The Multi-User Distance Paradox in a Decentralized Cosmic Rendering Engine

Modern digital physics increasingly conceptualizes the universe as an information-processing system. However, at the interface between centralized data storage and decentralized network distribution, this perspective encounters the hitherto unresolved multi-user distance paradox: the simultaneous presence of multiple clients leads to an uncontrolled load explosion and the collapse of the global system budget when conflicting resolution requirements are accumulated purely on the system side. This paper resolves this fundamental paradox by designing a decentralized cosmic rendering engine protected against collapse. It is mathematically proven that a stable cosmos requires a functional partitioning between a centralized information substrate – which manages the persistent existential load of complex matter as a compound object exactly once – and decentralized, client-side runtime streams. A strict informational separation between static object data and kinetic motion overhead is derived via a Taylor series expansion of relativistic mass. By introducing spatial network throttling across the fourth power of distance, the required data rates plummet rapidly in macroscopic space. A final mathematical stress test based on John Wheeler’s hypothetical "one-electron universe" demonstrates the ultimate scalability of the architecture: even with infinitely many parallel streams, the accumulated network load of the overall system does not diverge, but remains mathematically strictly capped by the fundamental Planck limit. Thus, this network architecture paves the way for a completely new, information-theoretic approach to describing fundamental interactions and forces in the cosmos.

Authors

Publication Details

Journal
IPI Letters
Published
2026-09-24
DOI
https://doi.org/10.59973/ipil.417
Primary Topic
Distributed and Parallel Computing Systems
Type
article
Field-Weighted Citation Impact
0.00
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article

The Multi-User Distance Paradox in a Decentralized Cosmic Rendering Engine

Renato Babac
IPI Letters
Distributed and Parallel Computing Systems
article

The Multi-User Distance Paradox in a Decentralized Cosmic Rendering Engine

Renato Babac
article en

Abstract

Modern digital physics increasingly conceptualizes the universe as an information-processing system. However, at the interface between centralized data storage and decentralized network distribution, this perspective encounters the hitherto unresolved multi-user distance paradox: the simultaneous presence of multiple clients leads to an uncontrolled load explosion and the collapse of the global system budget when conflicting resolution requirements are accumulated purely on the system side. This paper resolves this fundamental paradox by designing a decentralized cosmic rendering engine protected against collapse. It is mathematically proven that a stable cosmos requires a functional partitioning between a centralized information substrate – which manages the persistent existential load of complex matter as a compound object exactly once – and decentralized, client-side runtime streams. A strict informational separation between static object data and kinetic motion overhead is derived via a Taylor series expansion of relativistic mass. By introducing spatial network throttling across the fourth power of distance, the required data rates plummet rapidly in macroscopic space. A final mathematical stress test based on John Wheeler’s hypothetical "one-electron universe" demonstrates the ultimate scalability of the architecture: even with infinitely many parallel streams, the accumulated network load of the overall system does not diverge, but remains mathematically strictly capped by the fundamental Planck limit. Thus, this network architecture paves the way for a completely new, information-theoretic approach to describing fundamental interactions and forces in the cosmos.

IPI Letters
Openalex Percentile: Top 37%
Distributed and Parallel Computing Systems
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