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Cake day: August 14th, 2023

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  • Cities Skylines sees a fairly decent improvement going to the 3D cache chips from AMD (17% speedup here for the 5800x3D). Whats your ability to increase the budget to go for a 7800X3D look like? If this is a genre of game you like and you want to hold off as long as possible between upgrades, it might be worth springing the extra. The difference the 3D cache provides in some games is rather extraordinary. City builders, automation, and similar games tend to benefit the most. AAA games tend to benefit the least (some with effectively no gain).

    A 7600X should be more than capable of handling the game though. So it’s not a question of need but if it’s worth it to you.

    You do not want 4800 CL40 RAM though, that’s too slow. I’d strongly recommend going for 32GB of RAM as well; 16GB can be gobbled up quickly, especially if you want to use mods in Cities Skylines.

    Going up even to DDR5-6000 is not much of a price increase. I’d suggest 6000 and something in the range of CL36-CL40. There’s a lot of 32GB kits in those specs in the ~$90 range. I would not build a gaming system today with 16GB of RAM.


  • It’s also because their current shows suck, and because any shows that are actually good get shitcanned after season 2, because Netflix sees less consumer growth after two seasons.

    I’m always surprised at how often other people (not you) will defend this practice from Netflix. It’s classic case of following the data in a stupid way. If their data shows that interest drops off after two seasons, I don’t doubt it.

    But… that comes with a cost. They have built a reputation as a company that doesn’t properly finish shows that they start, that will leave viewers hanging. That makes it harder to get people invested in a new series, even one that’s well reviewed. Why get interested in something you know will end on a cliffhanger?

    That kind of secondary order impact from their decision isn’t going to show up in data. Doesn’t change that it happens all the same.







  • The movie made sense IMO, its main issues are that so much of the crew are hollow. Their characters are threadbare, they’re on screen for the express purpose of dying. Even if we don’t pick up on it specifically we pick up on it subconsciously and they feel off. The geologist and biologist that die early on have basically one trait each (biologist is fake tough guy, biologist is nerdy-nervous). They don’t feel like real people.

    I liked Prometheus a lot, but the very-real problems with it would in my estimation require way more than a director’s cut to fix. Unless there’s a lot of filmed character development out there, I suppose. The insignificant characters needed to be replaced with a far smaller number of significant characters to join the handful of existing significant characters. Basically requires a rewrite.


  • It’s useless for answering a questions that wasn’t asked, sure. But I didn’t pretend to answer that question. What it is useful for is answering the topic question. You know, the whole damn point?

    How much of a factor off do you think the estimate is? You think they need three drives of redundancy each? Ten? Chances are they’re paying half (or less) for storage drives compared to retail pricing. The estimate on what they could get with $100m was also 134 EB, a mind boggling sum of storage. I wouldn’t be surprised if they’re using up on the order of 1 EB/year in needed storage. There’s also a lot more room in their budget than 0.34%.

    The point is to get a quick and simple estimate to show that there really will not be a problem in Google acquiring sufficient storage. If you want a very accurate estimate of their costs you’ll need data that we do not have. I was not aiming to get a highly accurate estimate of their costs. I made this clear, right from the beginning.

    If each video was on a single hard drive the site would not be able to function as even the fastest multi actuator hard drive can only do 524 MB/s in a perfect vacuum.

    The most popular videos are all going to be kept in RAM, they don’t read them all off disk with every single view request. If you wanted a comment going over the finer details of server architecture, you shouldn’t have looked at the one saying it was doing back of the envelope math on storage costs only, eh?


  • Not surprising.

    Bioware has spent over a decade chasing mass appeal for their games, to the detriment of what they’re good at. They made that work as they shifted from 2D to 3D to action-3D. That stopped working as they went too far, abandoning their core strengths. Bioware hasn’t had an unmitigated success since… ME2 in 2010? That’s 13 years of them floundering, with the very mitigated successes of ME3 and DA:I early on in that.

    That kind of floundering is going to filter down to everyone working there. It’s hard to bounce back from that. They know Dreadwolf needs to hit it out of the park if they hope to continue on. Easy situation to end up in development hell with delay after delay…


  • I wasn’t calculating server costs, just raw storage. Google is not buying hard drives at retail prices. I wouldn’t be surprised if they’re paying as little as 50% of the retail price to buy at volume.

    All of what you say is true but the purpose was to get a back of the envelope estimation to show that the cost of storage is not a truly limiting factor for a company like youtube. My point was to answer the question.

    With the level of compression youtube uses, the storage costs of everything below 4k is substantially lower than 4k by itself: for back of envelope purposes we can just ignore those resolutions.



  • LetMeEatCake@lemm.eetoNo Stupid Questions@lemmy.world*Permanently Deleted*
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    1 year ago

    Storage is cheap, especially at the corporate scale.

    Make two simplifying assumptions: pretend that Google is paying consumer prices for storage, and pretend that Google doesn’t need to worry about data redundancy. In truth Google will pay a lot less than consumer prices, but they’ll also need more than 1 byte of storage for each byte of data they have, so for the sake of envelope math we can just pretend they cancel out.

    Western Digital sells a 22TB HDD for $400. Seagate has a 20TB HDD for $310. I don’t like Seagate but I do like round numbers, so for simplicity we’ll call it $300 for 20TB. This works out to $15/TB. According to wikipedia, Youtube had just under $29b of revenue in 2021. If youtube spend just $100m of that — 0.34% — they’d be able to buy 6,666,666 of those hard drives. In a single year. That’s 6,666,666x20TB = 133,333,333 TB of storage, also known as 133note 1 exabytes.

    That’s a lot of storage. A quick search tells me that youtube’s compression for 4k/25fps is 45Mbps, which is about 5.5 megabytes/s. That’s 768,722 years of 4k video content. All paid for with 0.34% of youtube’s annual revenue.

    Note 1: Note that I am using SI units here. If you want to use 1024n for data names, then the SI prefixes aren’t correct. It’d be 115 exbibytes instead.

    EDIT: I initially did the price wrong, fixed now.



  • Consoles still have physical storage as an option, at least partially.

    For PC: the vast majority of PCs don’t have a blu ray drive. So that’s a $50-100 expense. Or a 1 TB SSD is under $100. Going with physical media makes no sense here, even ignoring the other glaring problems, like game updates and loading times.

    Cost of production of a blu ray disc will be cheap. Packaging and shipping it slightly less cheap. Dealing with a retail store exceptionally less cheap. A digital copy sold will see >95% of revenue kept (first party sales — some amount lost to transaction fees), or ~70% kept (sold on third party digital platforms). A physical sale will see closer to 50%. It’s a huge difference.





  • The problem is almost certainly RAM, not computational horsepower. XSS has nearly identical CPU capability to the XSX, so that won’t be the issue. It has a much weaker GPU, but resolutions and effects can be lowered. Where the XSS cannot linearly scale from the XSX is with RAM requirements: it has much less RAM, for anything that is not predominantly using that RAM for VRAM purposes, that cannot be scaled down trivially.

    That the issue is showing up with split screen is a strong auger towards the issue being RAM. For split screen the game needs to keep two world-states in memory to handle the characters not being in the exact same place. With enough work they can probably optimize the RAM usage enough to make that work, which is why they still intend to release on XSS/XSX. But they also don’t know when, because that’s a lot of work and not certain.