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Because it is ass.

Plenty of people are happy to surrender their freedom for a feeling of security.

That exist, kinda. Android gaming handhelds have mobile SoC and also active cooling. See Ayn and Retroid devices. Their (almost) throttle free is a very nice experience.


Yeah I have an Ayn Thor with a Snapdragon 8 Gen 2, it's great being able to play fairly demanding Windows games on this tiny device.

It's still PoP with the RAM stacked on top in a plastic casing so you need a pretty big fan to cool it since you have to go through insulating plastic, then the RAM to get to the CPU.

With a HPB packaging you can cool the CPU directly and could theoretically get the same amount of cooling power with a much smaller fan that could be integrated into a thing smartphone (à la RedMagic).


It did, look at the game Suck Up or a variety of Skyrim mods. Problem is gamers are hostile to any obvious trace of IA in their games. Also, consumer hardware is overall too weak to run a convincing llm model.


EA being voted as the worst company has always been funny to me. The world would be a far better place if it was indeed the case.


The gaming community likes to be extremely dramatic.


It's actually extremely logical if we will step away for a minute from the maximalist black and white, all or nothing worldview. Of course there worse entities out there. This doesn't mean that it is bad/pointless/ineffective to pick a battle with a smaller evil. In fact, it is better to pick a smaller evil.

Can you boycott Palantir? Well, no. Not really. No regular citizen can (to any definition of getting a result). It's like 100% ineffective. But boycotting a much small, consumer facing shitcorp in a highly competitive market is in fact effective and can often work. The efficiency is somewhere between 1% to 99%, which in all scenarios objectively better than 0%.

Same with boycotting some Chinese brands for example. Sure, the defeatist argument goes that because most everything is made there we can't really boycott those wares. But who exactly set these "fair play" rules and do humans need to one-sidedly abide by them when facing corporate abuse? I can buy Chinese something and at the same time boycott Chinese something else and it is fine. I literally don't care if some megacorp would consider that "unfair" or "hypocrisy". And neither should any individual human be concerned about corporation's opinions, ever.


I would say in EA's case, boycotting them did have some level of effectiveness. They didn't stop being shitty altogether, but they did come out with a couple strong singleplayer experiences that doesn't overwhelmingly stink of overt monetization, and it seemed like they put at least some attempt into turning their reputation around (though they still put out plenty of monetization slop, particularly their sports games)

But they messed around for too long, and I don't foresee their reputation ever seriously recovering. Especially now that they have a 55B investment/purchase to make up for now, they'll probably be even more egregious.


Lwn.net is the last place I would have expected prophets to lecture us on gods plan for large language models.


It is a red water business, and no one will ever want to switch off from multiple years of game investment.


WDYM? IDK, LGTM.


It reminds me of the US army and their fabulous idea to open a Twitch channel. Went as well as you expect.


Sometimes they have good ideas, America's Army was pretty popular for a while for example.


In the late 90s/early 2000's, AA was lit. Really good competitive shooter for free.


And decent on Linux when that was very hard to come by!


Roblox commercialized that excitement. Kids now work directly for them and pretty much for free.


Modding has always worked like that. Mods have always been unpayed work for the benefit of the game community, which ultimately also works to the benefit of the game publisher.


Yes but it’s typically a subset of players making/using them and not the cornerstone of the entire product. They also dangle the promise of making money in front of people, but when you dig into the specifics it’s actually very hard to get paid. You have to cross a certain threshold to even eligible for a payout even if you have accrued a little cash.

The relationship of kids making stuff (the vast majority with little to no compensation) for a private, for-profit company is incredibly direct. That’s why it leaves a sour taste for many of us.


In the past, Valve has hired some of their most longest-tenured employees from modding, although not necessarily on GoldSrc - Counter-Strike and QuakeWorld Team Fortress come to mind. (But of course never Richochet.) The Narbacular Drop team came straight out of DigiPen with a noncommercial thesis project as well.


A decent number of Mojang employees started out as Minecraft modders, and ConcernedApe hired one of the main stardew valley modders to help port code.


Remember that Counter-Strike started as a Half-Life mod, before it was acquired by Valve. So modding work is only almost always unpaid.

(Same deal with DotA and Warcraft, in the Blizzardverse.)


Playing Roblox at age 10 shortly after it launched is what inspired me to learn to code.


If your Roblox game makes money for the company they pay you.


That's what the marketing materials say, and that's what they want you to think. In practice it's very difficult to break even on it, even if you have a "successful" game.


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