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Rizwan Virk is a video game pioneer, MIT computer scientist, and author of several books such as “The Simulation Hypothesis” and “The Simulated Multiverse.”

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OUTLINE
00:00 – layers of the simulation hypothesis
07:11 – are we living in a “Matrix” video game?
18:10 – why do paranormal phenomena mostly affect kids?
22:45 – the analogy of the dream
27:44 – precognition are glitches in the matrix?
34:07 – free will vs. simulation theory
45:12 – the problem with multi-verse theory
53:13 – information entropy
01:00:12 – statistical evidence we’re living in a simulation
01:11:07 – life review
01:23:23 – evolution of information science
01:32:05 – why UAP technology is lagging
01:47:51 – Rizwan’s analysis of Bob Lazar
01:59:45 – does simulation theory agree with alien life?
02:13:26 – cosmic delayed choice experiment
02:19:53 – Mandela Effect is proof of a simulation
02:34:28 – AI is hallucinating our reality
02:41:56 – religious allegories in the Matrix
02:50:24 – experiment to prove the simulation theory

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50 thoughts on “Ancient Texts CONFIRM Simulation Hypothesis | Rizwan Virk

  1. An MMORPG is a very apt description.
    The ancients had no equivalent to draw comparisons, but now I find that this MMORPG Inception concept is perfectly apt.

    Seeing code in laser light during DMT journeys…words and sigils being important because they encode instructions…

  2. 5 Mind-Bending Clues We're Living in a Video Game, According to an MIT Scientist

    MIT computer scientist Rizwan Virk was playing a virtual reality ping-pong game when he had his "aha" moment. The game's graphics weren't photorealistic, but the physics engine was so responsive that his body was completely fooled. He felt the satisfying knock of the paddle hitting the ball. He moved, he reacted, he was in the game. So much so that, for a split second, he tried to lean against the non-existent virtual table, dropping his controller and nearly losing his balance.

    That momentary glitch in his own perception sparked a profound question: How long would it take us to build a virtual reality so immersive that we would forget, not just for a second, but for an entire lifetime, that we were in a game?

    This question led Virk, an MIT-trained computer scientist and video game entrepreneur, down a rabbit hole where cutting-edge technology met ancient wisdom. He argues that the simulation hypothesis—the idea that our reality is a highly advanced computer simulation—provides a surprisingly powerful framework for unifying seemingly disconnected fields like quantum physics, video game design, and ancient mysticism. It’s a modern metaphor that makes sense of the world’s oldest questions and its strangest scientific discoveries.

    Here are the five most surprising and counter-intuitive takeaways from looking at reality as a grand, cosmic video game.

    Takeaway 1: Your "Sixth Sense" Isn't Paranormal, It's an In-Game Feature

    In a purely physical universe, phenomena like telepathy and precognitive dreams are difficult to explain. But in a simulated, information-based reality, they look less like magic and more like in-game features.

    Virk experienced this firsthand. One morning, he woke from a vivid dream about a business competitor he hadn't thought about in over a year. The dream was so random it stuck with him. Later that morning, he got a call from IBM, a major business partner. They were launching a new product that would compete directly with his. How had they developed it in secret? It turned out they had acquired that very same competitor from his dream a year prior and had been working on the project in private. The dream was a "glitch" that gave him information he shouldn't have had.

    This model also reframes telepathy. Dr. Diane Hennacy Powell, a researcher who studies non-verbal autistic children, contacted Virk because the simulation hypothesis was the best framework she’d found to explain her work. In her "telepathy tapes," she documents cases where these children, who lack fine motor skills, can point to letters on an iPad to spell out words or identify numbers their parent is looking at in another room, with no direct line of sight. It's as if they can access the information stream—the "heads-up display"—of another player in the game.

    Remote viewing, the alleged ability to see a distant location, becomes akin to placing a "virtual camera" anywhere in the game world by giving it a set of coordinates (X, Y, Z, and Time). These phenomena, inexplicable as physical events, become plausible information transfers within a computational system.

    Takeaway 2: Quantum Weirdness Is Just the Universe Saving on CPU

    The world of quantum mechanics is notoriously bizarre. One of its most baffling principles is the "observer effect": at the subatomic level, reality doesn't seem to exist in a fixed state until it is measured. A particle remains a cloud of probabilities until an observer "collapses the probability wave" into a single outcome.

    From a physical perspective, this is deeply strange. Why would the universe wait for someone to look at it before deciding what to be? But from a video game design perspective, it's perfectly logical. It’s all about optimization.

    Virk uses the example of a massive online game like Fortnite. The game's servers would melt if they had to render the entire, complex map for every player at all times. Instead, the game only renders the part of the world you are currently looking at. While your character is battling in "Tilted Towers," the game isn't wasting processing power rendering "Snobby Shores" on the other side of the map. It only renders what it needs to, when it needs to. Our reality seems to operate on the same principle, rendering matter and energy only when an observation requires it.

    This supports the idea, proposed by physicist John Wheeler, that the world is fundamentally information—"it from bit." Our universe may be a sea of data that is rendered for us, moment by moment, into a physical-seeming reality.

    Takeaway 3: Ancient Mystics Were Talking About Simulation Theory Thousands of Years Ago

    While the language is technological, the core idea behind the simulation hypothesis is ancient. Mystical traditions from around the world have long taught that our perceived reality is not the true, ultimate reality.

    The Hindu and Buddhist concept of Maya describes the world as an illusion. As Virk puts it, "It’s like a carefully crafted illusion, like if you go to a magic show and you know the guy's not really sawing that woman in half, but part of the fun is to go there and say 'Oh my god that's crazy.'" Similarly, Islamic mysticism speaks of the "veils of forgetfulness" a soul puts on to incarnate, and Greek myths tell of the River Lethe, which souls cross to forget their past before birth. These are all ancient metaphors for putting on a VR headset and becoming so immersed you forget the world outside the game.

  3. This framework also illuminates the "life review" reported in near-death experiences (NDEs), where people re-experience their lives from the perspective of everyone they interacted with. In a simulation, this is like replaying a recorded game session. The entire 3D world is stored as data, allowing you to review your gameplay from any character's camera angle.

    Remarkably, this modern technological analogy maps directly onto ancient religious metaphors for the same process. In Christianity and Judaism, there are the "Recording Angels" keeping a book of deeds. In the Quran, there is the "Scroll of Deeds," accompanied by the verse: "Read your book and you yourself are sufficient to be the reckoner." In Hinduism, the god Chitragupta is the "record-keeper" who sits with the god of death. The metaphors change with our technology—from angels with books to recorded game data—but the underlying concept of a recorded, reviewable life remains the same.

    Takeaway 4: You're Not a Helpless Character; You're a Player in an Advanced RPG

    The simulation hypothesis has two main "flavors": the NPC (Non-Player Character) version, where we are all just sophisticated AI, and the more empowering RPG (Role-Playing Game) version. In this model, we are avatars for a consciousness—our "player"—that exists outside the simulation.

    Like in Dungeons & Dragons, we may have chosen a "character sheet" before this life, selecting certain attributes (intelligence, charisma), challenges, and a general storyline or quest. This elegantly reconciles the age-old debate between free will and destiny. We have a general storyline with major plot points, but we retain the free will to improvise along the way.

    Virk illustrates this with a powerful story from his own life. For years, he felt he had a "storyline" to be a writer, but he was stuck in the "Silicon Valley thing," chasing the next startup. Then, at age 48, a major health crisis forced him to have heart surgery. During his nine-month recovery, he was unable to do much besides write, and he finished two books. The truly strange part came next. Whenever he tried to jump back into the business world—to start another company or a venture fund—he would end up back in the hospital. It was as if an "unseen force" was guiding him, nudging him back onto his predetermined path when his free will took him too far astray.

    Takeaway 5: Déjà Vu Could Be a Clue That the Programmers Reran the Simulation

    The concept of a multiverse is often imagined as infinite physical universes branching off with every choice. From a computer science perspective, this is wildly inefficient. A simulated multiverse, however, is far more logical. It doesn’t mean creating infinite new worlds; it means running the same program with slightly different variables to see what happens—a common practice for programmers.

    The sci-fi author Philip K. Dick, whose work inspired Blade Runner, came to believe this was literally happening.

    We are living in a computer programmed reality and the only clue we have to it is when some variable is changed some alteration occurs in our reality.

    Virk explains that Dick eventually believed his novel, The Man in the High Castle—which depicts an alternate timeline where the Axis powers won World War II—was a real timeline the simulators had actually run. According to Dick, the simulators disliked that outcome, "unwound" that version of history, and are now running our current one.

    This provides a fascinating explanation for phenomena like déjà vu or the Mandela Effect (where large groups remember history differently). These might not be simple memory errors, but echoes or artifacts bleeding through from previous "runs" of the simulation, where events played out slightly differently before the programmers reset the variables and ran the program again.

    Conclusion: So, What's Your Quest?

    Whether taken literally or as a powerful metaphor, the simulation hypothesis acts as a unique bridge between cutting-edge science, deeply personal experiences, and ancient spiritual wisdom. It reframes the strangeness of quantum physics as logical optimization, paranormal phenomena as in-game features, and ancient mysticism as a prescient description of our digital-like reality. It suggests we are not random collections of atoms, but active players in a game of cosmic significance.

    If our world is a grand, cosmic video game, it raises one important question: What is the main quest you're here to complete?

  4. Briefing Document: Rizwan Virk on the Simulation Hypothesis
    Executive Summary
    This document synthesizes the core arguments and evidence presented by Rizwan Virk regarding the Simulation Hypothesis. The central thesis posits that our universe is fundamentally information-based and is rendered for conscious observers, akin to an advanced video game. This framework serves as a unifying bridge between disparate fields, including modern AI and VR technology, quantum physics, and ancient Eastern mysticism.
    Virk argues that the Simulation Hypothesis offers the most coherent explanation for a range of phenomena that materialistic science struggles to address, such as parapsychology (telepathy, remote viewing), precognitive dreams, synchronicities, and near-death experiences. He distinguishes between two primary models: an NPC (Non-Player Character) version, where all beings are AI constructs, and an RPG (Role-Playing Game) version, where conscious beings ("players") exist outside the simulation and immerse themselves in avatars within it. By analyzing the optimization techniques used in video game development, Virk draws direct parallels to the strange principles of quantum mechanics, suggesting that our reality is rendered on-demand to conserve computational resources. Ultimately, the hypothesis reframes reality as a "carefully crafted illusion" designed for experience and learning, with concepts like forgetfulness and life challenges being integral features of the "game."

  5. The Simulation Hypothesis: Core Frameworks
    Rizwan Virk's exploration of the Simulation Hypothesis is built on several foundational concepts, primarily drawing analogies from video games and science fiction to explain the potential structure of our reality.
    NPC vs. RPG Models of Reality
    Virk identifies two primary "flavors" of the simulation hypothesis, which determine the nature of consciousness within the system.
    Feature
    NPC (Non-Player Character) Model
    RPG (Role-Playing Game) Model
    Core Concept
    All inhabitants of the simulation are sophisticated AI constructs.
    Conscious entities ("players") exist outside the simulation.
    Existence
    Beings do not exist outside the reality of the simulation.
    Players connect to and control avatars within the simulation via an interface (e.g., a brain-computer interface).
    Analogy
    A simulated world where all characters are run by the computer.
    Massively Multiplayer Online Role-Playing Games (MMORPGs) like World of Warcraft, or tabletop games like Dungeons & Dragons.
    Sci-Fi Example
    A simulation where the inhabitants are unaware and have no external self.
    The Matrix, where Neo, Trinity, and Morpheus are players jacking into the system.
    The film The 13th Floor is presented as a hybrid model, where the characters create an NPC simulation but then "jack in" to take over the consciousness of those NPCs, effectively turning them into avatars. This suggests a model where an AI-driven character can be temporarily inhabited and controlled by an external player.
    Stacked Simulations and Nested Realities
    Referencing The 13th Floor, Virk highlights the concept of "stacked" or nested simulations—realities created within other realities. This idea portrays a series of realities, each one a simulation from the perspective of the one "above" it. In this model, what an inhabitant perceives as death could simply be a transition or "shuttling" to the higher-level simulation, analogous to concepts of an afterlife or heaven.
    The "Simulation Point"
    Virk defines the Simulation Point as the technological threshold at which two conditions are met:
    1. A virtual reality becomes so immersive and realistic that it is indistinguishable from physical reality.
    2. The AI characters within that reality are indistinguishable from characters controlled by a real person.
    He argues that as our own technology advances towards this point, exemplified by recent progress in generative AI video (e.g., Google's V3 video engine) and immersive VR, the probability that we are not already in such a simulation decreases.
    Foundational Pillars of the Hypothesis
    Virk builds his case on three converging domains: quantum physics, video game technology, and ancient spiritual traditions. He contends that these seemingly unrelated fields all point toward the same conclusion: that the world is not fundamentally physical.

  6. Quantum Physics: An Information-Based Universe
    Virk asserts that many strange aspects of quantum mechanics align perfectly with how an optimized, simulated universe would be constructed.
    • "It from Bit": Quoting physicist John Wheeler, Virk explains that at the most fundamental level, the universe appears to be made of information (bits) rather than physical matter. Particles are defined by a series of properties, or yes/no questions, which are essentially bits.
    • The Observer Effect: The quantum principle that a particle's state (e.g., Schrödinger's Cat being alive or dead) is not determined until it is observed is explained as a computational optimization. The simulation does not need to render a definitive state until a conscious observer requires that data, thereby saving processing power.
    • On-Demand Rendering: This concept is compared to MMORPGs like Fortnite, where the game engine only renders the part of the map that is within the player's point-of-view. Rendering the entire game world simultaneously for all players would be computationally prohibitive. Our reality operates similarly, rendering only what is observed.
    Video Game Development: The Technological Metaphor
    Drawing from his background as a video game developer and investor, Virk uses the evolution of gaming as a direct analogy for our reality.
    • Personal Catalyst: His "spark" for this research came from playing a VR ping-pong game. The physics engine was so convincing that it fooled his body into believing the virtual table was real, causing him to try and lean on it. This led him to question how long it would take to create a virtual reality so immersive we would forget we were inside it.
    • Avatars and Character Sheets: The RPG model of the hypothesis is compared to creating a character in Dungeons & Dragons, where a player chooses a race, profession, and attributes (intelligence, strength, charisma) before embarking on a storyline. Virk suggests our own lives may be quests for our "players," who do not necessarily look like our physical avatars.
    Eastern Mysticism and Religion: Ancient Parallels
    Virk argues that for millennia, spiritual traditions have described reality using metaphors that are conceptually identical to the simulation hypothesis.
    • The World as Illusion: Concepts like Maya in Hinduism and Buddhism describe the world as a "carefully crafted illusion." This is not a random chaos but a deliberate construction, much like a magic show where the audience willingly suspends disbelief.
    • The Forgetting Process: A key feature of "incarnating" into the game is forgetting one's true origin. This is a recurring theme across cultures:
    ◦ Islam: The "70,000 veils of forgetfulness" between ultimate reality and our own.
    ◦ Greek Mythology: The soul crossing the River Lethe (the river of forgetfulness).
    ◦ Chinese Traditions: The goddess Meng Po brewing the "tea of forgetfulness."
    • The Dream Metaphor: Many traditions, particularly Buddhism (Buddha means "the awakened one"), use the analogy of a dream. Incarnation is like entering a dream, and death is like waking up.
    Explaining Anomalous Phenomena ("Glitches in the Matrix")
    A core strength of the Simulation Hypothesis, according to Virk, is its ability to provide a logical framework for phenomena that defy a purely materialistic worldview.
    Parapsychology: Remote Viewing and Telepathy
    • Remote Viewing: In a materialistic universe, seeing a distant location via coordinates seems impossible. In a video game, however, a developer can place a "virtual camera" anywhere in the virtual world (using XYZ coordinates) to see what is happening, independent of an avatar's location.
    • Telepathy: This is compared to in-game communication systems like a "friends list" or messaging, where players can communicate without being physically present in the same scene. Virk cites the work of Dr. Diane Hennessey Powell with autistic non-verbal children who seemingly communicate telepathically with their parents, concluding that an information-based reality makes such phenomena more plausible.
    Precognition and Synchronicity
    • Precognitive Dreams: Virk shares a personal anecdote of dreaming about a business competitor he had not thought about in over a year, only to receive a phone call the next morning from IBM announcing they had secretly acquired that competitor's company. He views this as information about a future event "leaking" back.
    • Synchronicity: Defined by Carl Jung as a "meaningful coincidence" or "acausal connection," this is explained through a technological metaphor. Virk describes shopping for a backpack on his laptop and later seeing an ad for the exact same backpack on his phone. This occurs because his "intent" was registered in a database via cookies. He posits that our life intentions, quests, and challenges are similarly registered in unseen databases within the simulation, which then generates related events that appear as synchronicities.
    The Role of Consciousness and Free Will
    Virk proposes a model that combines predetermination with free will. He uses the metaphor of a "writer's room" for a TV show. The writers have a general story arc for a character's season, but they improvise and write new challenges and dialogue along the way. Similarly, our "player" or higher self may have a general life plan or storyline, but we retain free will in our moment-to-moment decisions and choices. He cites his own health crisis (requiring heart surgery) as a pivotal event that seemed guided by an "unseen force" to steer him away from his Silicon Valley career and toward his "plan" of becoming a writer.

  7. Consciousness, Incarnation, and Forgetfulness
    The hypothesis deeply engages with the nature of consciousness and the experience of life and death, reframing them as processes within a larger system.
    Dreams and Lucid Dreaming
    Lucid dreaming—the act of becoming aware that one is dreaming while in a dream—is presented as a powerful analogy.
    • Dream Yoga: A branch of Tibetan yoga teaches practitioners to recognize the dream world as illusory. The ultimate goal is to extend this awareness into waking life, realizing that this "waking world" may also not be the ultimate reality.
    • Lucidity Tests: Techniques for inducing lucid dreams involve reality checks during the day (e.g., asking "Is this a dream?"). This practice can carry over into the dream state, allowing one to perform a test, such as trying to float, to confirm one is dreaming.
    Near-Death Experiences and the Life Review
    Virk interprets Near-Death Experiences (NDEs) as evidence of consciousness existing outside the physical body and provides a technological explanation for the "life review" reported by many experiencers.
    • The Life Review as Gameplay Replay: Approximately 20% of NDE reporters describe a "holographic, panoramic, 360-degree review" of their entire life. Crucially, they re-experience events from the perspective of others they affected, including the ripple effects of their actions.
    • Technological Parallel: This is compared to modern VR technology that can record a video game session (e.g., Counter-Strike) and allow a user to replay it from any character's point of view at any coordinate in the game world. The life review, Virk suggests, is possible because our life is a gameplay session recorded within a virtual reality.
    • Religious Parallels: This concept is found in various religions, using metaphors of their time:
    ◦ Judaism/Christianity: "Recording angels" who write in the "Book of Life."
    ◦ Islam: The "Scroll of Deeds," where a verse in the Quran states that on the day of reckoning, "Read your book. You yourself are sufficient to be the reckoner."
    ◦ Hinduism: The minor god Chitra Gupta, who acts as a record-keeper for karma.
    Timelines, the Multiverse, and Memory Anomalies
    The discussion extends to the nature of time and the possibility of multiple realities, suggesting time may be as malleable as space in a simulation.
    Quantum Mechanics and the "Many Worlds" Interpretation
    The "many worlds" interpretation of quantum mechanics posits that every quantum decision causes the universe to branch into multiple universes (e.g., one where the cat is alive, one where it's dead).
    • Physical vs. Simulated Multiverse: From a computer science perspective, creating an infinite number of physical universes is not parsimonious. However, creating a simulated multiverse is far more efficient, as it simply involves running the same program with slightly different variables or parameters, much like how computer simulations are used to explore possible outcomes.
    Philip K. Dick's Variable Realities
    Sci-fi author Philip K. Dick is cited as a key thinker on this topic. In a 1977 speech, he stated, "We are living in a computer-programmed reality, and the only clue we have to it is when some variable is changed [and] some alteration occurs in our reality."
    • Rerunning Simulations: Dick came to believe that different timelines could be run, changed, and unwound by the "simulators." He theorized that the world of his novel The Man in the High Castle (where the Axis powers won WWII) was a real timeline that was run and then discarded in favor of our current one. This implies that déja vu could be a memory fragment from a previous run of the simulation.
    The Mandela Effect
    The Mandela Effect—a phenomenon where a large group of people collectively misremembers a historical event or detail—is presented as potential evidence of timeline alterations.
    • Key Examples: The phenomenon is named for the collective memory of Nelson Mandela dying in prison in the 1980s. Other famous examples include the "Berenstain Bears" (remembered as "Berenstein") and the Tiananmen Square "Tank Man" (with some remembering him being run over, contrary to widely available footage).
    • Scriptural Changes: The most compelling examples for Virk involve scripture, such as the biblical phrase "the lion shall lay down with the lamb," which in current texts reads "the wolf will live with the lamb." He notes that some religious traditions, like Islam's memorization of the Quran, may exist precisely to counteract entities ("jin") who can alter physical objects (like books) but not human memory.
    • The Cosmic Delayed Choice Experiment: This thought experiment by John Wheeler suggests that an observation made today can determine a choice made by a particle of light millions of years in the past. This implies the past is not fixed but exists in a state of superposition until observed, further supporting the idea that time and history are not as concrete as they appear.
    The UFO/UAP Phenomenon within a Simulated Reality
    Virk applies the simulation framework to the UFO/UAP phenomenon, suggesting it may be less about extraterrestrials and more about the fundamental nature of our reality.
    • Conditional Rendering: Citing Jacques Vallee and Garry Nolan, Virk notes cases where one person sees a UFO while another person right next to them does not, or where multiple witnesses see different shapes. This is explained as conditional rendering, an in-game mechanic where what a player sees can depend on their "level" or permissions. The phenomenon is rendered for some observers but not others.
    • Non-Human Intelligence as Avatars: The beings associated with UAPs may not be biological entities from other planets but rather intelligences that can render themselves into our reality, much like an avatar. This could explain shape-shifting abilities and parallels to folkloric entities like the jin in Islamic tradition or the fairies (Fae) in Celtic lore, which were also said to exist in a parallel reality and interact with humans.
    • Physics-Defying Behavior: A case from Vallee is mentioned where a UFO reportedly flew through solid redwood trees without damaging them. This is compared to a graphical object in a video game "resing" or materializing, during which it can often pass through other objects before it becomes fully "solid" in the game engine. This suggests UAPs are being rendered into our reality rather than traveling through physical space.

  8. Seriously, you get Rizwan Virk to your show and you tell him about "Fart Theory" WTF?! Couldnt you have done any other analogy besides that? Clearly you need to drink more of those "interesting" neutronics…

  9. anyone who cites the 'telepathy tapes' as evidence of anything doesn't know what evidence is; rather you are talking about 'faith'; if a professional Mentalist (basically a ConMan psychological manipulator who uses some principals of magic) can describe in less than 30 seconds how mystical phenomenon are just glitches in your perception and non-verbal communication, then you need a new hypothesis to falsify

  10. very interesting. however isn't a bit on a drive just a dipole magnetized in a particular direction. I was under the impression nothing is added or removed from a disk, simply changed. possibly things have changed since I learned this stuff 50 years ago

  11. I ordered a copy of his book from Amazon and two copies showed up which immediately messed with me …I think the Amazon order picker is f’ing with me

  12. "we" went to the moon? no ..nobody 'went' to the moon. even if nasa did (which they manifestly did not) it wouldn't be 'we' — and how can anyone reference this in 2025 as though it actually or even 'might have' happened. it's absurd. when will 'we' grow out of this mythos?

  13. all well and good to have these mentaly masturbatory, ponderous speculations….until the rent is due. people bemoan the fake fiat system all the time, for example, but don't want to truly live off grid. predation is ruthless. even if the vast majority are npcs, they can still hurt you, physically and emotionally. in short, the game designer couldve done much better imo, wrt the agency we have over the environment.

  14. Don’t care if this sounds crazy but I am a natural remote viewer. And as I’ve refined my ability my intuition is almost to precog. I’m able to turn my dreams lucid, and I’ve had a long hard traumatic life up till now, and as I look back on it I was instinctively staying away from indoctrination, conformity, I always do my own research, even before 2020 so I didn’t get poked back then. And as I lose my beliefs in limitation, these ESP traits are just coming out on their own. Especially after a couple UFO sightings. Plus I was TAG student so I was flagged for this even as a child because I was showing uncontrolled psychic ability (read the DoD and CIA docs on GATE and TAG students) but whatever blockage the intended to leave my isn’t lasting. Thank god.

  15. Thanks for sharing! I recently wrote this article "The Link Between Simulation Theory and Technologically Advanced Ancient Civilizations" (as Carlornd on Medium) about the possible relationship between the simulation hypothesis and Out of Place Artifacts and traces of ancient technologically advanced civilizations.

  16. In the Hindu text the Puranas, the universe is described as emerging from Mahavishnu's dream. The material universe (Maya) is said to be created during this dream state, symbolizing that our reality is not ultimate, but a temporary illusion. Lord Vishnu, as the preserver, maintains this illusion so that souls ( Atman) can experience karma and spiritual evolution. life is seen as a divine play (Lila) orchestrated by Lord Vishnu. Your karma from past lives shapes your current circumstances—this is the “script” already written. But you still have free will to choose how you respond, evolve, and act in this life i.e one can choose dharma (righteous path) to reach Spiritual liberation (moksha). Hinduism sees this " stimulation " as a divine, purposeful, and compassionate creation—a chance for the soul to evolve and reunite with the divine. This is only how The Sages in Hinduism interpreted this illusion and the divine Play ( Lila) some 4000 years ago . Strange how this is coming up now

  17. Never understood the Mandela effect BS. I specifically remember Mandela being released (it was a big deal) and I remember him becoming President of South Africa. Not to mention him dying around 2010-2013.

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