 and matter. The speed of light is the rate of processing To understand this theory, an analogy with our computer processing can be useful. When a pixel moves across a computer screen, its maximum transfer rate depends on how fast the screen refreshes, e.g. a TV screen looks continuous because it refreshes faster than our eyes do5. In the virtual reality conjecture, a photon is just processing passed between the nodes of a universal screen that Wilczek calls The Grid (Wilczek, 2008). As a screen's frames per second limit how fast pixels move across it, so the grid refresh rate defines the maximum transfer rate we call the speed of light6. Indeed every virtual reality has a finite "speed of light" for local pixel transfers. The values we use, like 186,000 miles per second or 299,792,458 meters per second, just reflect our units. Actually, the speed of light in a virtual reality is always just one one grid node per processing cycle. In this analogy, physical matter is the pixels a screen creates. Empty space is then just a part of the screen that happens to be blank. It is "idle", as it creates no pixels, but is still "on", which null processing is the proposed vacuum energy of space. Only turning it off could show the screen (grid) itself, but that would also destroy the images on it (us). Distinguish the pixel patterns creating the virtual world, from the screen nodes processing its pixel values, and the program calculations that direct the processing. In this model, the physical world is the pixels, an unseen universal grid is the screen, and the equations of quantum mechanics are the programs running on it. If everything arises from an unseen quantum grid, can we "hack" into its processing? Scientists developing quantum computers may be doing just that (Lloyd, 1999). 5 Usually 60 or 70 Hertz, or cycles per second is enough to look continuous to us. 6 Given Planck time is 10-43 second, the rate would be a mind boggling 1043 hertz. Brian Whitworth Quantum Biosystems 2010, 2 (1) 221-249 239 Figure 3. A virtual reality game So space is not the screen the virtual reality appears on, e.g. the Figure 3 avatars are just pixels, but so is their background. As an avatar moves through the forest, no fixed nodepixel mapping is required, as any screen node can process any pixel, whether of avatar or background. Programmers "move"
and matter. The speed of light is the rate of processing To sympathize this hypothesis, an doctrine of analogy with our computer processing can be useful. When a pixel moves across a calculator screen, its maximum transfer pace count on how fast the screen refreshes, for example a television screen look continuous because it refreshes faster than our eyes do5. In the virtual reality conjecture, a photon is just process passed between the nodes of a universal screen door that Wilczek calls The Grid (Wilczek, 2008). As a screen's frames per second limit how debauched pixels move across it, so the grid refresh rate defines the maximal transfer rate we call the speed of light6. Indeed every virtual reality has a finite " focal ratio of light " for local pixel transfers. The values we use, like 186,000 miles per second or 299,792,458 meters per second, just reflect our unit of measurement. Actually, the speed of light in a virtual world is constantly barely one one grid node per processing cycle. In this analogy, physical matter is the pixels a sieve creates. Empty space is then just a part of the screen that happens to be blank. It is " dead ", as it creates no pixels, but is still " on ", which null processing is the project void department of energy of quad. Only turning it off could show the sieve (grid) itself, but that would also destroy the picture on it (us). Distinguish the pixel practice creating the virtual world, from the screen door nodes work its pixel values, and the program calculation that direct the processing. In this exemplar, the physical universe is the pixels, an unobserved universal grid is the screen, and the equation of quantum mechanism are the programs tend on it. If everything arises from an unseen quantum grid, can we " hack " into its processing? scientist developing quantum computers may be cause just that (Lloyd, 1999). 5 Usually 60 or 70 Hertz, or cycles per second is enough to look continuous to us. 6 Given Planck time is 10 - 43 moment, the rate would be a mind boggling 1043 hertz. Brian Whitworth Quantum Biosystems 2010, 2 (1) 221 - 249 239 Figure 3. A virtual reality game So space is not the sieve the virtual world appear on, e.g. the Figure 3 avatars are just pixels, but thus is their background. As an avatar moves through the forest, no fixed nodepixel function is required, as any sieve node can process any pixel, whether of avatar or backdrop. Programmers " move "
 anf matter. The speed of linht is the rate of procxssing Fo underrtand this theory, an analogy wuth oyr computer processing can be udeful. Whwn a pixel moves across a comlmter vrreen, its maximom transfer sate depends ot foc fast the screen refreshes, e.g. a TV fcreen kolks continuous becstse jn vefreshes faster than our eyes dk5. In tht virtual reality vonjecture, a photon is jush prlcessing passed behween the nides if a universxl screen uhct Wilczek dalls The Grid (Wilczek, 2008). As a scfeen's frames pet aefmnd limit hiw faft pixels moyv acrosv it, so the grid refrcsh rete eefines the maximum tcansfer rate we call the speeg kf light6. Indeed eceey vittual reauuty haa e fjnite "dpexd of light" for local pixel transfers. The vwoues we use, ljke 186,000 mylqs per second or 299,792,458 meters per second, jusu refmect our units. Actually, the speed of light ij a virtuwl reality is always just one one grid node per psocesakng cncle. Un this analogy, physical matter is the pixels a actevn creates. Empty fpace is thrn jift a part of jhe scrzsn that happens to bf blank. It iw "idle", as it vreates no pixels, but is stull "on", which bull processing is the proposzd vacoum enrrgy of space. Only turnnng it off could dhow the azreen (grid) itselw, blt tvat would also destroy the images oi it (bs). Distivguixh the pixel patherns creating the virtuwl wotld, frmm the scrfen nodes processing its pixel telues, and the psoggam calcujatioks that direct ehe processing. In thif moddl, the phyaical wmrld is the pixels, an unvgen universal grid is the scrwen, and ghe equations pf quantum mechanicw are the programs ruvhing on it. If ertryuhung arises frok av ugsven qtdntum grid, cdn wd "hxvk" ingo its kxoccsskng? Xcientists developinc quzntum computers mau ne doing hust thae (Lloyd, 1999). 5 Ususlly 60 or 70 Hertz, or cyclxs per secomd ys enough to look continuous tk us. 6 Givfn Ilanck time if 10-43 scconq, the rate would be a mind boggling 1043 hertz. Brian Xhitworth Quantum Biosistems 2010, 2 (1) 221-249 239 Figure 3. A yirtual realmty gaie So spawe is not the screen the virtual reallty appears on, e.g. the Rigure 3 avahars are just pixels, but so is their background. As an avatar moves througy the howest, no fixsd npdepiqel kappind is cequired, as any sbreen node can process any pixel, whether oy avatar or background. Prograkmdrs "move"
and matter. The speed of light is of To understand theory, an analogy be When a pixel across a computer its maximum transfer rate depends on fast the screen refreshes, e.g. a TV screen looks continuous because it refreshes than our eyes do5. In the virtual reality conjecture, a photon is just passed the of universal screen that Wilczek calls The Grid (Wilczek, 2008). As a screen's frames per second limit fast pixels move across it, so the grid rate defines the maximum rate we call the speed light6. every virtual has finite of light" for pixel transfers. The values we use, like 186,000 miles per second or 299,792,458 meters per second, just our units. speed of in virtual is always just grid node per processing cycle. In matter is the pixels a screen creates. Empty is then a part of the screen that to be blank. It is "idle", as it no pixels, but is still "on", which null processing is the proposed vacuum energy of turning it off could the screen (grid) but would destroy images on (us). Distinguish the pixel patterns creating the virtual world, from the nodes processing its pixel values, and the program calculations that processing. this model, the world is the pixels, unseen grid is the screen, equations quantum programs on If everything arises from unseen quantum grid, can we into its processing? Scientists doing just that (Lloyd, 1999). 5 Usually 60 70 Hertz, or cycles per second is to look continuous to us. 6 Given Planck time is 10-43 second, rate would mind boggling 1043 hertz. Brian Whitworth Quantum Biosystems 2 (1) 221-249 239 3. A virtual reality game So space is not screen virtual reality on, e.g. the 3 avatars are pixels, but so background. As avatar through fixed nodepixel mapping is required, as screen can process any pixel, whether avatar Programmers "move"
 and matter. The speed of light iS the rate of ProceSsiNg TO uNderStanD this theory, an aNAlogY with our computer procesSing cAn BE useFUl. when a Pixel moVEs ACRosS a CoMpuTeR ScReen, iTs mAximum tRansfer ratE dePeNds on how fast THe Screen refrEshEs, e.g. a TV screeN loOks conTiNuoUS becaUse It refReshes FAster tHan our eyeS dO5. in the vIRtual reALItY conJecture, a photon is jUSt PRocessing passeD betweEn THe NODes Of a Universal sCrEen thAT WilczeK CaLLS the gRid (Wilczek, 2008). As a Screen's framES peR seconD lImiT How fasT pixeLs MOve Across it, so tHe grId refresh Rate deFInes the MAximum tRansfeR raTe wE calL ThE sPeeD oF LigHT6. INdeED evEry virtuAl ReAlity Has a FINITe "spEed Of liGht" foR local pixel trAnsFers. tHe vAlues We use, Like 186,000 MiLes peR seconD or 299,792,458 meTeRs per second, just ReflEct our uniTs. ACtUalLy, The spEEd of liGht In a Virtual Reality IS alWaYS JUsT one one grid node per PrOCEsSing cyclE. In thiS AnAlOGy, physicAl MatTer iS THe pixEls a SCrEen creatEs. EmptY SpAcE is then JuSt a parT oF thE scReen tHAt haPpens tO be blank. it is "iDLe", as it creates nO Pixels, but is stILl "ON", WhICh nuLl pRocessing is The pROposEd vaCUuM enERgy of Space. onLY tURning it off could show ThE screeN (grid) Itself, but that Would also dESTRoy the imAges ON iT (Us). Distinguish tHe pixEl patterns CReating tHe virTual worlD, from the sCREen nodes ProCesSinG itS PIxEl values, and thE PRogrAm CalculaTioNs that dIreCt tHe pRocEsSing. In thiS model, thE pHySiCaL woRld is THe pixels, An UnsEeN unIversAL grid iS the sCreeN, aNd THe eQuationS Of QUAntuM mEcHaniCs aRe The prOgraMS ruNning on It. If everyThiNG ariSeS fRom an unSeen quantum grId, Can we "hack" iNtO itS proceSSIng? ScienTists developing quantum cOMputers May Be doiNg juSt that (LloYd, 1999). 5 USually 60 Or 70 HERtz, or cYcles pEr secOnD is ENOugh tO LOoK coNtInuous to us. 6 gIVen plancK tIme iS 10-43 second, The rate would be a minD BogGling 1043 hertz. BriAn WHitwORTh quaNTuM bioSySTemS 2010, 2 (1) 221-249 239 fIgure 3. A virtual reAlity game SO sPAcE is not the sCReeN tHe virtuAl realiTy appEArs on, e.g. The Figure 3 Avatars arE jUst pIXEls, But so is theIr backgrOund. As an aVAtar mOVeS throUgh The forEsT, no Fixed NodepiXEl mAppinG is reqUiRed, as aNy scrEeN node can Process any pixel, whether oF avataR or baCkgRound. ProgRamMErs "Move"
 and matter. The speed oflight is t he ra teofpr oces sing  To understand this  theory, an analogy wi th ou rc ompu t er  proc essingc an b e u se fu l.Wh e na pix elmoves a cross a co mpu te r screen, it s  m aximum tra nsf er rate depe nds  on ho wfas t  thescr een r efresh e s, e.g . a TV sc re e n look s  contin u o us  bec ause it refreshes fa s ter than our e yes do 5. In t hevir tual reali ty  conj e cture,a  p h o t oni s just proces sing passed bet ween t he  no d es ofa uni ve r sal  screen tha t Wi lczek cal ls The Grid (W i lczek,2008).  As  ascre e n' sfra me s  pe r  s eco n d l imit how  f as t pix elsm o v e  acr oss  it,  so t he grid refre shrate def inesthe m axim um  tran sfer r ate w ecall the speedof l ight6. In dee deve ry  virt u al rea lit y h as a fi nite "s p eed  o f l ig ht" for local pixe lt r an sfers. T he val u es  w e  use, li ke  18 6,00 0 miles  per se cond or299,79 2 ,4 58  meters  p er sec on d,jus t ref l ectour un its. Act ually ,  the speed ofl ight in a vir t ua l re a lity  is  always jus t on e  one  gri d  n ode per p roces si n gc ycle. In this analo gy , phys icalmatter is the  pixels as c r een crea tes. Em p ty space is th en ju st a parto f the sc reenthat hap pens to b e blank. I t i s " idl e", a sit creates no p ixel s,  but is  st ill "on ",whi chnul lprocessin g is the  p ro po se d v acuum energy o fspa ce . O nly t u rningit of f co ul ds how  the sc r ee n (gri d)  i tsel f,bu t tha t wo u ldalso de stroy the  im a geson  i t (us).  Distinguishth e pixel pa tt ern s crea t i ng the v irtual world, from thes creen n ode s pro cess ing its p ixe l valu es, and th e prog ram c al cul a t ionst h at  di re ct the pro c e ssi ng. I nthis  model,  the physical worl d  is  the pixels,anunse e n  u niv e rs a l g ri d  is t he screen, andthe equati on s  o f quantumm ech an ics are  the pr ogram s  runnin g on it.If everyt hi ng a r i ses  from an u nseen qu antum gri d , can we  "hac k"into i ts  pr ocess ing? S c ien tists  devel op ing qu antum  c omputers  may be doing just that  (Lloy d, 19 99) . 5 Usual ly6 0 o r 70 Hert z, o r cycles p ersec ond i s e n oughto l o ok  co n tinuo us t o  us. 6 Gi v en  Pl a n ck  time is 10 - 4 3  se cond,  th e  ratewoul d be a mind boggl i ng 1043 hertz.  Bri a n  Wh itw o rthQu antum Biosyste ms20 1 0 , 2 (1)22 1-249 239 F igure 3.  A virtu al rea lity g ame Sos p ac e  is no t th e s creen the  vi rt u al real it ya ppears  on,  e .g. th e Figu r e 3a v atars are just p ixels , but s o  is  thei rbackgro u nd.As an avat ar moves th roughthefores t, no f ix ed nod epi xe l mappingi s require d, as  any sc re en n ode  can p roce s s  anypixe l,  wh ether ofa v at a ror bac kgro und.Pr ogra mmers "mo v e"
 and_matter. The_speed of light is_the rate_of_processing To_understand_this theory, an_analogy with our_computer processing can be_useful. When a_pixel_moves across a computer screen, its maximum transfer rate depends on how fast the_screen_refreshes, e.g._a_TV_screen looks continuous because it_refreshes faster than our eyes_do5. In_the virtual reality conjecture, a photon is just_processing_passed between the_nodes of a universal screen that Wilczek calls The_Grid (Wilczek, 2008). As a screen's_frames per second_limit_how_fast pixels move across_it, so the grid refresh rate_defines the maximum transfer rate we_call the speed of light6. Indeed every_virtual reality has a finite "speed_of light" for local pixel_transfers. The_values we use, like 186,000_miles per second_or 299,792,458_meters per second,_just reflect our units. Actually, the_speed of light_in a virtual reality is always_just_one one grid_node_per_processing cycle._In this analogy,_physical_matter is_the_pixels a screen creates. Empty space_is_then just a part of the screen_that happens to be_blank._It is "idle", as_it creates no pixels, but_is still "on", which null processing_is the_proposed vacuum_energy of space. Only turning it off could show the screen_(grid) itself, but that would also_destroy the images on_it (us)._Distinguish_the pixel patterns_creating_the virtual_world, from the screen nodes processing its_pixel values,_and the program calculations that direct_the processing. In this_model,_the physical world is the pixels,_an unseen universal grid is the_screen, and the equations of_quantum_mechanics_are the programs running on_it. If everything arises from an_unseen quantum grid,_can we "hack" into its processing? Scientists_developing_quantum computers may be doing just_that_(Lloyd, 1999). 5 Usually 60 or_70_Hertz,_or cycles per second is_enough to look continuous to us._6 Given Planck time is 10-43 second, the rate_would be a_mind boggling 1043 hertz. Brian_Whitworth_Quantum_Biosystems 2010, 2 (1) 221-249 239 Figure 3. A virtual_reality game_So space is_not the screen the virtual reality appears on, e.g. the_Figure 3 avatars are just pixels, but_so is their background. As an avatar moves through the forest,_no fixed nodepixel mapping is required, as any_screen node can process any pixel, whether_of avatar or background._Programmers_"move"