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Robot Simulation and Digital Twins Explained

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TECHNOLOGY EXPLAINER

Robot Simulation and Digital Twins
— how a robot is run inside a computer, how it differs from the real machine, and what “digital twin” does and does not mean

Doing all of a robot’s training and design checks on the real machine takes time and money. So simulators that reproduce robots and their surroundings inside a computer are used. The names MuJoCo, Isaac Sim and Gazebo are familiar, but knowing “what is calculated and what is left out” and “where it departs from the real machine” changes how you read the results. Using analogies a materials engineer can relate to, this article checks, with official documentation and small calculations of our own, what a physics engine does in one step, how the time step relates to the stiffness of contacts, synthetic data, and how material properties such as friction create the gap with the real machine. The second half sorts out what the term “digital twin” means and where it stops. We do not rank particular simulators.

Built from arXiv papers, official documentation (MuJoCo, Isaac Sim), public GitHub information, official ISO pages and a report of the US National Academies / Numerical examples are our own calculations (assumed values) / Checked 25 October 2026

An image of comparing a real cell with its virtual model. Not an actual facility or product.
Fig. 1. Concept illustration generated with ImageGen. An image of comparing a real cell with its virtual model. Not an actual facility or product. Not an actual product, facility or measurement. Cutaways, colours and arrows explain the concept; proportions are illustrative.
In this article
  1. What robot simulation and digital twins are (the short version)
  2. What simulation is used for
  3. What a physics engine does in one step
  4. Seeing it in numbers — time step and contact stiffness
  5. The main simulators — reading the official descriptions
  6. Synthetic data — making “teaching material” by computer
  7. The gap to the real machine — measuring material properties is the key
  8. What a digital twin is — meaning and limits
  9. Limits, and what could not be confirmed / summary
  10. How to read the yardsticks and standards
  11. Glossary
  12. References
  13. Claim-to-source audit
How claims are labelled in this article

Sourced = stated in published material (link given)
Our calculation = a figure this article derived, with the assumptions spelled out
Not yet confirmed = a plan, draft or work in progress that is not settled
Interpretations are marked separately as Commentary. Inference is shown in bold.

How to read the numbers in this article

The numerical examples in Chapters 4 and 7 are calculations from values we assumed (a mass of 0.5 kg, spring constants, friction coefficients and so on). They are not the performance of any real robot, material or simulator. The speed and accuracy of simulators are the developers’ own statements and not a like-for-like comparison. Words such as “fastest” and “high fidelity” are treated as the developers’ claims. For standards (ISO) we confirmed only number, title and stage and did not read the text. We do not compare specific products or companies.

1. What robot simulation and digital twins are (the short version)

  • A simulator is a “copy of the real machine”: you enter values such as shape, mass, friction and stiffness, and it solves the equations of physics a little at a time, one time step after another, to reproduce the motion of robots and objects inside a computer. It is useful, but what you did not enter is not reproduced. Contact (things touching) is a particularly hard partSourced[Ref. 2]
  • There is a speed-versus-accuracy trade-off in the calculation: a larger time step is faster but less stable. In our calculation the same spring, depending on step size and integration method, diverged in some cases and in others was numerically damped awayOur calculation. The stiffer the contact material, the smaller the step needed
  • A digital twin is not the same as a simulator: a digital twin is described as a digital counterpart that exchanges data two ways with the real object and is updated by itSourced[Ref. 21]. It is distinguished from a one-way “shadow” and from a “model” built by people, and it has been pointed out that the term has no common understanding yet [Ref. 20]
What to know before reading

In this series’ shared picture, a robot is a combination of “sense (sensors), think (control and intelligence) and act (actuators)”. A simulator runs these three inside a computer so that you can try things without using the real machine. How objects move is set by the law that a force produces acceleration. A simulator solves it over very short intervals (time steps) and updates position and speed a little at a time (like drawing a flip-book one frame at a time; the limit of the analogy: nothing is calculated between the frames).

Where this fits in the series

Our article on imitation and reinforcement learning covers learning in simulation and sim2real from the learning side, and our article on world models and embodied AI sorts out the causes of the reality gap. This article is limited to the simulator itself (what is being calculated) and sorting out the term “digital twin”. Our article on robot foundation models and VLA covers simulated benchmarks, our article on teleoperation and data collection covers collecting data on real machines, and our materials-informatics series covers digital twins in materials (multiscale simulation).

The single most important line in this article

A simulator’s results are decided by “how correct the values you put in are” and “the calculation settings”. The gap to the real machine shrinks when you measure and correct material properties such as friction and stiffness. A simulation built from values nobody measured is a well-made imaginary picture.

2. What simulation is used for

There are four main uses. All of them start from the fact that “doing it on the real thing is heavy in time, cost and safety”.

UseWhat is doneExamples (papers and documents)Notes (commentary)
Learning a policyTrial and error with many virtual robots to build a policyWalking of a quadruped learned in under four minutes on flat terrain and twenty minutes on uneven terrain with GPU parallelism [Ref. 9]A gap to reality remains (Chapter 7)
Evaluating policies and designsCheck motions and design proposals before using the real machineSIMPLER consists of simulation environments paired with real-robot policy evaluation, reporting strong correlation under particular set-ups [Ref. 19]Generalisation to other set-ups is not guaranteed
Generating synthetic dataMake large amounts of training images or demonstrations by computerOver 50,000 demonstrations synthesised from about 200 human demonstrations (MimicGen) [Ref. 17]How to mix with real data matters (Chapter 6)
Digital twinsLink to the real machine and use it to grasp state, predict and decideThe framework for manufacturing, ISO 23247 [Ref. 22]Meaning and limits of the term (Chapter 8)

Each example is a report by its developers or authors; conditions differ, so we do not compare the numbers. The “Notes” column is this article’s arrangement (commentary).

1 measure the system, 2 test a model, 3 validate physically and feed differences back. Visual similarity alone does not establish correct friction or stiffness.
Fig. 2. Concept illustration generated with ImageGen. 1 measure the system, 2 test a model, 3 validate physically and feed differences back. Visual similarity alone does not establish correct friction or stiffness. [Ref. 15]Not an actual product, facility or measurement. Cutaways, colours and arrows explain the concept; proportions are illustrative.
Original SVG, detailed explanation and sources
A simulator is a “copy of the real machine”, and the copy keeps being corrected (concept) Real machine (robot, objects) Model shape, mass, friction Simulator computes the physics measure Uses learning, evaluation Policy / design (the result) try it on the machine measure the gap to the machine and correct the model * Values such as friction, stiffness, delay and sensor quirks enter the model only if they are measured.

Original SVG reference: Conceptual diagram (vector drawing). An arrangement of the cycle: measure the real machine and build a model, learn, evaluate and design in a simulator, try the result on the machine, and feed the gap back to the model. Some studies measure the gap to adjust the randomisation distribution [Ref. 15]. It is not the architecture of any particular software.

3. What a physics engine does in one step

The part of a simulator that computes forces, contacts and motion is called the physics engine. One step goes: (1) from the current state (positions and velocities), (2) find what is touching (contact), (3) compute contact forces, friction and joint forces, (4) advance by the time step dt, and (5) obtain the new state. This is repeated over and over.

What happens in one step of a physics engine (concept) 1. State positions, velocities 2. Contact detection what touches what 3. Forces contact, friction joint forces 4. Integration advance by the time step dt 5. Next state (then repeat) Larger dt: faster, less stable Smaller dt: more accurate, more compute MuJoCo’s default time step is 0.002 s (official docs) the key speed-accuracy parameter * Real engines implement this flow in various ways. The figure is a rough arrangement.
Fig. 3 Conceptual diagram (vector drawing). The official MuJoCo documentation gives the default time step as 0.002 s and describes it as the most important value setting the speed-accuracy trade-off [Ref. 3]. How contacts are treated in the computation is explained in the official “computation” chapter [Ref. 2].

(1) The time step: a tug of war between “speed” and “stability”

The official MuJoCo documentation gives the default time step as 0.002 s and describes it as the single most important value for the speed-accuracy trade-off. Smaller values raise accuracy and stability but need more computation to advance the same time [Ref. 3]Sourced. To run in real time, that means calculating one second of motion in 500 steps (the inverse of 0.002 s)Our calculation.

(2) Contact: treated as “soft”

When objects touch, even hard materials in reality deform slightly and transmit force. The official MuJoCo documentation says that all physical materials deform somewhat and that the contacting parts of robots are often designed to be soft, and explains that contact is treated with a “soft contact” model that allows slight penetration. Constraint forces are defined as the solution of a convex optimisation problem. The default friction cone is pyramidal [Ref. 2]Sourced.

Where people get stuck: a simulator’s “contact” is not the contact of real materials

Real contact is a complex phenomenon set by surface roughness, minute deformation, contamination and temperature. A simulator approximates it with a handful of parameters (spring stiffness, damping, friction coefficient and so on). So where the parameters do not match the real material, or where the approximation does not hold (cloth, liquids, powders), the results drift (commentary).

4. Seeing it in numbers — time step and contact stiffness

Why does the time step decide stability? Let us check with a spring. A mass of 0.5 kg is supported by a spring of 10⁵ N/m (the larger the number, the stiffer the spring) and starts pushed in by 1 mm (an assumption). This is a simplified example of a “stiff contact”. We calculated this oscillation for 0.2 s, varying the time step and the integration method.

Time step and integrator decide whether a spring calculation “explodes” (our calculation) 1e-30 1e-15 1 1e15 1e30 0 0.05 0.1 0.15 0.2 Elapsed time (s) Mechanical energy (ratio to the start, logarithmic) Explicit Euler, 1 ms: diverges at once Semi-implicit Euler, 5 ms: diverges (w dt > 2) Semi-implicit Euler, 4 ms: near the limit, wobbly Semi-implicit Euler, 1 ms: nearly conserved Implicit Euler, 5 ms: damps away numerically
Fig. 4 Figure including our calculation (vector drawing). A synthetic example: a mass of 0.5 kg on a spring of 10⁵ N/m (natural angular frequency of about 447 rad/s) computed for 0.2 s from an initial displacement of 1 mm (our calculation, NumPy). Semi-implicit Euler stays bounded while w x dt is below 2, explicit Euler diverges, and implicit Euler is stable but removes energy artificially. MuJoCo’s default integrator is semi-implicit Euler [Ref. 3].

The results are as follows (Our calculation).

  • Explicit Euler (1 ms): the energy grows to about 7 x 10¹⁵ times its start and the calculation diverges. It is a very simple method, but not suited to oscillating systems
  • Semi-implicit Euler (1 ms): the energy stays within about 1.3 times the start, nearly conserved. MuJoCo’s default integrator is this semi-implicit Euler method [Ref. 3]
  • Semi-implicit Euler (4 ms): close to the stability limit (ω x dt < 2; here about 1.79) and wobbles up to about 9.5 times
  • Semi-implicit Euler (5 ms): ω x dt is about 2.24, beyond the limit, and diverges to about 10³⁴ times
  • Implicit Euler (5 ms): it does not diverge, but the energy vanishes artificially (in a system that should keep oscillating). Read it as having dulled the motion for the sake of stability

Our calculation. Assumed mass 0.5 kg, spring constant 10⁵ N/m, initial displacement 1 mm, no damping. Natural angular frequency ω = √(k/m) = about 447 rad/s (period about 14 ms). Not values for any real material or simulator.

The stiffer the contact, the smaller the time step needed

From the condition that semi-implicit Euler stays bounded, ω x dt < 2, the limit of dt is 2√(m/k). Here is the limit for the same mass of 0.5 kg as the contact stiffness k changes (Our calculation).

Contact spring constant k (N/m, assumed)Limit of dt (2√(m/k))Can 0.002 s (MuJoCo’s default) be used?
10⁴ (soft)about 14.1 msYes (one-seventh of the limit)
10⁵about 4.5 msYes
10⁶about 1.4 msNo (above the limit)
10⁷ (stiff)about 0.45 msNo (4.5 times the limit)

Our calculation. The spring constants are assumed values, not those of any particular material or device. Real physics engines treat contacts softly, and the stability condition depends on settings [Ref. 2].

The stiffer the contact, the smaller the time step must be (our calculation) 0.2 1 10 1e4 1e5 1e6 1e7 Contact spring constant k (N/m, mass 0.5 kg assumed) Largest stable time step (ms) 14 ms 4.5 ms 1.4 ms 0.45 ms soft contact stiff contact
Fig. 5 Figure including our calculation (vector drawing). From the condition that semi-implicit Euler stays bounded, w x dt < 2 (w = sqrt(k/m)), we computed the upper limit dt = 2 sqrt(m/k) for a mass of 0.5 kg. When k is 100 times larger, the limit is 10 times smaller. The stiffness values are assumptions, not those of any real material or device. Real engines treat contacts as "soft" [Ref. 2], and the actual stability condition depends on settings.
A materials engineer’s view 1: contact between hard materials is “troublesome” for the calculation too

In the table, when the spring constant becomes 100 times larger, the largest time step that can be calculated stably becomes one-tenth. In other words, if you try to calculate a hard contact such as metal on metal exactly as it is in reality, the time step has to be made very small. That robot simulators treat contact as “soft, allowing slight penetration” [Ref. 2] is not only a way of leaving out physics but also a device for making the calculation stable and fast (commentary).

Seen with a materials eye, the “stiffness” and “damping” you enter connect to the elastic modulus and loss of the rubber on a real fingertip and to the surface state of the workpiece. Conversely, softening the fingertip rubber makes contact more stable and easier to grasp in reality too, but a trade-off with positional accuracy and durability appears (this is this article’s general view, not a measurement on any specific device).

5. The main simulators — reading the official descriptions

We sort representative simulators used in robotics by their official descriptions. We do not rank them. The “suited to” column is this article’s arrangement.

Name (source)Official or paper descriptionLicence and releaseSuited to (commentary)Note
MuJoCo [Ref. 1, 2]Stands for Multi-Joint dynamics with Contact. A general-purpose physics engine for robotics, biomechanics, machine learning and more. Acquired by Google DeepMind in October 2021 and open-sourced in May 2022Apache-2.0 [Ref. 4]Control and learning with many contactsContact is a soft-contact model (Chapter 3)
MuJoCo Playground [Ref. 5]An open-source framework on MJX. Policies can be trained in minutes on a single GPU. Described as allowing zero-shot sim-to-real on quadrupeds, humanoids, hands and armsOpen source (as stated in the paper)Training on the GPU and sim2realSpeed and success are the developers’ description
Isaac Sim / Isaac Lab [Ref. 6, 7]Imports URDF, MJCF, USD and more and simulates with PhysX or Newton. Synthetic data generation (Replicator) and ROS 2. Isaac Lab integrates GPU-parallel physics, photorealistic rendering, actuator models, sensors, data collection and domain randomisationApache 2.0 (as stated in the official documentation)Learning that uses photorealistic rendering; synthetic dataNeeds computing (GPU) resources
Gazebo [Ref. 10, 11]Presented as an open-source multi-robot simulator; the current repository is gz-simApache-2.0System-level checks of a whole robot (often combined with ROS)Designed differently from large-scale parallel learning platforms (commentary)
ManiSkill3 [Ref. 12]GPU-parallel simulation and rendering. Described by its developers as 10 to 1000 times faster than other platforms, with over 30,000 FPS in benchmark environmentsOpen source (as stated in the paper)Parallel learning of manipulation tasks“Fastest” is the developers’ claim

The table is Sourced from the descriptions in official documentation and papers (licences were checked through GitHub’s public API or the official documentation, 25 October 2026). The “suited to” column is this article’s arrangement (commentary). There are many other simulators, but we limit ourselves to what we could confirm.

GPU parallelism: orders of magnitude more trials in the same time

The Isaac Gym paper reports that running physics simulation and policy training together on the GPU gave a speed-up of two to three orders of magnitude over conventional simulators running on the CPU [Ref. 8]Sourced. Rudin et al. report that with this approach an ANYmal walking policy could be learned on uneven terrain in 20 minutes [Ref. 9]. Running many environments at once makes possible a quantity of trials that is impossible on real machines. These speed figures, however, are for the tasks and computers chosen by their developers and authors (commentary).

6. Synthetic data — making “teaching material” by computer

A simulator can produce not only motion but also training data. The main ways of using it are as follows.

  • Images with varied appearance: Tobin et al. report that a real-world object detector accurate to 1.5 cm could be learned from simulator images with only non-realistic random textures [Ref. 13]. Isaac Sim describes a framework for synthetic data generation (Replicator) [Ref. 6]Sourced
  • Many demonstrations from a few: MimicGen converted about 200 human demonstrations to fit new scenes, objects and robot arms and automatically produced over 50,000 demonstrations on 18 tasks (about 250 times as many). It reports that imitation learning on this synthetic data gave strong performance on long-horizon and high-precision tasks, comparing favourably with collecting additional human demonstrations [Ref. 17]SourcedOur calculation (250 times = 50,000 / 200)
  • Large-scale environments: RoboCasa is a large-scale simulation centred on kitchens, with thousands of 3D assets in over 150 object categories, and reports a trend of improving performance with the amount of synthetic data [Ref. 18]Sourced
Common misconception: “With synthetic data you no longer need real data”

In fact: synthetic data rest on the physics and appearance inside the computer, so phenomena you did not put in are absent. Many papers combine synthetic data with real data or confirm results on real machines. It is not certain that “synthetic data alone can solve a real-world task”. The amount and quality of synthetic data and the ratio to real data must be checked for each task (commentary).

7. The gap to the real machine — measuring material properties is the key

The gap between simulation and the real machine (the reality gap) has many causes. Here we focus on material properties that can be shrunk by measurement. The overall arrangement of the causes is in Chapter 4 of our article on world models and embodied AI.

Cause of the gapSimulator side (model)Real sideExamples of how to measure or respond (commentary)
FrictionApproximated by one friction coefficient (or a friction cone)Changes with surface roughness, contamination, humidity, temperature and contact forceMeasure the angle at which a sample slides on a tilted plate. Measure the range and randomise it [Ref. 14]
Contact stiffness and dampingA few parameters of spring and dampingElastic modulus, loss and surface state of the materialMeasure by indentation tests and the like. Balance with the time step (Chapter 4)
Motors and gearsAn actuator model (force, speed and lag characteristics) [Ref. 7]Backlash and friction of gears and their change with temperatureMeasure the real machine’s response and fix the model values (system identification)
SensorsIdeal values, or a noise modelDelay, noise and calibration driftCompare with recordings from the real machine
Deformable objectsApproximated as rigid, or a simple modelComplex deformation of cloth, cables, powders and liquidsA hard area to reproduce. Evaluate on the real machine

The table is this article’s arrangement (commentary), and the “how to measure or respond” entries are general examples. That Isaac Lab provides actuator models is stated in its paper, and that friction is randomised is stated in the OpenAI paper.

A calculation of how a friction error affects the grip force

Let us see the size of a friction-coefficient error with a simple example. To lift an object pinched between two fingers without slipping, the force N each finger needs follows from the condition that the friction force 2μN of the two fingers supports the object’s weight mg: N = mg / (2μ) (a formula with no safety factor). Take an object of 0.5 kg whose friction coefficient is 0.5 in the simulator and 0.3 on the real machine.

A different friction coefficient changes the grip force needed (our calculation) 0 5 10 15 20 25 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 Friction coefficient mu between fingertip and object Force N pressed by each finger (newtons) Simulator value mu = 0.5 -> 4.9 N Real value mu = 0.3 -> 8.2 N (1.67 times) N = m g / (2 mu) (mass m = 0.5 kg, held up by two fingers)
Fig. 6 Figure including our calculation (vector drawing). To lift an object pinched between two fingers without slipping, the force each finger needs is N = mg / (2 mu) (a simple friction formula with no safety factor). For a 0.5 kg object, mu of 0.5 and 0.3 need 4.9 N and 8.2 N, a factor of 1.67. The values are illustrative and are not friction coefficients of real materials.
  • Simulator (μ = 0.5): N = 0.5 x 9.81 / (2 x 0.5) = about 4.9 N
  • Real machine (μ = 0.3): N = 0.5 x 9.81 / (2 x 0.3) = about 8.2 N (about 1.67 times the simulator’s)
  • So a policy that learned in simulation that “about 5 N is enough” may drop the object on a real machine whose friction coefficient is 0.3Our calculation

Our calculation. Mass 0.5 kg, gravitational acceleration 9.81 m/s², friction coefficients 0.5 and 0.3 are illustrative assumptions, not values of real materials. Real grasping also involves finger shape, contact area and dynamic forces; this is a simplification.

An image of measuring, on real materials, the friction coefficients that go into a simulator. Not an actual facility or product.
Fig. 7. Concept illustration generated with ImageGen. An image of measuring, on real materials, the friction coefficients that go into a simulator. Not an actual facility or product. Not an actual product, facility or measurement. Cutaways, colours and arrows explain the concept; proportions are illustrative.
A materials engineer’s view 2: measure the “friction coefficient” you put into a simulator

A friction coefficient depends not only on the kind of material but on surface state (roughness, contamination, oil, humidity) and conditions (load, speed, temperature). Before entering a catalogue value or a value from a paper as it is, it is worth measuring it for your own fingertip and object pair. If you measure the angle at which a sample starts to slide on a tilted plate, the friction coefficient is easily estimated as tan θ (μ = tanθ; 0.5 is about 26.6° and 0.3 about 16.7°)Our calculation.

Furthermore, giving not a single value but the spread of the measurements becomes the basis for the range of domain randomisation [Ref. 14]. A method of collecting a few real-machine roll-outs and correcting the randomisation distribution has also been reported [Ref. 15]Sourced. This is one of the places where materials knowledge helps most.

The gap in evaluation: a simulated score is no substitute for a real-machine score

SIMPLER built simulation environments paired with real-robot policy evaluation and reports that, in paired evaluations, policy performance correlated strongly between the two and that behaviours such as sensitivity to distribution shift were also reflected. This is a result for particular robot set-ups and does not necessarily hold for all [Ref. 19]Sourced. An overview of sim2real methods is organised in the survey by Zhao et al. [Ref. 16].

8. What a digital twin is — meaning and limits

“Digital twin” is a widely used term, but its meaning varies. Kritzinger et al. divide the manufacturing literature by level of integration into digital model, digital shadow and digital twin, and state that there is no common understanding of the term and that papers at the most advanced level, the digital twin, are scarce [Ref. 20]Sourced. A report of the US National Academies of Sciences, Engineering, and Medicine describes a digital twin as something that couples a computational model with a physical counterpart and is updated through bidirectional data flows [Ref. 21]Sourced.

Three levels of “digital X”: distinguished by the flow of data (concept) Digital model Built from hand-entered values; no automatic data exchange Real machine Digital side manual Digital shadow Machine data update the digital side automatically (one way) Real machine Digital side auto Digital twin Two-way data flow; predictions and decisions return to operation Real machine Digital side * Names follow Kritzinger et al.; “two-way” follows the National Academies. The arrangement is ours.
Fig. 8 Conceptual diagram (vector drawing). Kritzinger et al. classify the manufacturing literature by level of integration into “digital model”, “digital shadow” and “digital twin” and state that there is no common understanding of the term [Ref. 20]. A report of the US National Academies defines a digital twin as coupling a computational model with a physical counterpart and updating it through bidirectional data flows [Ref. 21].

An international standard for manufacturing

In manufacturing, the ISO 23247 series sets out a framework for digital twins. ISO 23247-1:2021 covers an overview and general principles of the digital-twin framework for manufacturing (terms and requirements), and ISO 23247-2:2021 a reference architecture (a reference model from domain and entity viewpoints, and a functional view) [Ref. 22, 23]Sourced. We did not read the text, which is paid, and it is not a standard specific to simulators for robot learning.

Limits: why a digital twin is not all-powerful

  • Scope of the model: a twin reproduces only the phenomena put into it. Simplifications of friction or deformation lead to wrong decisions (Chapters 3 and 7)
  • Quality and updating of data: if the sensor data representing the real object’s state are delayed, off or missing, the twin drifts away from the real object (commentary)
  • Degradation of the real object: wear, contamination and ageing change the real object, so the twin’s values must keep being updated (this is this article’s general view)
  • How the word is used: something called a “digital twin” may in fact be a model built by people or a one-way shadow. Check whether data flow both ways and whether predictions and decisions return to operation
Common misconception: “With a digital twin you know the result without trying the real thing”

In fact: a twin’s accuracy is set by the material properties entered and by the quality of the sensor data. If the real object’s state departs from the twin’s assumptions, the results drift. For important decisions you need confirmation on the real object, or monitoring of the difference between the twin’s prediction and measurement. A twin is not “a replacement for the real thing” but “a tool used in a pair with the real thing” (commentary).

9. Limits, and what could not be confirmed / summary

(1) Comparing simulators

The speed and accuracy of each simulator are the developers’ or authors’ statements and not a like-for-like comparison. We did not confirm independent third-party comparisons. Words such as “fastest” and “high fidelity” are treated as developers’ claims, and we do not rank them.

(2) Calculations from assumed values

The numbers in Chapters 4 and 7 are arithmetic on assumptions we made (mass, spring constant, friction coefficient), not values for real materials, devices or simulators. The stability condition ω x dt < 2 is that of semi-implicit Euler for a simple spring; the stability conditions of real engines are more complicated.

(3) The text of standards

We did not read the text of ISO 23247. We could not confirm an international standard that defines the fidelity of robot simulators.

(4) The text of Kritzinger et al.

The publisher’s page refused automated access, so we cite only within the bibliographic data and abstract. We did not check the text for the detailed definitions of the three levels.

(5) What we did not cover

Multiscale simulation of materials is in our materials-informatics series and the details on the learning side in our article on imitation and reinforcement learning. We do not cover market size or prices.

Summary of this article
  • A simulator is a “copy of the real machine” that solves the equations of physics one time step at a time. Results change with step size and integration method, and stiffer contacts need smaller stepsSourcedOur calculation
  • The gap to the real machine shrinks by measuring material properties such as friction and stiffness. We calculated an example in which friction coefficients of 0.5 and 0.3 change the required grip force by about 1.67 timesOur calculation
  • A digital twin is described as something that exchanges data two ways with the real object and is updated by it, but there is no common understanding of the term; read it distinguished from simulators and one-way shadowsSourced

10. How to read the yardsticks and standards

The basic yardstick for a simulator is how well it corresponds to the real machine (correlation, or differences in results). Speed (steps per second), stability (does it diverge?) and reproducibility (does it give the same result?) matter too. For digital twins there is a framework standard for manufacturing (checked 25 October 2026).

Item evaluatedRepresentative tests and benchmarks (name, source)Standards, rules and guidance (ISO and others)Notes on reading
Correspondence between simulation and real machineSIMPLER (strong correlation in paired evaluation; particular robot set-ups) [Ref. 19]SourcedWe could not confirm an international standard defining the fidelity of robot simulatorsGeneralisation to other robots and tasks is not guaranteed
Speed of calculationDevelopers’ statements (Isaac Gym: two to three orders of magnitude faster [Ref. 8]; ManiSkill3: over 30,000 FPS at most [Ref. 12])SourcedCould not be confirmedTasks, computers and settings differ. Developers’ claims
Stability of calculation (step and integrator)Our calculation (ω x dt < 2). MuJoCo’s official documentation (default 0.002 s) [Ref. 3]Our calculationSourcedCould not be confirmedThe stability condition differs by engine and model
Effect of synthetic dataMimicGen (about 200 to over 50,000 demonstrations) [Ref. 17], RoboCasa (trend with amount of synthetic data) [Ref. 18]SourcedCould not be confirmedResults change with the mix with real data and the evaluation tasks
Digital twins in manufacturing— (a framework, not a benchmark)ISO 23247-1:2021 (overview and general principles) and ISO 23247-2:2021 (reference architecture) [Ref. 22, 23]SourcedA framework for manufacturing, not specific to simulators for robot learning. The text is paid

The arrangement of the table is Our calculation (organising). Numbers, titles, dates and stages of ISO standards were checked on the official ISO pages (25 October 2026). The text of the standards is paid, so we stay with titles and scope.

Notes on reading (for materials engineers)

  • Simulation results follow the correctness of the values entered: check whether friction, stiffness and damping are measured or provisional values, and match the measurement conditions (load, surface state, temperature)
  • A developer’s speed and accuracy are the developer’s claims: tasks and computers differ, so do not rank by lining up the numbers
  • Is a standard a requirement or a framework? ISO 23247 is a framework for digital twins in manufacturing and does not guarantee the fidelity of a simulator for robot learning
  • Watch the words “digital twin”: check whether data flow in both directions and whether predictions and decisions return to operation

11. Glossary

Simulator
Software that reproduces the motion of robots and environments inside a computer by calculating physical laws.
Physics engine
The part of a simulator that computes forces, contacts and motion.
Time step
The length of time advanced in one calculation step.
Numerical integration
Solving the equations of motion bit by bit, one time step at a time.
Semi-implicit Euler method
A common integrator that updates velocity first and then position.
Rigid body
An object treated as not deforming.
Contact
Objects touching and exchanging force.
Soft contact
A model that treats contact as “soft”, allowing slight penetration.
Friction cone
A cone representing the range of contact forces that can be transmitted without slipping.
Stiffness (spring constant)
Resistance to deformation, expressed in N/m.
System identification
Measuring a real machine’s response to determine the model’s values (mass, friction and so on).
Domain randomisation
Training with the simulator’s appearance and physical values varied so that the policy tolerates differences.
Sim2real / reality gap
Moving what was learned in simulation to the real machine / the difference between the two.
Parallel simulation
Computing many environments at once (for example on a GPU) to collect training data quickly.
Synthetic data
Training data made by computer.
Actuator model
The force, speed and lag characteristics of motors and gears put into a simulator.
URDF / MJCF / USD
File formats for describing robots and scenes (used with ROS, MuJoCo and OpenUSD respectively).
Digital model
A digital copy of a real object built by people entering values, with no automatic data exchange with it.
Digital shadow
A digital copy updated automatically by data flowing from the real machine (one way).
Digital twin
A digital counterpart that exchanges data two ways with the real object and is used for updating, prediction and decisions.

12. References

  1. Todorov E., Erez T., Tassa Y. “MuJoCo: A physics engine for model-based control”, IEEE/RSJ IROS 2012, 5026–5033, DOI 10.1109/IROS.2012.6386109 — doi.org/10.1109/IROS.2012.6386109
  2. Google DeepMind MuJoCo documentation, “Computation” (soft contact model, constraint solver). Checked 25 October 2026 — mujoco.readthedocs.io (computation)
  3. Google DeepMind MuJoCo documentation, “XML Reference” (option: timestep, integrator). Checked 25 October 2026; values confirmed in the documentation source on GitHub — mujoco.readthedocs.io (XML reference)
  4. Google DeepMind GitHub repository “google-deepmind/mujoco” (Apache License 2.0). Licence confirmed through GitHub’s public API (25 October 2026) — github.com/google-deepmind/mujoco
  5. Zakka K. et al. “MuJoCo Playground”, arXiv:2502.08844 (2025) — arxiv.org/abs/2502.08844
  6. NVIDIA Isaac Sim documentation (overview). Checked 25 October 2026 — docs.isaacsim.omniverse.nvidia.com
  7. NVIDIA et al. “Isaac Lab: A GPU-Accelerated Simulation Framework for Multi-Modal Robot Learning”, arXiv:2511.04831 (2025) — arxiv.org/abs/2511.04831
  8. Makoviychuk V. et al. “Isaac Gym: High Performance GPU-Based Physics Simulation For Robot Learning”, arXiv:2108.10470 (2021) — arxiv.org/abs/2108.10470
  9. Rudin N. et al. “Learning to Walk in Minutes Using Massively Parallel Deep Reinforcement Learning”, arXiv:2109.11978 (2021) — arxiv.org/abs/2109.11978
  10. Koenig N., Howard A. “Design and use paradigms for Gazebo, an open-source multi-robot simulator”, IEEE/RSJ IROS 2004, 2149–2154, DOI 10.1109/IROS.2004.1389727 — doi.org/10.1109/IROS.2004.1389727
  11. Gazebo / Open Robotics GitHub repository “gazebosim/gz-sim” (Apache License 2.0). Licence confirmed through GitHub’s public API (25 October 2026) — github.com/gazebosim/gz-sim
  12. Tao S. et al. “ManiSkill3: GPU Parallelized Robotics Simulation and Rendering for Generalizable Embodied AI”, arXiv:2410.00425 (2024) — arxiv.org/abs/2410.00425
  13. Tobin J. et al. “Domain Randomization for Transferring Deep Neural Networks from Simulation to the Real World”, arXiv:1703.06907 (2017) — arxiv.org/abs/1703.06907
  14. OpenAI et al. “Learning Dexterous In-Hand Manipulation”, arXiv:1808.00177 (2018) — arxiv.org/abs/1808.00177
  15. Chebotar Y. et al. “Closing the Sim-to-Real Loop: Adapting Simulation Randomization with Real World Experience”, arXiv:1810.05687 (2018) — arxiv.org/abs/1810.05687
  16. Zhao W., Queralta J. P., Westerlund T. “Sim-to-Real Transfer in Deep Reinforcement Learning for Robotics: a Survey”, arXiv:2009.13303 (2020) — arxiv.org/abs/2009.13303
  17. Mandlekar A. et al. “MimicGen: A Data Generation System for Scalable Robot Learning using Human Demonstrations”, arXiv:2310.17596 (2023) — arxiv.org/abs/2310.17596
  18. Nasiriany S. et al. “RoboCasa: Large-Scale Simulation of Everyday Tasks for Generalist Robots”, arXiv:2406.02523 (2024) — arxiv.org/abs/2406.02523
  19. Li X. et al. “Evaluating Real-World Robot Manipulation Policies in Simulation” (SIMPLER), arXiv:2405.05941 (2024) — arxiv.org/abs/2405.05941
  20. Kritzinger W. et al. “Digital Twin in manufacturing: A categorical literature review and classification”, IFAC-PapersOnLine 51(11), 1016–1022 (2018), DOI 10.1016/j.ifacol.2018.08.474. Bibliographic data and abstract confirmed (via Semantic Scholar); the publisher’s page refused automated access — doi.org/10.1016/j.ifacol.2018.08.474
  21. National Academies of Sciences, Engineering, and Medicine “Foundational Research Gaps and Future Directions for Digital Twins” (2024), DOI 10.17226/26894. Checked 25 October 2026 — nationalacademies.org/publications/26894
  22. ISO ISO 23247-1:2021 “Automation systems and integration — Digital twin framework for manufacturing — Part 1: Overview and general principles” (Edition 1, October 2021). Checked 25 October 2026 — iso.org/standard/75066.html
  23. ISO ISO 23247-2:2021 “Automation systems and integration — Digital twin framework for manufacturing — Part 2: Reference architecture” (Edition 1, October 2021). Checked 25 October 2026 — iso.org/standard/78743.html

13. Claim-to-source audit

Claim in the textBasisClass
That MuJoCo stands for Multi-Joint dynamics with Contact and is a general-purpose physics engine for robotics, biomechanics, machine learning and more; that Google DeepMind acquired it in October 2021 and open-sourced it in May 2022; that its licence is Apache-2.0MuJoCo documentation (overview), GitHub public API, Todorov et al. (title)
Reference 1 https://doi.org/10.1109/IROS.2012.6386109
Reference 4 https://github.com/google-deepmind/mujoco
Sourced
That MuJoCo’s default time step is 0.002 s and is the most important parameter for the speed-accuracy trade-off; that the default integrator is semi-implicit Euler (with RK4 and implicit options)MuJoCo documentation (XML Reference, option)
Reference 3 https://mujoco.readthedocs.io/en/stable/XMLreference.html
Sourced
That MuJoCo treats contact with a soft-contact model allowing slight penetration; the explanation that all physical materials deform somewhat and the contacting parts of robots are often designed to be soft; that the default friction cone is pyramidal; that constraint forces are defined as the solution of a convex optimisation problemMuJoCo documentation (Computation, Modeling)
Reference 2 https://mujoco.readthedocs.io/en/stable/computation/index.html
Sourced
The official Isaac Sim documentation: import of URDF, MJCF and USD, simulation with PhysX or Newton, synthetic data generation (Replicator), ROS 2, USD-native, Apache 2.0NVIDIA documentation
Reference 6 https://docs.isaacsim.omniverse.nvidia.com/latest/index.html
Sourced
Isaac Lab: a framework integrating GPU-parallel physics, photorealistic rendering, actuator models, sensor simulation, data collection and domain-randomisation tools; Isaac Gym: physics and policy learning on the GPU, two to three orders of magnitude faster than conventional CPU simulators; Rudin et al.: under four minutes on flat terrain and twenty minutes on uneven terrainNVIDIA et al. (abstract); Makoviychuk et al.; Rudin et al.
Reference 7 https://arxiv.org/abs/2511.04831
Reference 8 https://arxiv.org/abs/2108.10470
Reference 9 https://arxiv.org/abs/2109.11978
Sourced
MuJoCo Playground: an open-source framework on MJX in which policies can be trained in minutes on a single GPU, with zero-shot sim-to-real on quadrupeds, humanoids, hands and arms as described; ManiSkill3: GPU-parallel simulation and rendering described by its developers as 10 to 1000 times faster than other platforms, with over 30,000 FPSZakka et al.; Tao et al. (abstracts; developers’ descriptions)
Reference 5 https://arxiv.org/abs/2502.08844
Reference 12 https://arxiv.org/abs/2410.00425
Sourced
That Gazebo was presented in a paper as an open-source multi-robot simulator and that the current repository (gz-sim) is under Apache-2.0Koenig and Howard (title); GitHub public API
Reference 10 https://doi.org/10.1109/IROS.2004.1389727
Reference 11 https://github.com/gazebosim/gz-sim
Sourced
Domain randomisation (Tobin et al.); learning with Shadow Hand using randomised friction coefficients and other values (OpenAI); adapting the randomisation distribution with real-world roll-outs (Chebotar et al.); an overview of sim2real methods (the survey by Zhao et al.)Abstracts of the respective papers
Reference 13 https://arxiv.org/abs/1703.06907
Reference 14 https://arxiv.org/abs/1808.00177
Reference 15 https://arxiv.org/abs/1810.05687
Reference 16 https://arxiv.org/abs/2009.13303
Sourced
MimicGen: over 50,000 demonstrations on 18 tasks synthesised from about 200 human demonstrations; RoboCasa: a large-scale kitchen-centred simulation reported to show a scaling trend with synthetic data; SIMPLER: simulation environments paired with real-robot policy evaluation, with strong correlation to the real machine on particular robot set-upsMandlekar et al.; Nasiriany et al.; Li et al. (abstracts)
Reference 17 https://arxiv.org/abs/2310.17596
Reference 18 https://arxiv.org/abs/2406.02523
Reference 19 https://arxiv.org/abs/2405.05941
Sourced
Classification of digital twins: Kritzinger et al. distinguish digital model, digital shadow and digital twin by level of integration, noting no common understanding of the term and few papers at the digital-twin level; a US National Academies report: a computational model coupled with a physical counterpart and updated through bidirectional data flowsKritzinger et al. (abstract); the Academies report (publication page)
Reference 20 https://doi.org/10.1016/j.ifacol.2018.08.474
Reference 21 https://www.nationalacademies.org/publications/26894
Sourced
The numbers, titles, publication (October 2021) and scope of ISO 23247-1:2021 (digital twin framework for manufacturing, overview and general principles) and ISO 23247-2:2021 (reference architecture)ISO pages
Reference 22 https://www.iso.org/standard/75066.html
Reference 23 https://www.iso.org/standard/78743.html
Sourced
The energy curves for time step and integrator in Figure 4, the time-step limits in Figure 5 (2 sqrt(m/k): 4.5 ms, 1.4 ms and so on), the grip forces in Figure 6 (mg / 2 mu: 4.9 N, 8.2 N) and the factor 1.67, and the factor of 250 for MimicGen (50,000 / 200)Our calculation (Python, NumPy; the mass of 0.5 kg, spring constant of 10⁵ N/m and so on are assumptions; stability condition w dt < 2 of semi-implicit Euler). Not values for real materials or devicesOur calculation
The readings that a simulator is a copy of the real machine that must keep being corrected by measurement, that friction and stiffness values enter only if measured, that a digital twin is not the same as a simulator, and that one should not rely on synthetic data aloneThis article’s commentary based on the published material; not views stated by the institutionsCommentary
An international standard defining the fidelity of robot simulators, a standard specific to digital twins in robotics, independent comparisons of the superiority or speed of simulators, and measured friction values for real machinesNot included because they could not be confirmed from primary sources within this article’s research (commentary)Commentary
That Figures 1 and 7 are frames for AI-generated images, Figures 2, 3 and 8 are explanatory concept diagrams, and Figures 4, 5 and 6 contain our calculationsThis article’s own noteCommentary

Last updated: 25 October 2026 / Sources are limited to primary material (arXiv papers, official documentation, public GitHub information, the official ISO pages and a report of the US National Academies). We could not read the text of the ISO standards or of the paper by Kritzinger et al. The numerical examples are calculations from values we assumed and are not the performance of any real material, device or simulator. We could not confirm, and so do not state, an international standard defining the fidelity of robot simulators, independent comparisons of simulators, or measured friction values for real machines. Figures 1 and 7 are ImageGen-generated conceptual illustrations; the other figures are explanatory concept diagrams or figures containing our calculations.

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