magic_lobster_party

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Joined 7 months ago
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Cake day: March 4th, 2024

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  • Recommendation systems don’t need to be that complicated. In its base form it’s just a list of videos you’ve watched (or content creators or topics). It can then be compared with the watching lists of other people to get an idea of what else you might be interested in. No need for any advanced video recognition.

    Maybe this list is isolated within a single instance. Maybe it can be shared between instances. Different instances might use different recommendation systems.

    Again, it might not work as well as YouTube’s, but I don’t think it needs to.


  • Recommendation systems are well studied. I don’t think it’s unreasonable to add some form of recommendation layer separate from (or on top of) the content delivery. It doesn’t need to be up to par with YouTube’s, at least before there’s any major content.

    Most YouTubers rely on sponsors or Patreon. Podcasters are doing the same - many of which are self hosting. So I don’t think an ad delivery system is that needed.

    I don’t see how it would have to work much differently compared to how Pocketcast or Overcast already works.

    The first problem is getting content to the platform.


  • Easy solution: host an FTP with all the videos. It has existed long before YouTube was a thing.

    More advanced solution: Torrent ala Pirate Bay. High quality videos have been distributed this way long before YouTube even supported 1080p. Peertube is based on similar solution as this.

    The main problem is to attract content creators to the platform. The problem isn’t technical.


  • A few potential obstacles:

    1. Use of proprietary third party libraries. Havok seems to cost money for example. I’m not sure how Havok would work out in an open source model, but there are probably many other third party libraries that would stand in the way as well.
    2. Distribution of assets. The game is not much without its assets, and many of the assets can be third party. For example Quixel Megascans. Even old games like Super Mario 64 heavily used third party textures and sounds. Not sure how they would like their assets be distributed freely.
    3. Music. If the game uses licensed music this is a no go. It’s even difficult for companies themselves to release their old games with their original music.


  • Recommendation is part of the service. If they know I like something, then it’s reasonable they recommend me something that’s similar. It’s like going to a restaurant and asking for recommendations.

    Advertising is when things are promoted outside the service. It’s like going to a restaurant and they tell me about Raid Shadow Legends. I don’t want that.

    I think recommendation should be linked to usage data like watch history on that particular service. Location and other external information shouldn’t be used. I don’t want my recommendations depend on which friends I have or recent activity on a different service.


  • I don’t understand why a company like Sony wouldn’t provide you a way to play ps1-3 games on your ps5. I would even be ready to pay for it.

    They want you to buy new games. Not to play your old games.

    PS5 doesn’t support CD, so popping in PS1 games (and a few early PS2 games) won’t work even if PS5 had a proper PS1 emulator. It’s only a matter of time until DVD support will be dropped for future consoles as well.

    Re-releasing old games digitally is also difficult. More from a legal aspect. They need the permission of the holder of the IP. If they want to release Crash Bandicoot again, they need permission from Microsoft, who’s the current IP holder.

    It’s also extra problematic if the game uses licensed music, which became common in the PS1 era. Then they need permission from all the involved artists. The Tony Hawk games are problematic in this regard for example.

    New releases of Sonic 3 doesn’t include some of the original tracks. Possibly due to the potential involvement of Michael Jackson.


  • Moore’s law is not a given. It has been slowing down recently.

    Current games are made for current day’s design of graphics cards. They are very dependent on pixel shaders for example.

    Let’s be hypothetical. Imagine that future graphics cards go all in on ray tracing. Pixel shaders have become a thing of the past and no new hardware support it natively anymore.

    Preservers have two options: either try their best to simulate pixel shaders effects through ray tracing, or emulate it through software.

    Simulating through ray tracing won’t be accurate. Many pixel shader effects can’t be properly translated to ray tracing. Emulating through software can be hard. I don’t think many games even from 20 years ago can be fully run on modern CPUs.



  • I’m not against it, but it’s not a silver bullet for game preservation. All game engines are unique. Some are heavily optimized for their target hardware. Just because you have access to original source code doesn’t necessarily mean it’s going to be easy to preserve it for future hardware.

    I mean, there are games that got terrible ports despite dedicated teams working on it full time with access to original source code. It won’t be much easier for the fans taking this on as a hobby project during their evenings.

    Only the games with most dedicated fans will get preserved for future generations.