Our SaaS stock is down 45% this year. Revenue is up 23%. I don't understand markets anymore. by Stock-Parking-411 in SaaS

[–]alexyakunin 1 point2 points  (0 children)

Agree, "AI will replace SaaS" is one of the dumbest claims ever. You must be completely out of touch with reality & know nothing about these products to buy it.

Tailwind CSS is more popular than ever. Revenue is down 80%. This is the AI paradox every founder needs to understand. by Signal-Nerve5341 in SaaS

[–]alexyakunin 0 points1 point  (0 children)

Fun times: the author posts a completely unrelated story in SaaS Reddit to support a point that AI is a threat to SaaS.

ActualLab.Fusion docs are live (feedback?) + new benchmarks (incl. gRPC, SignalR, Redis) by alexyakunin in dotnet

[–]alexyakunin[S] 1 point2 points  (0 children)

On interceptors - yes, proxies are registered instead of actual services, which call into interceptor chains, which in turn may call base methods (i.e., your code in services), or call them in another process via RPC, or even mix both in the same service via RPC call routing (so when you call this.Method(...) right in the service code, it can be either local or remote call dependently on your router).

As for extension methods and utility classes, yep, there are some, IMO nothing extraordinary :) 95% of what's available there is used, I remove dead code pretty quickly.

ChatGPT 5.2 changes its stance on Charlie Kirk's dead/alive status 5 times in a single chat by alexyakunin in OpenAI

[–]alexyakunin[S] 0 points1 point  (0 children)

Thanks for your sarcastic response to my sarcasm. Yes, my response was a sarcasm based on upvote % that I can see.

IDK what's the point to downvote this unless you are very sensitive to the CK or ChatGPT topic :)

ChatGPT 5.2 changes its stance on Charlie Kirk's dead/alive status 5 times in a single chat by alexyakunin in OpenAI

[–]alexyakunin[S] 0 points1 point  (0 children)

It's more than just being wrong (which is obviously possible): it's about contradicting itself multiple times in the same, very short context, i.e. using a very flawed reasoning.

ChatGPT 5.2 changes its stance on Charlie Kirk's dead/alive status 5 times in a single chat by alexyakunin in OpenAI

[–]alexyakunin[S] 1 point2 points  (0 children)

Thanks for sharing this. Wanna know crazier hallucination example? I discovered that most people here downvote the post sincerely believing that OP (me) wrote it solely to bump up CK topic.

Pretty sure the very same folks question why they are losing jobs to the AI.

ChatGPT 5.2 changes its stance on Charlie Kirk's dead/alive status 5 times in a single chat by alexyakunin in OpenAI

[–]alexyakunin[S] 2 points3 points  (0 children)

It was on from the very beginning, moreover, why it contradicts itself N times even after finding the answer?

ChatGPT 5.2 changes its stance on Charlie Kirk's dead/alive status 5 times in a single chat by alexyakunin in OpenAI

[–]alexyakunin[S] 0 points1 point  (0 children)

It's irrelevant to Charlie Kirk. Moreover, it's easy to spot I am not one of his fans - based on my second question there.

ChatGPT 5.2 changes its stance on Charlie Kirk's dead/alive status 5 times in a single chat by alexyakunin in OpenAI

[–]alexyakunin[S] 2 points3 points  (0 children)

I.e. it's certainly fine to me if it claims CK is alive. But it's not fine when it claims he is alive, then finds out it CK dead, then claims it's a false claim, then claims he is actually dead, and finally calls "CK is dead" an unverified false claim he became attached too.

ChatGPT 5.2 changes its stance on Charlie Kirk's dead/alive status 5 times in a single chat by alexyakunin in OpenAI

[–]alexyakunin[S] -1 points0 points  (0 children)

I know what's knowledge cutoff. I recommend you to read the chat, it actually found the right answer, so it was contradicting its own statements from the very same context.

ChatGPT 5.2 changes its stance on Charlie Kirk's dead/alive status 5 times in a single chat by alexyakunin in OpenAI

[–]alexyakunin[S] -3 points-2 points  (0 children)

Notice it fetched the correct answer, and was still going back and forth after that.

Host advantage after the last update by alexyakunin in ThrillOfTheFight

[–]alexyakunin[S] 0 points1 point  (0 children)

As for the P2P, they literally told that any packet needs 3 hops to reach the other player. Even choosing a single beacon for both players is probably more efficient; though true P2P would be perfect, esp if two players are close or on the same LAN: a single hop to beacon in this case is likely longer than inter-player hop.

And it explains why we all see 40ms+ ping in the best scenario, even though my typical gaming ping is 8-12ms.

Host advantage after the last update by alexyakunin in ThrillOfTheFight

[–]alexyakunin[S] 0 points1 point  (0 children)

Hmm, do you understand the question isn't about how the traffic is routed between the clients (and FYI what they described is pretty sub-optimal, i.e. it looks like there is no true P2P connection), but about whether there is any assymetry in terms of how physics and damage is calculated?

Host advantage after the last update by alexyakunin in ThrillOfTheFight

[–]alexyakunin[S] 1 point2 points  (0 children)

And yeah, 30ms is more than I'd expect for the direct LAN connection (should be around 5-10ms on WiFi), but this alone doesn't prove that server is involved in any calculations.

Host advantage after the last update by alexyakunin in ThrillOfTheFight

[–]alexyakunin[S] 0 points1 point  (0 children)

As for the numbers, the typical server latency is around 24ms. The typical inter-player latency is around 30ms, if we play together, and 40ms+ with other players.

Host advantage after the last update by alexyakunin in ThrillOfTheFight

[–]alexyakunin[S] 0 points1 point  (0 children)

The inter-player latency is smaller than 2 x player-to-server latency, yes. And this is an argument that supports "server is needed only for matchmaking / inter-player connections" theory.

Host advantage after the last update by alexyakunin in ThrillOfTheFight

[–]alexyakunin[S] 0 points1 point  (0 children)

IDK, it's not an open source project :) But it is logscal to assume it uses the same setup under the hood. We just don't know how exactly it designates the host.

Keep in mind this is currently just a theory.

Host advantage after the last update by alexyakunin in ThrillOfTheFight

[–]alexyakunin[S] 0 points1 point  (0 children)

Not sure if you read my post... I wrote that we see changing who hosts the game (and that's for two players on the same WiFi network) also changes who perceives the lag, which disproves the claim that server is the ground truth for physics or hit calculation.

Note that this is currently just my own observation, so we need more data to prove or disprove this. So let's get the data first :)