All the Polygons
16 days ago
- #simulation
- #ecology
- #gaming
- Video games have evolved from simple 8-bit graphics to highly realistic simulations, aiming for immersive gameplay.
- The same technology used in gaming for environmental realism is also employed in climate modeling and geoengineering proposals.
- Digital Earth models, or Earth Virtualization Engines, are being developed, raising questions about their impact on real-world ecology.
- Harun Farocki's work highlights the feedback loop between simulation and culture, questioning the human-centric focus in gaming.
- The computational power required for realistic game environments has grown exponentially, with modern supercomputers capable of quintillions of calculations per second.
- The origins of video games are tied to military technology, with early games like Tennis for Two and Spacewar! developed using missile-tracking tech.
- Photorealism in games has become more accessible through 3D scanning and asset libraries, but this raises issues of copyright and commodification.
- Companies like Quixel and XFrog offer vast libraries of 3D environmental assets, but their privatization raises concerns about accessibility and ownership.
- The concept of a 'digital twin' of Earth, like NVIDIA's Earth-2, is being developed for both gaming and climate prediction, but faces challenges in accuracy and data gaps.
- The idea of a 'second body' from Daisy Hildyard's work suggests an interconnected biosphere, challenging the notion of individual separation from the environment.
- Climate models struggle with accuracy due to chaotic systems and lack of data from vulnerable regions, highlighting the interconnectedness of global systems.
- The future of simulation may lie in embracing uncertainty and multiple possible futures, rather than striving for a singular, perfect model.