The second component of a virtual reality is the level
of its realism. The greater the realism, the more objects
within the reality relate in ways you expect Things in
the reality have color, shadow, reflections, textures,
tastes and sounds. They can pass through each other,
around each other, and throw shadows.
Here's an example. There are a lot of ways to create a
car. YOU can draw it as a box with a smaller box on top
and four doughnuts for wheels. YOU can sketch it
realistically, with the color, curves and reflections a
real car would have. YOU can paint it in the
superrealistic style of a modern artist, so real that the
chrome seems to shine. YOU can take a photograph of a
real car. Or you can build a real car.
Each one of these steps represents an increase in the
realism of the car. As you go up the scale, the car gets
more real all the time. Reflections and shadow, texture.
tastes, sounds and weights can all exist at varying
levels of realism in a virtual reality. All it takes is
the right program and enough memory to implement it.
Creator is that program. Using a huge
database of digital braindance recordings and three
dimensional reality modeling routines, Creator
sets the level of realism for the entire construct,
choosing and creating images from the database. As part
of the reality's ground rules, all objects contained with
the reality will be of the same level of realism
throughout. Creator has five levels of realism:
Simple: The object is like a cartoon.
There are colors and blocky shapes, but no shading,
texture or difference in tastes. All objects weigh the
same, feel the same to the touch, make the same limited
sounds ("bonk!" "beep!").
Contextual: The reality is like a
very good video game. There is color and shading.
Textures are limited, but soft things feel soft, hard
things hard, rough things rough and smooth things smooth.
Tastes are sweet, sour, salty and acidic. Things make
sounds that are much like they do in real life (a car
engine sounds pretty much like a car, a bird like a
bird), but lack definition as they are created from
digital sound recordings.
Fractal: The reality is very much
like real life. Each object has a distinct taste, sound
and texture. Colors are blended smoothly, and objects are
shiny, dull, transparent and opaque. There is hot and
cold, but not fine degrees of temperature. Distance and
the relationships of other objects have effects on each
other; planes pass through clouds and the air gets misty,
the sun reflects off water, etc.
Photorealistic: The reality is much
like a very, very good movie. Tastes are very close to
what they are in real life, as are textures, sounds and
colors. Light reflects naturally off of objects. Things
relate almost exactly like they do in actuality; waves
move and reflect light in interesting patterns, trees
blow in the wind, dust rises off the furniture, things
are hot and cold relative to each other.
Superrealistic: If there's a
difference between this and the real thing, you can't
tell.
Multiply the MU cost of the virtual construct by the
multiplier for the level of reality to determine it's
final MU cost.
REALISM
MULTIPLIERS |
Simple |
x1 |
Contextual |
x2 |
Fractal |
x3 |
Photorealistic |
x4 |
Superrealistic |
x5 |
.
|