Hasty Briefsbeta

  • #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.