12/15fps is way too low even for talking heads. 20fps would be the minimum for me, and 24fps fits better with the standards (30fps fits better with most displays).
There's this thing called video compression, and it's gonna work pretty well for something that's mostly a still image with just a mouth moving. If anything, it'll compress that kind of thing the best compared to other kinds of content, like sports or games. Like, gameplay recordings are probably the worst type of content in that regard, needing the most bitrate and bandwidth to reach any kind of fidelity, and always looking bitrate starved with h264 (and likely even with newer codecs if it's at lower streaming bitrates). And due to how video compression works, lowering fps is not actually gonna yield any substantial space savings for talking head type of videos, if all that's gonna do is just cutting off inter frames that are already gonna be pretty small. It's quite literally the case with the least amount of any possible benefit from doing that.
Sleep is very subjectively different from anesthesia, in my personal experience. Sleep still carries a feeling of the passage of time, and in fact dreams can feel "more real than real" (I remember my dreams to varying degrees, most often when I drink alcohol, although I don't like to use that as a specific method to remember dreams on demand). Anesthesia, for me, resulted in the absolute cessation of time experience during the process. From my perspective, I went out in the OR and was immediately in the recovery room, even though it had in reality been about an hour.
The fun ones are the studios who are really good at stubbing debug stuff out. Guitar Hero II for PS2 was released in November 2006. it took 14 and a half years before someone stumbled on a prototype GH80s disc that just happened to be a debug-enabled build of the game, that also just happened to contain a debug-enabled executable for GH2 sitting in the root of the disc (which kind of makes sense, GH80s was a slightly modified and bugfixed version of GH2, so earlier versions of GH80s were probably built as GH2 discs before the executable was finalized). But there are certain key routines in GH2 that are completely stubbed out in the retail builds, such as the routines to read USB keyboard input, or display the actual debug traces. They're present by name, and the rest of the code will call them when needed, but then they just return without doing anything (and thus if a true exception was thrown the game will then halt in retail versions where the debug version would print a data and code stack trace before halting). Harmonix did this continuously throughout Rock Band development as well, even as far as stubbing out routines only needed on a single platform unless the build is for that platform (Rock Band 3 on PS3 makes use of the hdd1: cache, but all code for that is completely stubbed out with return-only funcs in the 360 build). We wouldn't have any knowledge of Rock Band 3 debug if it weren't for a dev Wii we found with five builds of RB3 (including a slightly post-final build, but all debug-enabled).
But then they were sloppy enough to use the 360-based audio encryption path (which had an extra step versus the PS3) on later non-360 consoles and include the needed HvKeys to decrypt the keymask in cleartext, even though they could have successfully decrypted every single audio file that wasn't RB1 on-disc or early DLC by using the PS3 path and not revealing those keys. I don't care about public discussion of this at this point because there are a dozen tools that can decrypt every single Rock Band audio file ever created (and even audio for games that aren't RB but used "mogg" format which is just multichannel Ogg Vorbis with a Harmonix-specific header with security values and an OggMap to aid in seeking). There's even one tool that can decrypt audio that uses the "red" keys which have never been seen to be used publicly. Game dev is fun.
If you've ever heard of Guitar Hero II Deluxe, that debug ELF made that possible. Also if you've played it, you're welcome.
That's honestly just an expression of how the "base level" of corporate ethics and morality has sunk so low that it is fully believable that such a site could have been spun up by an employee of Corgi, so many of us are conditioned to take the worst possible interpretation of any such headline. I did the same, actually, until I clicked through and skimmed it.
However, the headline itself does not say anything like that. It simply says they "killed" the website. Which they did, via legal threat. I think the specific wording they used was more engagement bait than anything, and honestly a quite mild version of it compared to many. Might even have been completely unintentional.
i think (especially on HN) "X kills Y" usually means X owned/controlled Y and are ending support or whatever. e.g. "Google kills Glass" (for more, see killedbygoogle.com) or "Microsoft kills Skype" (for more, see killedbymicrosoft.info)
Emdashes as the sole signal is just wrongheaded. Read a piece (a least a little bit of it) to determine if it is slop before calling it AI-slop. Slop is slop but you have to digest at least some of it before the determination can be made.
I disagree. They're not gonna give up the brand recognition to rename it. They specifically wanted "Electronic Arts". EA has Battlefield, FIFA, The Sims, and Madden. Those four alone are probably responsible for 90% of the company's revenue.
If anything, now you can say that EA is doubly the worst company, especially in gaming.
Another big one is College Football, at least in the US. And in the latest edition they nerfed the offline single-player mode's XP progression. In return they added microtransactions to buy XP points. For offline single-player. Gachaification continues.