> That being said if it was demonstrated that un collapsed wave functions are somehow more efficient to calculate that would definitely give credence to the simulation hypothesis.
Well said. I can certainly imagine a few functions that may prove to be more efficient at generating waves than fixed known positions + velocity for every subatomic particle in the universe.
Here's the part that really takes us off the rails, if we assume for a minute that we are in a simulation and that the parent world has godlike resources compared to our own and they likely have similar hardware concepts (ram, cpu, gpus, maybe even ASICS) then what functions are more efficient would depend on which hardware they have less of.
If ram is plentiful why not have fixed known values for every particle? Store it in memory and let the gpu detect collisions.
If gpus are plentiful (my guess) and we're bound by ram limitations, best to only store positions of things that are visible and clear the rest out of ram for more important calculations.
Imagine how inefficient it would be to render and simulate black holes colliding on the other side of the universe if the players will never even notice. Just queue up the function and run it on off-peak hours. Save the extra server resources for other simulations running in parallel.
If I'm right - a big if - we're likely an anomaly or early prototype among the simulations, one in which the dev team never imagined a race would evolve and progress enough to measure the bounds of their container. If I'm right again on this last point, we're likely being monitored closely to decide if subsequent patches require more resources to simulate completely and avoid player's realizing they're in a simulation or accept it as a remote possibility and move on.