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Joined 3 years ago
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Cake day: July 29th, 2023

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  • Yeah, I do. For two reasons.

    1. Buildout will start to slow down when the speculative investment slows down. Which is going to happen. None of the big ai companies are actually making money yet, and even if they were, eventually growth will start to level off. Investors are always looking for the next big thing, so once AI isn’t the shiny new thing, the magic investor money will start to dry up.

    2. Even if demand continues as it is, more memory will be manufactured. China is already producing memory, and I’m expecting them to scale fast. Also other countries and regions are realizing how important tech independence is, so I expect we’ll see more fabs pop up at least in the EU and US. One of the big reasons we’re in this mess is that the Korean fabs have been hesitant to expand production because even they don’t expect this to last.


  • I wonder if we’re going to see a console generation with expandable memory for the first time since the N64.

    Would make some sense if the current climate persists for a few more years. Sell variants with multiple ram configs at different price points, and when ram prices come down you can wack a ram stick/module in there.

    Obvious problems: consoles usually use unified memory, which probably won’t really work with expandable storage, so would need a different architecture. Also, if they use non-standard dimms, it’s unlikely the manufacturers would drop prices of those modules anywhere close to the actual amount of theoretical ram price drops. And this would require cooperation with game developers to make games that work with different ram configs, and give a tangible benefit for having more ram, without breaking compatibility for the base model units.









  • Okay so I spent some time driving around, and replayed some missions. The actual drifting dynamics feel how I remember, which is to say intuitive and responsive, though a little too forgiving imo. More on the “arcade” side of “simcade”. So overall good. Though I think they re-tuned the grip? Lower hp and generally unmodified cars feel way easier to initiate and hold in a drift. In low hp cars the handbrake used to rob too much of your speed and make your engine bog when you got back on power, so clutch kicking was the move. Now you really don’t need to clutch kick at all except in the super low power cars, and even then it’s usually optional. Also they gave the tofu delivery car way more steering angle, which is a positive imo.

    Grip driving is definitely not this games forte. Even when a car is set up for grip, it feels like it wants to be a drift car. I can’t quite get the steering setup to make it not feel like a drift car. Every steering input when gripped feels more like trying to initiate a drift than actually turn.

    So making the beginner cars easier to drift does reduce some of the progression that I really enjoyed. Still, I think it’s fun, and I’m going to do some of the new missions that have been added.



  • I miss racing games that had real progression and plot lines. Are there any more recent big games that deliver on this? I had high hopes for the new Assetto Corsa, but sounds like they abandoned a progression system.

    JDM: Japanese Drift Master does in a lot of ways, but you can burn through the story pretty fast, though I did still thoroughly enjoy it. The grip driving is kinda jank, and is pretty much unplayable with my wheel. But is a lot of fun to just drift around Japan with a controller in some heavily modified jdm legends