you continue to receive new sensory data from outside (outside being external to your skull). But the contents of this ever unfolding mental VR Game scenario (I don’t really want to call it a ‘game’), your mental path through life from birth to death, do not endlessly increase. Your brain is not a black hole receptacle that can suck in everything that externally comes your way.

At any and every given moment only part of the overall virtual reality scenario your mind finds itself in is front-and-centre. That’s pretty much what you are conscious of in the immediate here and now. Other parts are stored away as memory, in your subconscious, out of sight and out of mind until needed. But by far and away most of this virtual reality mental software

 

just dissolves away back into bits and bytes. Over your lifespan you are going to forget 99.999% of what you ever experienced. These bits and bytes will just be reused, recycled, reassembled as required – the raw materials from which the next episode of complex front-and-centre virtual reality conscious experience plays out. Other bits and bytes are lost via heat and other waste products to be replaced¬†by your intake and breaking down of food, air, water, etc. So your brain just isn’t an endlessly absorbing sponge or dump of bits and bytes. Translated, over your lifespan, bits and bytes in will pretty much equal bits and bytes out.

The same with our simulation – if simulation there be. There is the highly structured NOW where the bits and bytes are assembled into our perceived virtual reality landscape. All of the assembled bits and bytes that made up NOW, now dissolve back into their fundamental components to be reused, recycled and reassembled for the new, next, upcoming NOW. In other words, all of the software that is now past tense, that has served its purpose and has come and gone, can be reused, recycled and reassembled into the software required that’s yet to come – of the future yet to unfold.

 

If the initial mind analogy isn’t sufficient, think of one of our own simulations, be it gaming, training or “what if” research. Only a part of the whole is active at any one time and, in the first two cases at least (gaming and training) under the control of the user (i.e. – the player or trainee). So at any one time, presumably the NOW time, only a small fraction of the gaming, training or “what if” scenario software is operational. That’s all the computer need handle from moment to moment. That NOW fraction. As things evolve, new software comes into play and old software retreats into the background in a dormant mode. Thus, you can have a massive amount of software, say enough to simulate the entire visible Universe, but only a small fraction is being played out and processed at any one time – thus you don’t need massive computing crunch power to simulate an entire Cosmos since not all of the simulated Cosmos is in-your-face in any NOW moment.