A deep-dive 4chan thread exploring pseudo-scientific theories on 'psychic' abilities, human framerate perception, and egregores.
A compilation of screenshots from a 4chan /x/ (Paranormal) board thread where an anonymous user provides a guide on developing psychic abilities through sensory training and observation. The image includes text about probability manipulation, framerate perception in humans versus videogames, and warnings about feeding egregores. A diagram compares 20 fps and 60 fps gaming against human visual windows.
do not feed THE EGREGORE This is how you develop your psychic abilities Anonymous 08/31/24(Sat)20:46:45 No.38711593 All psychic or magical phenomena stem from directed observation. This is because observation collapses quantum probabilities, but it does so in a manner directed by intention. All of it is probability manipulation, it's the only psychic ability humans have, but it's probably the most powerful possible one. Now, everyone is a little bit psychic (no, not only a fraction of humans, everyone has at least the potential). To increase your abilities you have to observe faster (with higher frequency, more times per second) and more intensely. All you need are headphones and any site or app that lets you put any beat that has a specific frequency, a sound that beeps a specific amount of times per second. People are usually vision-oriented. When you focus on something in your field of vision, it seems like a continuous movie, but it's composed of many discrete and distinct "frames". Humans usually have a visual framerate of 8-13 Hz (8-13 times per second), this is the alpha frequency in human EEG. What you have to do is train your brain to process and observe faster. In order to do this just put on an isochronic tone higher than 13 Hz, I recommend starting with 15-20 Hz. The case of a person playing a videogame with a low framerate The case of a person playing a videogame with a high framerate Videogame's framerate, 20 fps Player's visual perception (12 Hz, meaning 12 "windows" or "frames" of perception) Videogame's framerate, 60 fps Player's visual perception (12 Hz, meaning 12 "windows" or "frames" of perception) Notice how in the case of a low-framerate videogame, the windows overlap a lot, when this happens, the change in frame on the screen is jarring because it happened unnaturally at the middle of a window of visual perception. This causes that "choppy" feel to low framerate games. Now, in the case of a high-framerate videogames, the frames have such a short duration, that their change is much more natural and it happens continuously throughout each window of visual perception. This causes the visual to be a lot more natural and "steady".