Not removing it sounds dangerous though.
Not removing it sounds dangerous though.
People also tend to care about how much time they spend on compression for each incremental % of compression performance and zstd tends to be a Pareto frontier for that (at least for open source algorithms)
Unfortunately for the hoster, they either have to eat the cost of the added bandwidth from a larger file or have people complain about slow decompression.
I’d also be interested in getting a concrete reason though.
On my 128 GB Pixel 9 Pro, /data is 109 GB. The rest is /system (although `df -h` doesn't show it explicitly, no idea what's up with that) and various other system-related partitions.
Meaning the user would have access to more of the phone’s advertised storage.
So likely much lower than that.
Can’t the same argument be made about proof-of-work? Those who have the ability to buy more compute, also benefit more.
Instead of buying GPUs/ASICs for mining you’re buying into the network you’re trying to secure.
game developers must consider things that people like enterprise developers never concern themselves with, like latency and performance.
these days, at least where I work, everything is dominated by network latency. no matter what you do in your application logic, network latency will always dominate response time. with games, there is no latency unless you are writing a multiplayer server, and there are many ways to solve that, some better than others.
playing a single player factorio game, having huge factories on five planets, robots flying around doing things for you, dozens of ships flying between planets destroying asteroids and picking up the rocks they leave behind, hundreds of thousands of inserters picking up items and putting them onto or removing them from conveyor belts, and updating the status of everything in real time at 60 frames a second kinda hints at what computers can do today if you keep performance a primary concern. corporate developers never have to think about anything even approaching this.
i'm convinced that 2-4 experienced game developers could replace at least 20 traditional business software developers at any business in the US, and probably 50 enterprise software developers anywhere. They aren't 5x-10x as expensive, either. Experienced game developers simply operate on another level than most of us.
I don’t want to take away from Game developers but as a “corporate developer” I can attest that a lot of what you said about us is blatantly false.
I’ve spent a lot of time optimizing the performance of many backend services. This is a very standard practice. Having highly performant code can save companies a ton of money on compute.
In fact I’ve worked on a stateless web server who’s architecture was completely designed around a custom chunked/streaming protocol specifically to minimize latency. All changes to the service went through rigorous performance testing and wouldn’t be released if it failed certain latency and throughout thresholds.
One thing I see, is that people in urban environments typically opt-in to exercise (like voluntarily going on a run). Whereas those in more rural areas have more physical demanding jobs and responsibilities.
I’m an urban-based desk jockey who exercises a lot but it doesn’t really compare to my more rurally-based friends who are on their feet working blue collar jobs 5 days a week.