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Joined 3 years ago
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Cake day: June 20th, 2023

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  • You need to sign in to your Microsoft account - and if you don’t want to do that there’s a convoluted workaround. You need to untick all the tracking they enable by default. Opt-out of copilot and some other shit. It hasn’t been one button and walk away in a long time.

    I’ve installed quite a few linux distros and windows versions for my job, and windows 10+ has one of the worst user experiences. Of course this doesn’t include arch or any other “build it yourself” distro.



  • Thanks for the detailed reply. You saying that “They themselves claim that they don’t spend more than €5 per phone on fair trade or environmental stuff” is a complete lie. It’s not a number they’re claiming, it’s a number you’ve estimated. And lets be clear: what you’ve done is take $3k in gold credits plus $13k cobalt credits and multiplied that by an arbitrary 8x.

    I think you’ve gone into your analysis with a foregone conclusion. There simply isn’t enough information to say anything about the cost overheat of being “fair”.

    You’ll likely find almost identical amounts of recycled materials in any other phone, because it makes economical sense. It’s just cheaper.

    And yet the FP4 was significantly less recycled. Plastic is certainly not cheaper to recycle; that’s a lie the plastic industry’s been pushing for a while.






  • I don’t know finnish, but from the translation the first page says very little about fabric softeners. Barely a title and 3 bullet points. A recommendation against using it for certain fabrics but doesn’t actually list them all, or why it’s bad. I don’t know about you but I wouldn’t base my decision making on such little information.

    The 2nd link is even worse, being primarily about allergies and chronic diseases, their concerns are about skin irritation. The only takeaway you should be making from this is that fabric softener can reduce or cause skin irritation.



  • Sure, but it’s not more valuable than $30 + regular price increases for 60+ years. That’s what a lifetime membership is.

    Lets flip that around: For my own finances $300 is a lot more valuable than $30 for 10 years. So if I’m to expect that the company will go out of business in 10 years or so, I would have been better off paying for the subscription.

    Lets also not forget that companies don’t take that $300 and responsibly invest it. It gets reinvested in a risky bid to grow the company and get enough people to subscribe in order to pay for your service going forward.


  • Lifetime services/updates are always a scam. The economics of this are really simple: Nebula is $30 per year or $300 lifetime. That lifetime membership covers only 10 years of subscription. So what’s the plan after that? There’s only really three outcomes:

    • They stop providing you service
    • They go bankrupt trying to provide you service
    • They grow and stay big enough to be able to subsidize your service for your lifetime. I can’t overstate how unlikely this is.

    Buying a lifetime membership you’re gambling that Nebula will grow big enough that other people’s subscription will pay for your service. Your membership is a liability for them.

    It’s also bad from the other end. Lots of small software devs will sell lifetime updates but eventually need to abandon their products because they simply run out of money.

    A service continually costs money to provide. You can’t pay for that with a single payment. Lifetime services are simply incompatible with running a business long term. It’s a bad idea and someone is always getting screwed.




  • __dev@lemmy.worldtomemes@lemmy.world•Amateurs...
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    2 years ago

    Sounds like great fun! We did the same thing to play battlefield 2 over LAN (If you played on LAN you could bypass the online DRM, as we only had one copy).

    Yea Halo Combat Evolved (Halo 1) only had internet multiplayer on the PC version, but the Xbox version could do peer-to-peer multiplayer. One person would have zero ping as the host and the rest would go over the vpn. Any kind of latency would have been annoying due to Halo CE’s lack of lag compensation :D



  • __dev@lemmy.worldtomemes@lemmy.world•Amateurs...
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    2 years ago

    I also don’t believe you, and here’s why:

    Halo CE didn’t have lag compensation, so with 2 seconds of latency you would have to lead your target by 2 seconds. Shooting anyone who wasn’t standing still would be a complete guessing game - I think you too would also classify that as unplayable (source).

    Halo 2 seems to not be well documented - it looks like it’s using some form of rudimentary rollback, which can deal with higher latency but you’d need it very stable to avoid opponents teleporting constantly. It’s also unclear if it would handle 2s of latency, as that would increase both CPU and memory utilization of servers. If you’re getting a variance of 700ms as you claimed this most certainly wouldn’t be playable. High ping being stable is also hard to believe, naturally the higher the latency the higher the absolute variance.

    Halo 3 uses synchronous lockstep networking with a ~300ms window (source). If you’re not in that window your actions are rejected, so quite literally unplayable at 2s. I think this is more evidence that bungie would’ve had a <2s maximum latency in their earlier title.

    My best guess is you’ve either misremembered the latency (130-200ms is about what I’d expect from rural internet at that time), or you were playing peer-to-peer with your friends and so internet latency didn’t matter. I myself have played plenty of multiplayer games at over 100 ping and while it can be annoying I’d certainly call it playable, but not 10x that.





  • I’m more familiar with RISC-V than I am with ARM though it’s my understanding they’re quite similar.

    • ARM/RISC-V are load-store architectures, meaning they divide instructions between loading/storing and doing computation. x86 on the other hand is a register-memory architecture, having instructions that do both computation as well as loading/storing.

    • ARM/RISC-V also have weaker guarantees as to memory ordering allowing for less synchronization between cores, however RISC-V has an extension to enforce the same guarantees as x86 and Apple’s M-series CPU have a similar extension for ARM. If you want to emulate x86 applications on ARM/RISC-V these kinds of extensions are essential for performance.

    • ARM/RISC-V instructions are variable width but only in a limited sense. They have “compressed instructions” - 2 bytes instead of 4 - to increase instruction density in order to compete with x86’s true variable width instructions. They’re fairly close in instruction density, though compressed instructions are annoying for compilers to handle due to instruction alignment. 4 byte instructions must be aligned to 4 bytes, so if you have 3 instructions A, B and C but only B has a compressed version then you can’t actually use it because there must be 4 bytes between instructions A and C.

    • ARM/RISC-V also makes backwards compatibility entirely optional, Apple’s M-series don’t implement 32-bit mode for instance, whereas x86-64 still has “real mode” for running 16 bit operating systems.

    There’s also a number of other differences, like the number of registers, page table formats, operating modes, etc, but those are the more fundamental ones I can think of.

    Up until your post I had thought it exactly was the size of the instruction set with x86 having lots of very specific multi-step-in-a-single instruction as well as crufty instruction for backwards compatibility (like MPSADBW).

    The MPSADBW thing likely comes from the hackaday article on why “x86 needs to die”. The kinda funny thing about that is MPSADBW is actually a really important instruction for (apparently) video decoding; ARM even has a similar instruction called SABD.

    x86 does have a large number of instructions (even more so if you want to count the variants of each), but ARM does not have a small number of instructions and a lot of that instruction complexity stops at the decoder. There’s a whole lot more to a CPU than the decoder.