Starting next generation when prices are going to be obscenely high, I'm really struggling to see why anyone should invest in a console as opposed to a (mini-)PC.
1,648 karma · joined April 16, 2025
Starting next generation when prices are going to be obscenely high, I'm really struggling to see why anyone should invest in a console as opposed to a (mini-)PC.
To be clear, it is an extremely narrow model class that can do this; we just got "lucky" and worked our way to it. That's why we still teach general statistical principles which often forbid this sort of behavior as a rule of thumb.
But even for the tough problems, it is good at executing on a particular idea with reasonable competency. It's also quite decent at verification now. That can radically speed up proof development overall, since those aspects can become quite tedious otherwise.
If you couple Fable's idea factory with Sol's rigor, you get a real game-changer. It puts the emphasis on top-level ideas, and nearly trivialises the intermediate layers.
The reasons why optimizers work well for neural networks in their highly nonconvex landscapes has absolutely nothing to do with their performance in convex landscapes. If that were true, everyone would be using Newton-CG. These optimizers were born in the convex optimization literature as a consequence of the genetic optimization nature of incremental publication (and because that was all we had), but their modern study is through the lens of implicit regularization (their preferences for certain minima) and their stepwise vs. continuous rates for feature learning in multilayer models.
This is completely new theory by the way, and requires painful reinvention of the field. It does not stand on the shoulders of convex optimization. The nonconvex setting is assuredly not a perturbation of the convex setting, and those that do continue to work on deep learning optimization from the convex optimization perspective are well behind the times.
There is a clear hierarchy here and Fable is well and truly at the top for very tough tasks. It just sucks that Anthropic is so incompetent at delivering a cost-effective experience without the uncertainty of it getting pulled. It doesn't matter how strong their model is, customers will turn away.
What type of work is this for in your experience?
> i grew up in math where novel work meant a truly original theorem
I am in the math department and work with geometric analysts and combinatorialists, but mostly with CS researchers. I work with math and CS students. My entire education was analysis, then pure probability theory. Just for some context. And while CS has a lot of problems, math does too, unfortunately. A theorem may be original, but that doesn't make the work good.
> bro you are so out of touch it's laughable. there are departments full of your so-called "not true advisors".
Your experience, not mine. Regarding "out of touch": I've supervised across five different universities, all (apparently) in the top 100 worldwide. There has been a quality supervisor in each department I have come across. They may be in the minority, but they exist. They tend to not have many students, because it is virtually impossible to give adequate supervision to more than ~5 students at any one time.
> you recommend to them they what? transfer schools?
I now live in a country where that is easy to do, so yes I do, and yes I have. I have had friends that were "forced" to grind in a bad supervisory relationship for a while until they found another better supervisor and then had a good experience. I understand it is more difficult in a country where you cannot easily transfer. In those cases, I would 100% suggest dropping the degree early before wasting time and money on it, but naturally it depends a lot on their situation. A bad PhD can be a lot worse than no PhD.
> that kind of quality is 1/1000 in neurips.
I've found the proportion is more like 1/100 in the theory domain, but yes, there is a lot of rubbish in NeurIPS. There is a lot of rubbish in every venue.
> attend a US T10
I did a lengthy postdoc at one of these. They are largely paper mills by construction. A top 500 most cited researcher got that way because they run a paper mill. I did not associate with the students there very much, and I doubt that they thrived there either, other than getting a nice item on their CV. On the other hand, that institution benefited me at the time. I'm glad I did my education somewhere else.
> there is literally no program. you're completely full of shit. there is no "standardized phd". every single department around the world completely makes it up to be whatever they want.
Yes, which is why your experience is not necessarily indicative of that of others. That's a good thing.
> the illusion that academia was a priesthood in pursuit of truth/knowledge/beauty/whatever
I won't disagree that academia is a cesspit and I would exit if I felt I had the opportunity to do good elsewhere. I actively do not recommend it to anybody that feels they could do anything else. But there certainly are people that benefit from the PhD, so calling it useless is a bit much.
> have you looked at the mirror recently? the frustration comes not from the craven/mercenary individuals who admit their cravenness - it comes from gaslighters like you who claim there's some idealized version of it that exists that everyone supposedly falls short of (hint hint: have you ever heard of this convenient concept of original sin?).
I love the insinuation that I must be an evil prick. This is tantamount to hearing from a victim that all X are evil. I respect your position and your experiences, but also recognize you do not speak for the entire world in this matter. The bad supervisors tend to excel in their metrics nowadays (including how many students they have), so their perceived presence is disproportional.
> in addition i got a job in FAANG so that was a nice consolation prize
Good for you! If that was always an option, I would question the PhD too. Telling others your own experiences to warn those away from academia is perfectly fine, unless having that degree did help get you to that point. If you honestly know that having the PhD on your CV did nothing at all for you, and did not positively influence your chances, then this is fair, and I would recommend teaching others how they can avoid doing the PhD to get into those roles. Yes, people get FAANG jobs without doing higher education, but was everyone going to take that route? Otherwise, you are in the ivory tower telling others that they shouldn't come in.
> today it's about pumping out questionable papers that your advisor tells you to pump out and targeting the right conference.
That's called a garbage supervisor. I'm sorry that was your experience, nobody deserves that. There has been only one student I have personally experienced where I felt some of the papers were questionable, but they were not strong, and should not have done the degree in the first place (unfortunately, I have no choice in the matter and just need to get them through).
> it's not supposed to be suffering. it's supposed to be challenging
Immense challenge is suffering because you encounter failure over and over and over again. Eventually success will come, but the interim is tough on the mental state. No human likes to fail repeatedly, but it is important to experience that at least once in a research career. It only needs to happen for one project; afterwards, the student tends to develop an incredible autonomy because they've been through the worst of it. But of course, this is where the supervisor is supposed to be responsible to find the right balance, since the difficulty of the task needs to be judged to ensure the student can finish it, while being as ambitious as possible within reason. It's pretty difficult to get right, and many supervisors don't even bother, choosing instead to push their own career. To any PhD student out there experiencing that, find another PhD supervisor please, before it is too late.
> there are no problems like this in academia (at least not CS) because it's absolutely impractical (re graduation, tenure, etc.) to set out tackling problems which are intractable.
No, this is precisely what the PhD is supposed to be for. It should be the most challenging topic of your entire early career, or your supervisor wasted your time. You have a handful of years to impress people, so they have to count.
> this entire comment is "phd virtue signaling"
Honestly, it just sounds like you were unfortunate enough to have been in a supervisory relationship where you were used as part of a paper mill. I'm really sorry to hear that; it isn't uncommon, but it isn't what the degree is supposed to be, and it seems you did not experience what you should have. The program doesn't work for everyone, but it does have a purpose, and it is frustrating when selfish academics bastardize that purpose to give this kind of false impression of the degree.
I don't believe that is the problem as defined by SKG. I think the issue is less about empowering users to make use of the property afterwards (although that is nice), and more about the legal ambiguity in the process where products are removed from users without effective prior notice (from purchase date). Games without subscription fees are traded as effective goods by commerce law, but publishers operate as though they are services without a defined end-date through a EULA. IANAL, but my understanding is that whole concept is not legally tested. A one-time purchase should include a contract where the terms for revocation (ideally none, but we can't have nice things) are agreed upon and cannot change at the discretion of one party. You cannot have a license that essentially says "we can do whatever we want at any time". That has never been okay in the history of commerce. A subscription is different, since you know exactly how temporary it is at any particular time. Of course, both a defined lifetime or a subscription are tactics that have been tried and were not as popular with users, so companies resorted to effective trickery while users looked the other way for a time. The social contract is changing as users are watching games they loved die. So overall, the better solution for every party now is a minimal EOL. This isn't a precise threshold and it isn't an expectation that the game would continue to function as normal. It's a minimal effort taken to ensure that the customer still has something left to play around with which is in the spirit of the intended customer agreement; in the California bill, either patching for reasonable offline play (the command-line switch), providing server binaries (I can see this as more of a problem more often), or refunding (no-one wants this).
> if a rights holder decides not to continue to license a film or TV show or book for publication, we let them.
We let them, provided they don't rip the product we buy out of our hands. That's not new for games, but is only now happening for movies. It's unacceptable in every domain. It's like a user being told they can rent a movie, but it isn't clear how long for, so the movie can be requested back after only 5 minutes or could be after 5 years. It is fundamentally unfair. That comparison is quite real too, since some have bought a game, only to find it to be shutting down soon. That feels like theft. Sony removing movies from users libraries and from their computer feels like theft. I would argue it is theft, but that is part of the legal battle here.
> I want studios to take risks, honestly the bigger the better, because that's how really interesting ideas get made
I agree that creative risks should be taken, and also that bad economic strategies should not be rewarded. That's the natural course, and it seems that is happening right now just as one would expect. Many AAA studios are not taking many creative risks according to users (it's almost in the definition of AAA at this point), but are making poor economic decisions by not handling volatility with diversification. It's a recipe for disaster and the developers suffer most it seems.
> having a reserve and required auction at shutdown might be a good idea
I think that's fine, but I'm not sure whether it addresses the legal issues if the new rights holders do not uphold the original understanding of the purchase.
I definitely agree that it is not tenable in any studio to have a full time staff member dedicated to packaging software to be in line with this legislation. The solution has to be similar to a toggle in the engine code itself at the very earliest design phases. That means there has to be sufficient advanced notice and can only apply to future titles. There is hope that an inexpensive industry of third parties may arise to easily handle this aspect upfront with new software, but it would be great if there was a tangible demo of this.
Good point about publishers providing the cash to get the studios through the bad times. I think where this falls apart now is in the modern big-budget live service model itself, since these projects are expected to be so long term, so expensive, and gain so much income, that their lack of success now seems to end up in a studio turning the lights out altogether. Concord comes to mind here. Bungie's reliance on the new Marathon is not something I would wish upon any studio either. These kinds of game development strategies do not seem to be healthy for the industry anymore, and some diversification is really needed. These comments here are not really an SKG thing, it just feels like a far bigger issue from the dev side right now. I hate that devs are constantly losing their jobs in the current market, and I think gamers do too. I just can't see the status quo as sustainable. I guess that's why I treated the "back breaking" as binary, but it is true that there is a whole range of suffering inbetween.
A studio should never be forced to keep something going when it is deemed a financial failure. Again, it has to be an upfront design decision during the early planning years so that the end of life version is mostly a compilation target. Latest version goes out, no more updates, no more servers to run. There were more specific solutions discussed by other devs in a video on Ross Scott's channel, but that's the general idea. Does this seem even remotely possible from your viewpoint? Maybe not on current projects, but for projects five to ten years in the future?
If it is too hard to implement in this way for the team, the legislation may force to accept that the nature of the project may be so inherently risky with the current staff resources that it should not come to fruition until new software developments have made it less risky. But you are right that it might just end up as one less person with an actual dev job at the studio, which isn't great in the current economy. Either way, I think many users feel their hands have been forced by the publishers as I understand.
Here is my impression. 2001 feels like it was still within a golden era of game development; "AAA" games of that time would have been made by smaller studios still, and budgets could be very large, but not catastrophically so. The industry was still expanding. Post-GFC, once graphics scaled, demands seemed to scale, and costs blew out. Games had to reduce risk as a consequence, become more consolidated, more live-service. But the model was never sustainable at that scale. The tech improved so that costs for basic games went down, but big-budget AAA live service costs went to the moon. Volatility skyrocketed, leading to rapid hiring-firing phases. Now it is at its most extreme and the AAA side of the industry is in crisis. Demands for long-term support could be the straw that breaks the camel's back, but it always seems like that back was going to break eventually anyway. What I hope is happening is that talent is falling into the hands of smaller publishers, but that might not be true. What I do think is that the nature of development may need to change so that studios are able to facilitate these requirements while remaining profitable. Some have shown it can be done, anyway.
That's my impression from a semi-outsider perspective. Happy to be corrected though.
AAA gaming isn't something that needs to be protected. Anything of sufficient magnitude and budget should be made responsibly or not at all. If a game is unable to exist without screwing over the user in a very legal sense, it has no right to exist. The requests of SKG are not only sensible, they impose a serious legal ambiguity in the current system that needs to be corrected one way or the other.
AAA was always an untenable monster that brought obscene risk; this was clear even in the mid-2010s and the industry is rapidly moving away from that model for good reason. The user-base clearly does not look kindly on AAA anymore either. That's why they are not profitable anymore. The SKG requirements would make very little impact overall compared to this.