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Cake day: June 9th, 2023

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  • It does seem unwise. Rioters are only a tiny part of the entire protest, but they do get much of the attention.

    If anything, threats like these will only embolden both peaceful and violent protesters. Does he really believe that this would calm things down or is he planning on inciting more unrest so that he can stage a crackdown? Looking at French history - even just since after WW2 - this rarely went well for those in power, so this would be a risky tactic.

    Then again, he appears to have remarkable political instinct and an excellent ability to form and maintain alliances or else he would have long since been kicked out of office, given the enormous domestic political pressure he’s been under for years - often, but not always, for good reasons, given for example his efforts to erode the French welfare system.













  • Russia’s cloud infrastructure is highly centralized. There are very few, but large and juicy targets to hit that have a profound effect on the country’s ability to function beyond digital force projection. The first wave of Ukrainian strikes against Russian data centers already knocked many services and companies offline.

    Ironically, this is a self-own by the Russian government, which mandates Russian companies to use local services instead of foreign ones while at the same time encouraging this centralized infrastructure that they can easily control.



  • Yup. Especially Russian-speaking Ukrainians who previously didn’t identify themselves much with Ukraine (the country, its culture and language) pivoted hard towards Ukrainian nationalism virtually over night (to the point of even stopping to speak Russian) the moment Russian tanks crossed the border.

    While it’s practically impossible for Russia to invade the UK with troops, I would presume that missile and drone attacks (which, given the Russian modus operandi, would heavily focus on civilian targets from day one) would result in a dramatic shift in public opinion.


  • I don’t think this is entirely or even mostly Epic’s fault.

    Unreal Engine 5 is a very forward-looking engine in terms of its features, which does translate to relatively high hardware requirements if you use every one of them in an improper manner, however: If you adjust the settings for Nanite and Lumen and use the engine for what it’s good at, you can quite dramatically speed it up at a low cost to visual fidelity (example: Fatekeeper, which is gorgeous, runs well and is being developed by a tiny team; exactly the promise of this engine) - or you can more selectively employ only some of them for a more performant game (example: ARC Raiders, which employs UE5 without Nanite nor Lumen - still looks good and runs on a toaster).

    The main problem however is that Epic inadvertently chose the worst timing possible for releasing these expensive new features (regarding processing power and memory cost) to their engine. All versions of UE - or, to be more precise, games released with them - have had relatively high hardware requirements when they were new. The kind of hardware that was necessary to run the first Unreal back in 1998 the way it was meant was eye-wateringly expensive, adjusted for inflation. However, what used to happen was that prices for suitable hardware quickly dropped at the same time as performance increased. This was annoying in some ways - a high-end 1998 gaming PC was pretty much obsolete for the latest titles by the year 2000 already - but it also meant that as the years went on, more and more people could afford to enjoy playing good-looking games based on this increasingly capable and more accessible engine.

    The quadruple-whammy of the crypto boom, AI mania, rising global inequality and hardware capabilities plateauing or even degrading (the 2022 RTX 4090 is more powerful and cheaper than the rumored upcoming 24 GB 5080, which is set to replace the 5090 as Nvidia’s gaming flagship) means that releasing an engine with seductive labor-saving and artist-friendly features like geometry that doesn’t have to be simplified (Nanite) and lighting that just works™ (Lumen) results in below average and average developers more or less happily rushing out games that would have previously been impossible to make without incredibly talented teams - but the downside is that due to a discrepancy between increasing engine complexity (easy to learn, hard to master) and the cost of hardware, those games do not run as well as they should.

    Empowering developers with a capable, yet accessible engine is always a double-sided coin: On one hand, it can allow people with tons of talent and limited budgets to punch way above their weight class (like the aforementioned developers of Fatekeeper), but on the other hand, it also results in low quality games from less intelligent (or just greedy) people that tarnish the name of the engine behind them. None of this is new: When Unity gained in popularity, we got both great Indies and a still ongoing avalanche of abysmal asset flips (and I predict the same for Godot). Unreal Engine 3 was the first version of UE that was widely accessible to smaller and mid-sized studios, but many of especially early games for it looked and ran extremely poorly, as even experienced developers were like kids in a candy store trying out every flavor (new rendering technique) all at once, even if the result was often a shiny, blurry, bloomy mess that stuttered more than it ran on contemporary hardware.


  • I doubt it will have particularly high hardware requirements. It’s built around base PS5 and even Xbox Series S, neither of which are very powerful systems compared to common PC gaming hardware.

    We’re talking about RX 6700 or RTX 2080 levels of performance for PS5 (which can be found used for around €/$ 200 with a bit of luck) and RX 6500 to 6600 (XT) for an Xbox One S equivalent, which is a bit cheaper. CPU performance isn’t even worth going into, since it’s trivial to match and exceed with a PC, even on a very modest budget.

    This isn’t just theoretical. I built a cheap PC around a used RTX 2080 a few years ago to match console performance (just in time for the Starfield release; I actually had a great time with this game) and it was pretty much spot-on with a bit of an advantage for the Nvidia GPU depending on the title - and with prices back then, I actually managed to build the entire PC for roughly the same price as a PS5 or Xbox Series X.

    Even if we aim for the PS5 Pro as a recommended target, we’re talking RX 9060 XT and RTX 5060 Ti (16 GB versions), which can be found for less than 500 bucks with a bit of luck. Not cheap, but not outrageous money, especially if dropped into an affordable AM4 system. The rumored 30 FPS limit even on PS5 Pro is very likely due to a lack of CPU processing power, which isn’t an issue on PC.

    Rockstar has every interest in the world to make this game run on as many PCs as possible, since GTA Online in particular is their main cash cow and they are hoping to convince as many players of GTA V Online to migrate over to the new game and buying as many Shark Cards as possible to speed up the grind again.

    For as much as one has every right to hate the company for its labor practices and how it’s treating the gaming community, the studio is employing some incredibly talented programmers and artists who have been known to cleverly squeeze every last bit of visual fidelity and simulation complexity out of relatively limited hardware (apart from the abysmal GTA IV PC port, of course).

    This is speculation, of course. The PC port might be terrible, but I think after RDR2, this is unlikely.

    So, in short, you won’t have to spend two grand on a PC to play it, even in today’s crazy hardware world. Chances are, if you already have a somewhat decent PC, you might only need to upgrade it a little. What are your specs?