Even if that isn't the case, isn't it the fact the AI labs don't want their models to be edgy in any creative way, choose a middle way (buddhism) so to speak. Are there AI labs who are training their models to be maximally creative?
We need to appoint people who really CARE. When CEOs hop from company to company, the culture of CARING takes a backseat. Everything becomes transient with no one with deep technical or cultural knowledge at the driving seat. This is the reason people who have been at the company for long time should get a chance to transform it from within like Satya Nadella.
Information is being erased from Google right now. Things which were searching few years ago are totally not findable at all now. One who controls the present can control both the future and the past.
The areas where errors are tolerated with human / "classical algo" fallback is the best field to disrupt with AI. Call center jobs. Recommendations. Search, Curation. Wherever the current process is already stochastic and has a human or rule-based correction loop, AI just needs to be cheaper and roughly as accurate to win.
"Punished" implies a moral valence to the whole thing which isn't there. It's not like the AI companies were aware of gamers and set out to do this. You simply got run over, like everyone else in front of the trillion dollar bulldozer.
Gamers are important because they are consistent customers. Crypto buying of GPUs is done (anyone still in this area is buying ASICs). Meanwhile gamers are still buying GPUs - they do sometimes hold off when the economy doesn't allow, but you can trust that gamers will continue to buy GPUs to play their games and thus they are a safe investment. It is rational to sell CPUs to a gamer for much less than someone in crypto because the gamer will be back (even if the gamer "grows up" there are more replacing them). Thus gamer is an important group while crypto is not.
The above was their prediction during the crypto boom and it turns out correct. I'm not sure how AI will turn out, but it isn't unreasonable to predict that AI will also move to dedicated chips (or die?) in a few years thus making gamers more important because gamers will be buying GPUs when this fad is over. Though of course if AI turns out to be a constant demand for more/better GPUs long term they are more important.
Gamers are not the only important GPU market. CAD comes to mind as another group that is a consistent demand for GPUs over the years. I know there are others, they are all important.
I mean back in the cold war we started losing privacy to foreign governments. A parade of overhead satellites is capturing everything you do all the time.
As much as we expound about the rule of law, might makes right if the population isn't vigilant. Simply put technology gives capability. In 1900 we didn't have the capability to monitor everything that everybody did all the time and keep those records their entire life. Now we have technology that can do just that.
This has nothing to do with the law. Zip, zilch, nada. Switzerland is one dark day away from having all their behaviors recorded by businesses/governments.
At the end of the day legality is a theoretical construct, and technological capability is reality.
GPUs before crypto had a lot less amount of VRAM. Crypto investment funded a lot of stupid experiments, of which some did stick to the wall. I don't think gamers had lives completely ruined by crypto in the end.
Crypto didn't need vram did it? It was just about hash rate no?
Besides, a 1080 had 8GB, a 5080 has 16GB. Double in 10 years isn't ground breaking. The industry put VRAM into industrial chips. It didn't make it to consumer hardware.
What games have had to deal with instead is inference based up-scaling solutions. IE using AI to sharpen a lower rest image in real time. It seems to be the only trick being worked on at the moment.
Ergodic literature refers to texts requiring non-trivial effort from the reader to traverse, moving beyond linear, top-to-bottom reading to actively navigate complex, often nonlinear structures. Coined by Espen J. Aarseth (1997), it combines "ergon" (work) and "hodos" (path), encompassing print and electronic works that demand physical engagement, such as solving puzzles or following, navigating, or choosing paths.
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