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Cake day: July 5th, 2023

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  • The reason the article compares to commercial flights is your everyday reader knows planes’ emissions are large. It’s a reference point so people can weight the ecological tradeoff.

    “I can emit this much by either (1) operating the global airline network, or (2) running cloud/LLMs.” It’s a good way to visualize the cost of cloud systems without just citing tons-of-CO2/yr.

    Downplaying that by insisting we look at the transportation industry as a whole doesn’t strike you as… a little silly? We know transport is expensive; It is moving tons of mass over hundreds of miles. The fact computer systems even get close is an indication of the sheer scale of energy being poured into them.





  • The issue on the copyright front is the same kind of professional standards and professional ethics that should stop you from just outright copying open-source code into your application. It may be very small portions of code, and you may never get caught, but you simply don’t do that. If you wouldn’t steal a function from a copyleft open-source project, you wouldn’t use that function when copilot suggests it. Idk if copilot has added license tracing yet (been a while since I used it), but absent that feature you are entirely blind to the extent which it’s output is infringing on licenses. That’s huge legal liability to your employer, and an ethical coinflip.


    Regarding understanding of code, you’re right. You have to own what you submit into the codebase.

    The drawback/risks of using LLMs or copilot are more to do with the fact it generates the likely code, which means it’s statistically biased to generate whatever common and unnoticeable bugged logic exists in the average github repo it trained on. It will at some point give you code you read and say “yep, looks right to me” and then actually has a subtle buffer overflow issue, or actually fails in an edge case, because in a way that is just unnoticeable enough.

    And you can make the argument that it’s your responsibility to find that (it is). But I’ve seen some examples thrown around on twitter of just slightly bugged loops; I’ve seen examples of it replicated known vulnerabilities; and we have that package name fiasco in the that first article above.

    If I ask myself would I definitely have caught that? the answer is only a maybe. If it replicates a vulnerability that existed in open-source code for years before it was noticed, do you really trust yourself to identify that the moment copilot suggests it to you?

    I guess it all depends on stakes too. If you’re generating buggy JavaScript who cares.






  • Spedwell@lemmy.worldtoGames@lemmy.worldSteam :: Introducing Steam Families
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    4 months ago

    This is demonstrably wrong. The 30% cut is standard because Steam has used the same strategy as Amazon to fix prices across the market (a “Platform Most Favored Nation” clause—see the Wolfire Games v. Valve class action, specifically items 204 and 205 on pg 55). Competing storefronts cannot undercut Steam, so why would they take less than a 30% cut?

    Epic Games Store—which is trying to undercut steam at a 12% fee—still list games at the same price as on Steam because of Valve has strongarmed publishers into fixing the prices. If Epic is charging 18% less but Valve is stopping publishers from reducing the game cost by that much, how is that not blatantly anti-competitive and anti-consumer?

    enshitifies

    Oh good, you are familiar with Cory Doctorow. He has an article on how Amazon abuses their position using the exact same playbook Valve uses.



  • Spedwell@lemmy.worldtoGames@lemmy.worldSteam :: Introducing Steam Families
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    4 months ago

    You have to have never seriously engaged with the details of the Valve monopoly if you think that’s what we are upset about.

    We know Steam is an amazing storefront—I buy my games there because it’s the best experience for the cost. But Steam charges a premium. And despite taking smaller cuts, competing platforms like Epic cannot actual pass those cost savings to consumers because Valve is strongarming game publishers into fixing prices.


  • Spedwell@lemmy.worldtoGames@lemmy.worldSteam :: Introducing Steam Families
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    4 months ago

    Yep. Because honestly, Steam is better than Epic in almost every way. When you want to buy a particular game X, you get a lot more from your purchase if it’s on Steam (workshop, friends, multiplayer, etc.). There is strong inertia and network effects that keep us all preferring Steam.

    Epic can’t compete with the Steam experience. But if Epic was able to list everything 18% cheaper (the difference in fees between Epic and Steam)—then they would rightly be able to compete on price.


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    4 months ago

    “Platform Most Favored Nation”. It’s a type of clause in platform/marketplace agreements that prohibit a seller from listing their product for a lower price on a different sales platform. Specifically, it prevents selling on a different marketplace with lower fees (e.g. Epic Games or a publishers own website) and passing the difference as savings to the consumer.



  • Spedwell@lemmy.worldtoGames@lemmy.worldSteam :: Introducing Steam Families
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    4 months ago

    Sigh… I’m getting tired of the Valve apologetics in every thread. They make good products, yes. They also abuse their market share to implement anticompetitive policies. The first doesn’t absolve them of the second.

    Truth is, no one has any idea what it would look like if there were actual competition among the PC games platforms. Steam may be the best possible world, or maybe we don’t know what we’re missing.


    To learn more about Steam’s anticompetitive practices:



  • Fanatical and humble bundle (the good old days) are good examples.

    Incidentally Wolfire Games—the studio that founded Humble (but no longer operates it)—is currently in class-action litigation against Valve for this very issue.

    I don’t know what you say “non-discounted”, cheaper is cheaper no matter what.

    The Steam Distribution Agreement AFAIK allows temporary sales on other platforms to undercut Steam, but requires the “resting” price matches that on Steam. By specifying “non-discounted” I meant to indicate that although sales do exist on other platforms, the normal price of an item always matches on Steam. A quick few spot checks show the non-sale price of games on Humble, Steam, and Fanatical are equal.

    “Cheaper is cheaper” kind of overlooks the core issue. Ultimately a publisher on Epic Games Store—which has a fee of 12% instead of Steam’s 30%—can have a lower price for a game as part of a promotion, but can’t just sell every game 18% cheaper always without violating Steam’s terms and being risk being de-listed.

    Steam doesn’t get a cut from keys sold in perfectly legal thirth party stores like fanatical, humble or gmg. Epic does not sell steam keys so obviously no.

    Okay, gotcha. Yeah, I misunderstood. For Steam Keys it’s pretty clear that Valve should be able to control the price since they provide the services after that key is purchased.

    But the PMFN applies to all copies, even those distributed outside of Steam (e.g. the direct-from-publisher option I mentioned). Last time I was in a thread on this, another user found the following in the complaint (page 55) from the Wolfire v. Valve case mentioned above:

    1. TomG also explained to another game publisher that the publisher should “[t]hink critically about how your decisions might affect Steam customers, and Valve. If the offer you’re making fundamentally disadvantages someone who bought your game on Steam, it’s probably not a great thing for us or our customers (even if you don’t find a specific rule describing precisely that scenario).” In that same thread, TomG responded to a question by stating: “we usually choose not to sell games if they’re being sold on our store at a price notably higher than other stores. That is, we’d want to get that lower base price as well, or not sell the game at all."
    2. In response to one inquiry from a game publisher, in another example, Valve explained: “We basically see any selling of the game on PC, Steam key or not, as a part of the same shared PC market- so even if you weren’t using Steam keys, we’d just choose to stop selling a game if it was always running discounts of 75% off on one store but 50% off on ours. . . .