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hughj

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hughj

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#1  Edited By hughj

@gundato: By hardware I was talking about their cloud infrastructure, not the consumer-facing streaming boxes. What they've got right now is basically a half-generation behind the new consoles, and it's using the old Vega GCN architecture, which puts them in a bit of a no-mans-land as the consoles and PC have moved to RDNA.

"Centralize the hardware needs and it greatly reduces the need to upgrade regularly on a consumer standpoint."

Also I would think that having centralized hardware may actually exacerbate the chip shortages, because you need to have a critical mass of hardware rolled out all at once in order to provide service for the new content you're selling. A PS5 shortage means that someone without a PS5 simply doesn't buy PS5 games, whereas a Stadia/cloud shortage it would mean having queues or region-dependent availability which is way uglier when the entire selling point of the platform is 'it just works'.

Not to mention whatever 3rd-party studio work that will be needed to port and QA test the existing catalog of games to whatever the new hardware would be.

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I was just beginning to wonder how Stadia's looming and inevitable hardware refresh would get impacted by the global chip manufacturing shortages and also whether or not they would try to make the jump from GCN/CDNA to RDNA.

If they're at the state of winding down internal studio efforts then I'm not holding out hope for them bankrolling another iteration of hardware, and that's going to make the prospect of porting future AAA third-party titles to Stadia increasingly annoying as developers transition beyond cross-generation content.

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@pnutz83 said:

I completly disagree with you on every point you are trying to make. I don't agree that a great game should be removed because of marketing. It should solely be judged on how fun it is to play and nothing else. If CDPR messed up with PR it should not have any effect on if it is a great game or not. If you played this game on XSX or Pc it is a great game if not the greatest game ever made. Shouldn't that put it on a list of the greatest games?

IMO it comes down to the fact that it was released in a poor state on consoles and that GB and Gamespot alumni are/were first and foremost console journalists, so that's the lens they view the industry through. If the situation had been reversed (as it often has been) where the PC version was half-baked and the primary consoles were fine, then it'd never have been a factor in a list like this. Was Mortal Kombat judged by how it played on Switch, or Doom Eternal with Stadia? Obviously not. Yeah, it's a double-standard, but that goes with the territory.

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@rorie said:

Apparently so!

It seems like a weird idea because I assume everyone who bought a 3080 will be pissed because the card is getting overwritten (in terms of power) so soon after it came out.

There's a big price gap between the 3080 and 3090 as well as a big gap in vram, so it was inevitable they were going to launch another SKU between them. The fact that AMD's lineup are all 16GB is probably what accelerated that plan. I don't really see the big deal here as the 3080ti is undoubtedly going to be sitting in a different price bracket from the 3080, and it will probably be a worse performance/dollar value as well.

The bigger lingering question for this lineup is how quickly will Nvidia pivot from Samsung back to TSMC.

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I've definitely found that as Gamepass's catalog has grown that it's drastically increased the frequency that I'm downloading and shuffling games between SSDs and HDDs. While the SSD bandwidth represents a huge boost to overall user experience this generation of consoles, I feel like once subscription services become the home of most new releases there's going to be a dramatic shift in the manner that people try and play games week to week (probably much closer to how things were with game rentals.)

It's impossible to imagine these consoles being able to function properly in that market without the ability to shuffle games to/from higher capacity external drives. It would pretty much force people with slower connections and/or data caps to create proxy caches for PSN content.

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@plan6 said:

The ship already sailed for the personal computer because it predates the commercial internet. Both Apple and Microsoft never had the ability to lock down the Mac OS or Windows to the degree that is possible with the Smart phones.

It's not just smartphones, but tablets as well. What legal precedent distinguishes a macbook from an ipad with an attached keyboard? It strikes me that the only technical distinction at the moment is the fact that the operation system and CPU architecture are different, but that's likely to fade away as Apple makes them increasingly similar to their mobile system architecture.

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Again -- I do not fucking care what their motivations are. I'm here discussing what the outcome may be. Getting hung up on the PR stunt is vapid. Bigger issues are at stake here.

@hughj: I don't argue that changes to pricing structures won't potentially benefit others than Epic, but that would entirely be a cast-off effect of this fight between mega-corps. Epic is not fighting for the little guy here even though their lawsuit does have implications for everyone. Epic's moves thus far in pre-prepared PR stunts like the 1984 "FreeFortnight" trailer shows that they know this, and are making sure everyone else knows it too; through optics and PR moves.

Using the fact that Epic is not looking for a dollar value settlement as some sort of indicator of them holding a more virtuous stand in this fight to make more money is an.... interesting position to take?? To me, Epic not looking for a dollar-value settlement only speaks to their privileged position of still making millions of dollars daily on microtransactions in a video game. Them also looking to weaponize their fanbase indicates to me that they are just looking to pull out all the PR stops on this legal battle.

....but thanks a bunch for calling me vapid, my dude!

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A related question: What is the current state of third-party application distribution within Apple's OSX/macOS market? I assume that's not nearly as locked down as iOS is? With Apple moving away from x86 and to their in-house CPU in the coming years, will that be a step towards unifying the terms and conditions across all their products?

How much inertia is there within the Apple macOS world for third-party apps and services? Or does Apple already make a cut from services like Adobe Cloud? Would macOS users care if their computing environment became more like their mobile environment?

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Epic set out to make quite a simple barebones store and therefore was able to attack Steam on it's 30% cut. Steam has a bunch of unique features packed into their platform that would probably warrant a slightly higher %cut than the bare-bones alternative of the EGS.

It should be noted that Valve's 30% existed since the earliest days when Steam was far more barebones than the current EGS is. Granted, I suspect almost every component of their operation has changed by orders of magnitude (plus and minus) since the early 2000s. In Gabe's GDC talk he mentions a previous patch for HL cost them $500k in bandwidth to distribute. Bandwidth is obviously cheaper now, but a big patch for a game these days isn't ~20MB like HL/TFC/CS was.

The fact that so many disparate major storefronts happened to settle on and stick to that 30% does imply that the price is not subject to market forces. In any other sales context that would probably give people pause? Are there other major industries where rates like that are static across different companies and market segments for over a decade? I honestly don't know.

I suppose the argument could be made that companies like Google and Apple aren't really in a position of having to compete for developers such that their revenue split is used to market their storefronts to developers. Although having a lack of competition is maybe not a good argument to make if you're being accused of being a monopoly.