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Technical milestone reached: global earth system simulations with 1.2 km resoln

mpimet.mpg.de

11–20 of 105 posts

Re: Technical milestone reached: global earth system simulations with 1.2 km resoln

#12

I have only one question. Does this mean that we are getting closer to a cloud-hosted ultimate map for games like Call of Duty and Ace Combat? I want to dogfight over Ohio, land at Offutt to play Warzone in Omaha, then take a MRAP and drive to NY.

1:1 scale multiplayer world maps have existed for decades, e.g. in Microsoft Flight Simulator.

The difficulty of making a "large" map comes from what you want to simulate and in how much detail, not from how big it is per se.

Re: Technical milestone reached: global earth system simulations with 1.2 km resoln

#13

This is for short term weather prediction or long term climate modelling? The 2.5 simulated days per day points into the short term direction.

I wouldn't think that a temporal resolution measured in days is needed or all that helpful for climate modeling.

Re: Technical milestone reached: global earth system simulations with 1.2 km resoln

#15
post #6

"I don't know, Timmy, being God is a big responsibility" https://qntm.org/responsibility , Topic relevant short scifi on Earth simulation.

Devs is a great mini-series that has similar themes.

So great. “Uh-oh” for me was one of those Lovecraftian moments of unraveling.

Re: Technical milestone reached: global earth system simulations with 1.2 km resoln

#16
post #6

"I don't know, Timmy, being God is a big responsibility" https://qntm.org/responsibility , Topic relevant short scifi on Earth simulation.

Devs is a great mini-series that has similar themes.

Also IIRC, Devs is loosely based on the above linked short story.

Re: Technical milestone reached: global earth system simulations with 1.2 km resoln

#17

This sounds alot less than Nvidia's FourCastNet? https://resources.nvidia.com/en-us-fleet-command/watch-27?xs... How do these two compare?

They're complete different classes of models.

The modeling system in the linked article is a high-fidelity numerical simulation of the coupled Earth system. It's a giant PDE solver for Navier-Stokes applied to the Earth's atmospheres and oceans, coupled together with a great deal of additional physics simulation. The intent is to reproduce, in simulation, the Earth's atmospheric and oceans with the highest fidelity. This set of simulations is the culmination of nearly 70 years of investment, going back to the very first applications of digital computers for solving complex math equations (one of the first simulations bought for ENIAC was a crude quasi-geostrophic atmospheric mode / weather forecast).

NVIDIA's FourCastNet, while very cool, is quite literally a facsimile of this type of system. It's really not even in the same ballpark.

Re: Technical milestone reached: global earth system simulations with 1.2 km resoln

#18
post #6

"I don't know, Timmy, being God is a big responsibility" https://qntm.org/responsibility , Topic relevant short scifi on Earth simulation.

Also relevant and mind-expanding essay:

Simulation, Consciousness, Existence

Hans Moravec, 1998.

https://frc.ri.cmu.edu/~hpm/project.archive/general.articles...

Re: Technical milestone reached: global earth system simulations with 1.2 km resoln

#19
post #9

This is fantastic - would be really exciting to see this level of resolution making its way to global operational weather forecasts (currently at ~10km).

It's far too expensive with dubious impacts on forecast quality. Adaptive mesh approaches are far more suitable for high res global weather modeling... Why simulate the area under boring, dynamically unimportant areas?

> Why simulate the area under boring, dynamically unimportant areas?

Butterflies... terrifying large, kilometer-scale butterflies.

Re: Technical milestone reached: global earth system simulations with 1.2 km resoln

#20

I have only one question. Does this mean that we are getting closer to a cloud-hosted ultimate map for games like Call of Duty and Ace Combat? I want to dogfight over Ohio, land at Offutt to play Warzone in Omaha, then take a MRAP and drive to NY.

1:1 scale multiplayer world maps have existed for decades, e.g. in Microsoft Flight Simulator. The difficulty of making a "large" map comes from what you want to simulate and in how much detail, not from how big it is per se.

This pretty much.

ED has an approximation of the entire milky way in an MMORPG, where you can visit individual planets of around 400 billion star systems. These are obviously "generated" except for maybe a few handcrafted systems like Sol.

The problem really isn't "size".

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