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Cake day: May 29th, 2024

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  • drosophila@lemmy.blahaj.zonetoSpace@mander.xyz*Permanently Deleted*
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    3 days ago

    So, the data centers on the ground are thousands of feet across, cost billions of dollars to build, consume so much electricity that they’re struggling to power them (making them resort to things like on-site gas turbines), and produce so much heat that they consume entire towns water supplies to feed their evaporative coolers.

    Clearly the solution to these problems is to put the computers into a space constrained container, pay thousands of extra dollars per lb of equipment to launch it into space, where the only way to generate power is with solar panels (that are also space constrained and you also have to pay to launch), and where there is no atmosphere to act as a heat sink let alone water. Oh, and also the chips can be exposed to particle and EM radiation much more easily up there too.

    EDIT: I realize that my comment is mostly just restating parts of the article, but its just hilarious to me how perfectly every space-related complication corresponds to things they’re already struggling with on earth. And then there’s radiation on top of that. Its like some guy complaining about how its too hot and wet in Florida, so he moves to the middle of the Amazon rainforest. And his new house has an active beehive inside it.









  • Modern CPUs are pipelined, meaning that the clock signal doesn’t have to propagate across the entire chip each tick. Instead the subsections act like a bucket brigade, with each one handing the results of the partially completed work to the next stage.

    There is a limit to how small these subsections can be practically made due to pipeline length and the formation of “bubbles” on instruction branching that take time to clear. Eventually the cost of these bubbles outweighs the gains made from more pipeline stages.

    So, if a 6502 or a Z80 were smaller than a single pipeline stage in a modern processor it could potentially have an even higher clockrate, albeit while doing massively less work per clock cycle. Though thermals might be a bottleneck before clock propagation is. Very small but extremely hot spots can be a problem in modern CPU design, with parts of e.g. the ALUs rising to unacceptable temperatures even as all the silicon around them is relatively cool. IIRC some Intel CPUs actually have instructions that are only able to be executed a limited number of times per second for this reason.

    So an extremely small, extremely fast/hot 6502 might not have a much faster clockrate than a modern chip.





  • I mean, open world games are commonplace.

    Nobody calls Minecraft or The Outer Wilds a GTA-like. Even if you want to stick “3D RPG” on there, nobody considers Morrowind or New Vegas to be a GTA-like.

    On the other hand I would consider games like Cyberpunk: 2077 and Red Faction: Guerilla to be GTA-likes, as they both fall squarely in the GTA/Far Cry/Assassin’s Creed triangle. This has to do not just with the shape of the map, but the systems within it, the design ethos / expected player actions, and the way the narrative is structured and presented.

    It’s like saying “doomclones” stopped. Yeah, they became fpses.

    In my opinion mentioning “doom clones” is a thought terminating cliche. I have never seen it improve the quality of a discussion because it shuts down conversations about the similarities and differences between games and how much the various qualities contribute to creating a distinctive experience.

    If the only thing a game had in common with DOOM was the structure of its levels then I wouldn’t even consider it comparable (at least for general description). If it had the same core gameplay mechanics and feel as doom but added some of its own ideas I might call it a doom-like. If a game just poorly imitated all of DOOM’s mechanics without bringing anything new to the table, then yeah, I would probably consider that to be a shitty knockoff.