Vlyn
@Vlyn@lemmy.zip
- Comment on Steam Machine update, Valve now says all three new products will ship this year (Updated) 2 weeks ago:
Of course it’s insane. But a Steam Frame “only” has 16 GB unified RAM. That means a price jump from around 70€ to 200€, as in 130€ difference. If the entire device was planned to cost 800€ you are now looking at 930€, which isn’t great, but totally sellable by Valve.
- Comment on Steam Machine update, Valve now says all three new products will ship this year (Updated) 2 weeks ago:
Price has already stabilized and even had some dips. My 2x32 GB 6000 CL30 kit that I bought for 200€ early 2025 spiked to 900€. But now it costs 800€ and in the last weeks it was even possible to get it for 609€ when price dipped.
Don’t forget that the Chinese are entering the DDR5 market, it will take a year or two, but more supply is coming.
When the AI bubble pops (which can still take a while) the memory price will also plummet. The main reason price is up is the memory companies being careful this time around. Last time they built factories and raised supply, only to get burned. Now they are hedging their bets instead of expanding.
- Comment on Steam Machine update, Valve now says all three new products will ship this year (Updated) 2 weeks ago:
Of course they already have stock, the original launch date was Q1 2026 (which ends in 3 weeks). They might not have a ton of devices, but they do have stock. Same way they have been sending out dev kits.
RAM has spiked since November/December, before that it was cheap. I got my 2x32 GB 6000 CL30 RAM for 200€.
Valve has the issue that they could deliver the first batch for “cheap”, but then every unit they produce afterwards suddenly costs a chunk more (like 200-300€). So it’s either a paper launch or they’d have to raise the price above the Index, which won’t lead to good PR.
- Comment on Steam Machine update, Valve now says all three new products will ship this year (Updated) 2 weeks ago:
They must already have stock in their warehouse, so they can just set the right price.
And for the next batch they set the price again.
So I meant less pre-order and more let people order in batches with adjusted price.
- Comment on Steam Machine update, Valve now says all three new products will ship this year (Updated) 2 weeks ago:
Oh come on, they could just open up preorders and trickle them out. Charge a bit more at first to cover the cost while promising to lower the price as RAM gets cheaper.
I want my Frame :(
- Comment on Over 10 years later 7 Days to Die is going to leave Early Access 1 year ago:
Unfortunately it’s pretty much just a label change and a price increase, not an actual 1.0 update :-/
- Comment on [deleted] 2 years ago:
If it’s an existing language then it’s not secure.
If you make up your own language you’ll waste a thousand hours and someone might use the notes you used to learn it.
Just use damn encryption, it’s easy and fast. Also has additional benefits. If someone wants to force you to give them/translate your notes you can’t do much (they’ll know when your translation is inconsistent).
With encryption you can hide a volume inside another one. If you enter the weaker password you can put decoy files there, with just your run of the mill notes. While behind a stronger password you hide your actual diary.
- Comment on [deleted] 2 years ago:
That’s stupid, any cypher you can keep in your head is easily cracked.
If you want privacy, look towards encryption. Get a cheap laptop without internet access, install whatever Linux distribution, then keep everything encrypted.
So all you need to keep in your head is your master password.
- Comment on Why is anti-cheat always client-side? 2 years ago:
They usually use both. Client side and server side detection together.
The problem isn’t the check itself usually, but rather latency. If you shoot a player on your screen you want immediate feedback (client side), instead of waiting for a roundtrip to the server until the blood spatters.
There have been shooters where the server decides if a bullet lands. So on your screen you hit the player and then they suddenly survived. So most shooters switched to: If the client thinks it hit, it hit. Which does lead on the receiving end to running behind a wall and still dying. Overall it feels better than the alternative though.
The whole topic is pretty much game networking, it’s a balance between doing it correctly (server side, slow) and faking to get it close enough (client side, immediate, easier to cheat, unfair if the player is laggy).
Of course there are some server checks that are always easy: For example if a player teleports or moves around the map faster than possible? You can flag them for review or if it happens too often kick/ban them. As long as you’re super careful about automatic bans (bugs exist).