Difference between revisions of "Speed of Light"
(Initial page creation of Speed of Light page.)
Revision as of 06:18, 23 November 2017
The Speed of Light, referred to in science by C as the standard nomenclature, in PMR is established by the rate at which The Big Computer can move from a given pixel to an adjacent pixel in the rendering of the simulation of the Virtual Reality.
The value of c was specifically chosen by TBC. When setting up a Virtual Reality, the very first, most fundamental thing that needs to be decided is what is the resolution of the rendering going to be and how often must the data describing the VR be refreshed. The first determines the amount of data that is required to generate the VR (the memory requirement), the second, how often that data must be updated (the throughput or computer speed requirement). The resolution is determined by specifying the size of a PMR quantum of volume [a 3D version of defining the number of pixels per square inch on a display screen (2D), or the number of dots per inch on a printer (1D)]. The refresh rate is determined by specifying the size of a PMR quantum of time (like defining the number of seconds consumed per computational cycle -- one over the CPU operational frequency -- required to process a particular problem within a given amount of time). As stated above, the size of a quantum of PMR volume and a quantum of PMR time must both be constant in order to produce a consistent reality frame suitable for optimal consciousness evolution. As stated earlier in words, C = [(volume quantum)^1/3]/time quantum.
Thus C, the speed of light in PMR, is a constant that is specified in order to constrain the demands placed upon the Virtual Reality Rendering Engine (VRRE) to something that is easily supportable by the available computational resources within the Larger Consciousness System.
Changing the size of a VRt (Virtual Reality time) increment (a larger or smaller amount of CRCt (Cyclical Rate of Change time)) matters only to those in the computer room creating the simulation. The people in the VR measure time by the number of cycles that have passed within the VR -- each completed cycle is one unit of their time and every unit appears to be the exact same from within the VR -- one cycle equals one unit, or one increment, of VRt -- define that unit as a second or a nano-nano second or whatever. Time in the VR is produced by counting cycles. The length of those cycles as measured in the computer room has nothing to do with time in the VR. The amount of CRCt that passes during one increment of VRt is important only to those in the computer room (how much CRCt do they need to accomplish what is required of them between VR cycles).