considering it still cost 40$ for a 2 year old game, i think they are way beyond the excuse of small team low budget trying to make cool stuff. They have receive shit tons of money and are way to late trying to optimise the game. When it came out it ran so pisspoor i shelved it for a long time. Trying it recently its only marginally better. its really poorly optimised, and blaming old tech is nonsense.
People make much more smooth and complex experiences in old engines.
You need to know your engine as a dev and dont cross its limits at the costs of user-experiences and then blame your tools....
The whole story about more data making load times better is utter rubbish. Its a sign of pisspoor resource management and usage. For the game they have, they should have realized a 130GB install is unacceptable. It's not like they have very elaborate environments. A lot of similar textures and structures everywhere.. its not like its some huge unique world like The Witcher or such games...
There is an astronomical amount of information available for free on how to optimise game engines, loads of books, articles, courses.
How much money do you think they have made so far?
"Arrowhead Game Studios' revenue saw a massive surge due to Helldivers 2, reporting around $100 million in turnover and $76 million in profit for the year leading up to mid-2025, significantly increasing its valuation and attracting a 15.75% investment from Tencent"
75 million in profit but can't figure out how to optimise a game engine. get out.
The most recent Battlefield released at $80. Arc Raiders released at $40 with a $20 deluxe edition upgrade. I think $40 for a game like Helldivers 2 is totally fair. It's a fun game, worth at least 4 to 8 hours of playtime.
It's a comment about cost-to-hourly-entertainment. eg: if in the general sense you're spending $5-$10 per hour of entertainment you're doing at least OK. I understand that a lot of books and video games can far exceed this, but it's just a general metric and a bit of a low bar to clear. (I have a LOT more hours into the game so from my perspective my $40 has paid quite well.)
Ah sorry, I thought "at least" would carry this statement. I've played Helldivers for more than 250 hours personally.
For some reason, though, I tend to compare everything to movie theater tickets. In my head (though it's not true anymore), a movie ticket costs $8 and gives me 1 hour of entertainment. Thus anything that gives me more than 1 hour per $8 is a good deal.
$40 / 4 => $10/hr
$40 / 8 => $5/hr
Thus, I think Helldivers is a good deal for entertainment even if you only play it for under 10 hours.
Thanks, I get what you meant now. I've never liked this comparison because I don't find movie tickets a particularly good deal, but that might just be my upbringing.
Yeah, I meant "at least" 4-8 hours. Even if you get bored and give up after that, you've gotten your money's worth, in my opinion.
I have almost 270 hours in Helldivers 2 myself. Like any multiplayer game, it can expand to fill whatever amount of time you want to dedicate to it, and there's always something new to learn or try.
I would say until you are about level 60 there are a bunch of mechanics that you won't understand.
> Like any multiplayer game, it can expand to fill whatever amount of time you want to dedicate to it, and there's always something new to learn or try.
Generally at this point I normally do runs where I go full like gas, stun or full fire builds.
nice read but i think i dont agree really on the higher thinking part.
it says higher thinking is the key to not be outpaced by AI, but they are designing now systems with AI that do just that... you will not be able to outpace it.
I think ultimately, either a large part of jobs will completely disappear, or drastically change shape.
You can see the same in factories, where new equipment replaces workers, now that equipment needs maintenance / operators etc. , which also get automated, and changes again the jobs in the factory, on and on.
It might be hard to accept, but ultimately a lot of jobs will disapear and that means there will be much less jobs. A solution would be not to be required to have a job, but in our current economic / political system this is not possible in 90+% of communities. (some places have the right culture for this... but its usually remote and harsh places...).
If you want to keep having 'value' in this sense, hard skills are likely going to be more useful. handicrafts too. manual labor that still needs to be done manual or has added quality if done manually by a human.
robots are much harder to build to replace your intricate skills than say a piece of software that automates your daily office tasks, whatever that office job might be.
Also ofcourse which, i think, won't go away, is a lot of social work. that might even become more and more. why? people will get depressed being out of a job in massive scales. people will feel useless because the world is changing from a 'person has value because they can provide xyz' to a totally different paradigm (maybe we'll need to be nice to eachother for one?? YUCK). And ofcourse, a lot of social work, works because its done by humans. there are many things a human can offer which a robot or AI cannot. like closeness, holding someones hand if they are about to cry, yada yada.
I hope, that humans will accept that most work will be done by software and drones. and that it will lead people to look at other ways of putting value to themselves and others.
maybe then there is a chance that humans will become more human again - and drones can be drones. like it should be. (a lot of humans are drones now because they do the work of drones!)
In the age of AI coding, the code itself doesn't matter, much less the code formatting. Just so long as the result functions correctly, we ostensibly never need to see the code again.
Perhaps this is in fact the ultimate code formatting tool -- completely obliterate the need for formatting at all!
for a lot of linux things these 2 utils / commands are good, if pages are available etc. etc. - i prefer info in there to any online docs.
ofcourse, that doesn't include things 'on linux' but not linux, unless they are installed and include for example man pages (a lot of things do this actually, which is nice.)
know its not like devdocs perhaps but its a good core base of knowledge people can tap into when working on linux. imho a lot of answers can be found in there.
you can also add your own man pages / info pages specific to an org or machine and tell people how to open those pages to include offline docs for things u like in a bit of a standard way across linux devices. (i never seen a linux that doesn't support these commands, but didn't try all distros ofc...)
as you noted its even chance tis auto-generated or included in a large batch of copycat activities trying to copycat any repos which have certain engagement with them.
you could contact github about that sid e if there's issues on there, but thats MS so they arent always as helpful. For the social media thats a bit shittier, as people are free to register names, its not illegal or against the EULA.
if you are worried about scams, you could put a note or an additional .md file on your projects which emphasizes these accounts are not affiliated to your project. - depending on the volume of impersonations that might be a bit much bookkeeping, so perhaps a generic message on readme.md that there are people impersonating, and if applicable a list of your own accounts that _are_ affiliated with the project. - then atleast/perhaps people can be aware of the situation from visiting your github.
People make much more smooth and complex experiences in old engines.
You need to know your engine as a dev and dont cross its limits at the costs of user-experiences and then blame your tools....
The whole story about more data making load times better is utter rubbish. Its a sign of pisspoor resource management and usage. For the game they have, they should have realized a 130GB install is unacceptable. It's not like they have very elaborate environments. A lot of similar textures and structures everywhere.. its not like its some huge unique world like The Witcher or such games...
There is an astronomical amount of information available for free on how to optimise game engines, loads of books, articles, courses.
How much money do you think they have made so far?
"Arrowhead Game Studios' revenue saw a massive surge due to Helldivers 2, reporting around $100 million in turnover and $76 million in profit for the year leading up to mid-2025, significantly increasing its valuation and attracting a 15.75% investment from Tencent"
75 million in profit but can't figure out how to optimise a game engine. get out.