Could Matrix simulations ever become a virtual reality?

When The Matrix was released in 1999, it served as both a reminder of how easy it is for technology to get the better of us, and the implications of living in a virtual world.

Over time, discussions have flared about both the feasibility of creating computer generated worlds that mimic reality – and the benefits of doing so.

Living in a virtual world could soon become a reality for many of us, especially those living in areas where escapism is becoming a necessity. Further population global population growth and increasing density in cities will likely mean getting home from work and putting on a headset is a better option than going out.

Who would rather face massive crowds, busy streets and likely dirty air over a comfortable home in any location desirable – all while connected to family and friends using the same systems.

Current graphical technology can be seen to its full extent in CG films where virtual worlds are created using power computers, months of dedication from artists and colossal amounts of money. These are just films, however, and are no indication of what’s possible in a world where movement and interaction are required.

For this, we need to turn to computer games.

The peak of gaming visual fidelity is certainly impressive – but nowhere near lifelike. While certain games can achieve truly impressive visuals, it’s usually confined to a small area – a race track, for example. Creating a virtual city with moving cars, people and realistic weather is certain to be some time away.

When we reach the stage of visual fidelity where it’s nearly indistinguishable from reality, virtual worlds have a high chance of being preferable for living.

For now, outside access will be required for basic tasks and larger societal interaction, but when we can work in a virtual world, things are likely to change.

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