Like, watch this video: https://www.youtube.com/watch?v=9XWxsJKpYYI
This is a whole story about how the liquids in the bottles ‘isn’t really there’ and how it’s not a ‘real physics simulation’ - all just completely ignoring that none of this is real.
There is a sense in which the bottles in half-life Alyx are ‘fake’ - that they sort of have a magic painting on the outside of them that makes them look like they’re full of liquid and that they’re transparent. But there’s also a sense in which the bottles are real and the world outside them is fake. And another sense in which it’s all just tricks to decide what pixels should be what color 90 times a second.
Clearly, there's some sort of a physics simulation going on there, preserving the volume, some momentum, and taking gravity into account. That the result is being rendered over the shader pipeline rather than the triangle one doesn't make it any more or less "real" than the rest of the game. It's a lie only if the entire game is a lie.
And, yes, I've gone way too far down this road in the past.
Till then, I have some hope, that native support for raytracing on the GPU will allow for more possibilities ..
Our universe has a surprising amount of detail. We can't even simulate the simplest molecular interactions fully. Even a collision of two hydrogen atoms is too hard - time resolution and space resolution is insanely high, if not infinite.
There are other effects (most notable volume scattering), which could be significant for the rendered image and which are simulatable with raytracing, but are usually neglected for various reasons, often because they are computationally expensive.
Afaik you can't even simulate double-slit in high-end offline VFX renderers without custom programming
Also light is REALLY complicated when you get close to a surface. A light simulation that properly handles refraction, diffraction, elastic and inelastic scattering, and anisotropic material properties would be very difficult to build and run. It’s much easier to use material values found from experimental results.
Also, light may be simple but light interaction with electrons (ie. matter) is a very different story!
Also QED is still a model. If you want to simulate every photon action, might as well build a universe.
So the non-generated frames are the "fake frames".