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Cake day: July 3rd, 2023

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  • LA is the only place you can wake up, have authentic jianbing for breakfast, go down the street for some authentic tamales for lunch, and around the corner for some authentic sushi for dinner.

    And then when you get tired of authentic, you can take advantage of all the blended culture. Bulgogi tacos, curry spaghetti, pizza baos, etc.

    I haven’t had many opportunities to visit, but dear god the food was beyond words.




  • What I mean is that the popular LLMs can be fed however much training data is possible to cram in there, but a model like ChatGPT will typically defer to you if you tell it that it’s wrong or that you’re right. If you present yourself as a meteorological expert and then tell it that they sky is red, for example, it’ll agree without much protest.

    These models are all built to act like assistants, so the ultimate goal is to make sure the user feels validated and satisfied with the results they provide. It’s not that they’re designed to do conspiracy stuff, but they will gladly reinforce any paranoias/disinformation when challenged, or simply if they are pushed to do so.





  • Mine was a Galaxy S8. Barely perceptible, but I noticed that the section of screen where I used to have the persistent on-screen navigation bar started to have some burn-in after 4-ish years of use

    For my current phone, I use gesture controls and make sure that there’s no persistent screen element displaying at the bottom of the screen. I still have persistent display elements for things like battery/network/time up top, but they’re too tiny to really matter. Been using this phone now for 4 years as well and haven’t noticed any burn-in at all.



  • The Switch 2 is actually decently beefy for what it is—give or take certain specs, it’s about comparable to the PS4, which Elden Ring launched on and ran fine on. But Elden Ring is simply a poorly optimized game overall. It ran like shit on PC after it launched, though they eventually got it into a mostly good state years later (or maybe people just upgraded hardware to the point they could brute force it to be stable).

    But I guess trying to port it from x86 to Tegra for Switch 2 is another thing entirely that they apparently weren’t prepared for. If all they did was shove it behind an emulation layer or something (yikes if so), I can see why it’d suck. But given just how held together by duct tape the game is in general, I wouldn’t be surprised if they simply lack the resources or expertise to really optimize for a different architecture, since they barely support one to begin with.




  • Seconded. Switch 2 at this point is mainly just worth it if you have a backlog of Switch 1 games that you want to play in better quality.

    Donkey Kong is the first true “must buy” (MKW is good too but it’s mainly just for people who have played MK8 to death and want something new). It’s gonna be a bit for another tentpole franchise to carry the console further towards being a compelling purchase.

    I’m not sure Air Riders will be that game either. I love the original Air Ride to death and I’m really looking forward to Air Riders, but I don’t think it carries a console. Metroid Prime 4 is probably the next big decider for a lot of people.


  • I wouldn’t say it’s “slow” per se, but it does feel different, and in some ways I believe it’s not as good as its predecessors.

    One consideration is that it does not have the 200cc mode that MK8 added after the fact. It’s currently (maybe permanently?) at the default max speed of 150cc.

    The biggest difference for me though is the courses. Previous MK games use circuit courses, where you start at the finish line and you race in 3 or more laps in a circle that returns to the same finish line. MK8 fleshed out a bit more by incorporating lengthy straightaway courses, where you start at point A and race to point B, with laps being more like checkpoints along the way. But the majority of tracks in MK8 were still circuits.

    Mario Kart World, on the other hand, is primarily straightaway style tracks with only a small smattering of circuits, because it’s attempting to integrate everything with the open world map they made, and those tracks also feel like they have less character. The majority of races feel harder to pace because most of them do not repeat themselves, and there’s less opportunity to learn a lap and do better on the next one within the same race.

    There’s also the fact that they doubled the number of characters in each race compared to MK8. MK8 had 12 racers per course, MKW has 24. All of those racers are still picking up items, still tossing red shells and blue shells everywhere, still spamming lightning, etc., so it feels a lot more chaotic.

    Accommodating that aspect is the fact that it now takes 20 coins to hit max speed instead of 10, because they assume you’re going to get hit by more things that you can’t avoid, so it can take longer to ramp up your speed from the beginning of the race.

    Final notable difference that may contribute to a feeling of “slowness” off the top of my head is that you no longer choose parts of a kart like you did in MK8. You simply choose a racer and choose a cart, and your stats are based only on a combination of those two factors. It is more difficult to optimize for things like acceleration, max speed, and turning because you can no longer mix and match parts that exactly fit your stat preferences.

    All of this is just my opinion from having played it, but I think that MK8 is still the better Mario Kart game. Just considering how content-dense it is after years of DLC, and the fact that it still runs well on Switch 2, tells me that it’s still worth keeping around and still a good go-to for Mario Kart nights with friends. MKW is still a fun game, and I’d recommend it for Mario Kart fans looking to change things up a bit, but it tried a lot of new things and not all of them work as well as I think they could have.




  • I was thinking this recently when watching footage of Dread Delusion, a 2024 game that looks like something out of 1999.

    It’s a visually interesting game, maybe not profoundly so, but it gave me a passing thought about what makes a game more “artistic”. I was looking at a rocky wall texture, low res enough to count the individual pixels, but I still recognized it as rock. And then I asked myself what takes more skill: a high fidelity AAA game that just megascans a real rock surface to capture as much detail as possible, or a game like Dread Delusion trying to convey the idea of a rock in as little detail as possible.

    Developers back in the day would have absolutely killed to have the hardware capabilities we have today. No longer needing to worry about fitting games on a tiny disc or cartridge measured only in MB, not even in GB. Even Dread Delusion, despite looking like a PS1 game, could not have fit on even 3 PS1 discs. But it was those very limitations that made developers really have to think carefully about their content, the total scope of the games they wanted to make, how much detail they could afford to include, etc.

    I don’t think those limitations necessarily made games inherently better, because there were still a lot of bad games back in the day. But it meant that everything had more deliberation to it, where a developer would create a game that was one really good idea instead of a game made of 20 just “okay” ideas.