>[!warning]
>This content has not been peer reviewed.
# Matter has a maximum computation rate
## What it is (established result)
Physical limits from quantum mechanics and relativity imply bounds on how fast
information processing can occur in a finite physical system.
A well-known estimate is **Bremermann’s limit**, giving a maximum rate of
computation proportional to mass:
\[
\text{ops/s} \;\lesssim\; \frac{M c^2}{h},
\]
which is often quoted as a “computational capacity” per unit mass on the order
of \(c^2/h\) \([1]\). More careful treatments add further constraints from
finite signal speed and gravitational collapse, and relate these limits to
quantum speed limits and black-hole bounds \([2,3]\).
---
## How RRT / RST uses it
RST uses these limits as a **hardware governor** (A1/A4-style constraint) in a
simulator:
- Each tick has a maximum number of admissible “micro-evaluations” (candidate
updates / checks).
- If demanded compute exceeds the bound, the engine must **throttle time**
(increase effective \(\Delta t\)) to remain within physical processing
capacity — an explicit analog of time dilation as performance management.
The `Reality Engine` demo implements this as a `BremermannGovernor` that
computes a per-tick budget \(\propto M c^2/h\) and increases `dt` if the tick is
oversubscribed.
---
## Links
| Role | Link |
|:---|:---|
| Simulator application | [[further applications/Reality Engine/Reality Engine (RST)]] |
| Simulator code | [[further applications/Reality Engine/Reality Engine - Code]] |
---
## References
[1] H.-J. Bremermann, "Quantum Noise and Information," in *Proceedings of the Fifth Berkeley Symposium on Mathematical Statistics and Probability*, Vol. 4, University of California Press, 1967.
[2] N. Margolus and L. B. Levitin, "The maximum speed of dynamical evolution," *Physica D* **120**, 188–195 (1998), `https://doi.org/10.1016/S0167-2789(98)00054-2`.
[3] S. Lloyd, "Ultimate physical limits to computation," *Nature* **406**, 1047–1054 (2000), `https://doi.org/10.1038/35023282`.