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> But getting this infrastructure right is crucial for a future where most of the code is AI generated.

If that is the future, then source code hosting will be the least of our worries. The entire industry will collapse because the software will stop working.


There is no bad guy. The OSS license meant that AWS was perfectly free to do as they did. If the companies who licensed their software as OSS didn't want that, then they shouldn't have used an OSS license.

Ok, then fine, the companies who licensed their software as OSS did that for as long as they wanted to, and then they moved away. What's the issue here?

Yes, we do. Or at least I know that I don't. I can reason based on facts I have learned, creating novel insights that nobody taught me previously. LLMs can't do that and have been shown time and again to be completely incapable of reasoning. Therefore, if you can reason, you know you don't work like an LLM.

Who's "we"? I have too much self-respect to turn in crappy clanker-generated code rather than doing a good job myself.

The guy you're responding to obviously cares. Being dismissive of his desire to do the right thing is kind of rude.

That's absolutely ridiculous. Porn addiction is 100% a real thing. You can't hand wave it away by saying "porn is actually ok, the problem is just that they believe it is bad so they feel shame".

And if it were just me handwaving it away with that as a random hypothetical, that would be a reasonable response.

It's not.

It's supported by, AIUI, multiple peer-reviewed studies now.

Just because you don't like the idea doesn't make the science any less valid.


Before the Internet you had to work fairly hard to get a Playboy centerfold where the model just had her breasts out. Now you can effortlessly find endless depictions of anything, including the most depraved sex acts you can possibly imagine. The ease of access and breadth of content available to kids today makes it qualitatively different than when we were kids.

That does not, of course, mean that age verification laws are the appropriate solution. You could even argue that it's not a problem that kids have access to all this stuff (though I don't think I would agree with that). But you can't just hand wave it away by saying "we looked at porn on paper when we were kids". The situations are not at all the same.


We don't need a study to tell us that LLMs always make mistakes. We already knew that. Anyone with sense is not using LLMs because of that.

They still aren't viable. Nothing changed within the last 6 months.

I still think it pretty much was the last major generational upgrade in graphics. An early PS3 game looked night and day better than a late PS2 game. Meanwhile, an early PS4 game looked only marginally better than a late PS3 game, and most PS5 games don't look noticeably better than a PS4 game.

I don't mind that graphics have plateaued, because they aren't the important bit. If anything, I would rather that devs stop trying to chase graphics and make more games with shorter dev cycles.


> Meanwhile, an early PS4 game looked only marginally better than a late PS3 game, and most PS5 games don't look noticeably better than a PS4 game.

Partially this is because there was usually an overlap in sales for early PS4 and late PS3, etc. if you have to support both console generations, it won’t truly be able to take advantage of the newer gen stuff.


Texture resolution and shadow resolution do a lot to make a game look better. The big difference between the PlayStation 2 and 3 was the massive jump in texture resolution, shadow resolution and model polygon count. Play Gran Turismo 5 and go look at one of the cars imported from Gran Turismo 4 for a good example. However the PlayStation 2 was capable of some very high polygon count models, as evidenced by Lulu's cutscene model from Final Fantasy X that rivals most PlayStation 3 player models in detail. Those resolution upgrades, the number of objects and not just polygons displayable on screen, and the increase in distance required for low-poly LOD models all made that giant leap possible and very visible. Since then it's mostly been adding camera effects such as depth of field and ambient occlusion that are much less noticeable. Though for those with keen eyes, only in the current generation are there textures without noticeable anti-aliasing effects which came as a result of being able to split the UVs thanks to a higher resolution making small UV faces possible.

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